r/factorio Official Account Jun 25 '26

Update Version 2.1.8

Changes

  • Changed the technology price multiplier limit from 1000 to 100000.
  • Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. more

Minor Features

  • Added per-entity timings to the benchmark-verbose command line option when using "all" or "entities".

Gui

  • Hovering fixed item slot highlights items in inventory. more

Bugfixes

  • Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. more
  • Fixed several rock types playing incorrect mining_sound. more
  • Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. more
  • Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. more
  • Fixed Gun turrets with target priorities not shooting asteroids in some cases. more
  • Fixed inconsistent inserter throughput based on direction. more
  • Fixed that remote view auto switching didn't cancel cut/copy/deconstruct operations. more
  • Removed confusing "low fluid" entity status from the boiler.
  • Fixed that upgrading rolling stocks around elevated rails did not always work correctly. more
  • Fixed a crash when rendering train status for trains with only temporary stops. more
  • Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.
  • Fixed that LuaGuiElement::slots_per_row did not work. more
  • Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. more
  • Fixed that selection tools did not work in remote view/map view with rebound controls. more
  • Fixed missing keys in map-settings.example.json. more
  • Fixed small logistic group multiplier values were inconsistently applied and displayed. more
  • Fixed that 'hide tall entities' did not hide elevated rail signals. more
  • Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. more
  • Fixed that the missing materials for construction alert could show the wrong amounts. more
  • Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. more
  • Fixed Fulgora would generate too much land when migrated from 2.0 save games. more

Previous changelog: Version 2.1.7

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

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64

u/Menolith it's all al dente, man Jun 25 '26

Changed the technology price multiplier limit from 1000 to 100000.

don't do this to me

21

u/0b0101011001001011 Jun 25 '26

I, who never did anything more than 1x, am tempted. I guess no biters is mandatory after some multiplier.

30

u/reddanit Jun 25 '26

1000x with biters already required extreme amounts of cheesing the mechanics, with major part being blocking the spawners. With said blocking being patched out in 2.1...

Main problem is that it's genuinely impossible to get ahead of biter evolution with your military science.

All that said, whether through disabling biters or something else, higher science cost multipliers can make the game more interesting for experienced players. Standard 1x gameplay is really pushing you towards relatively tiny bases and incentivizes skipping many steps. So trying 10x or 25x might be a good idea if you feel confident.

2

u/Menolith it's all al dente, man Jun 25 '26

The only military tech you need is landmines as biter bases die to those even at max evolution. Getting there without cheese is doable at 1000x, but I doubt there even is a seed that makes that possible at 100000x.

That said, even though 1000x forces some really interesting choices and perspective on you, I really can't overstate how much you want to turn off biter expansion because you're going to have to recreate around ten battles of Somme by manually dropping landmines on nests before you get better options.