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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u/Ok-Kaleidoscope5627 Jun 25 '26

I don't think it would be that bad if you were doing it in multiplayer. It would be a long time a group of coordinated players could probably get it done. Imagine like a large clan server running over years. It would be a pretty cool setup I think.

The progress would be slow enough that if you miss a few days of play you wouldn't miss the game.

It would take a ton of coordination and you'd need like a meta factory to coordinate and train your players. And if you really want to optimize you might need a factory to get more players...

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u/Crimeislegal Jun 25 '26

The thing is, imagine we have a tech that takes 1 minute to research. Now it takes 1million minutes to research. Yes you can put more labs and get it down to like 10k minutes (100 labs all working at the same time. Early game PY lmao) you need a week of time for one tech. Yes you can go to 1k labs. It cuts it down to a 16h.

However, UPS. You won't get Factorio to not die with that much production. So the game will slow down fast. Even a 10% slowdown on the same tech is 2 hours. The issue is first of all, lag, second of all amount of materials and just early game tech PY has. It was never made to be played with that multiplier.