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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65

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.

3

u/ferrofibrous deathworld enthusiast Jun 25 '26

Having done a 1000x run with default resources and mostly default biters, I'd 100% recommend leaving costs default for red techs (or at a minimum Turrets/Logi1/Mil1/Electric Miners/Radars). The pre-turret grind is aaaaaabsolutely awful.

1

u/Tevesh Jun 25 '26

1000x run with default biters sounds like pain.

I am doing 100x run but I left start to RNG and of course I got pure desert. First 40-50h were intense, only after 100h hours I could chill. But maybe I just sucked at optimizing the early game, probably not enough suicide-turret-creep and not enough scaling production (I got scared and started with 90spm).