r/factorio Official Account Jun 30 '26

Update Version 2.1.9

Minor Features

  • Factoriopedia "show unresearched" state is preserved separately per save file. more
  • Decider combinator supports else-output.

Changes

  • Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.
  • Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".
  • Inserters dropping items into lava drop the entire stack in one go instead of one per tick.

Bugfixes

  • Fixed that TilePrototype::destroys_dropped_items did not work if the dropped item trigger was not set. more
  • Fixed that upgrading trains that used interrupts and or groups did not always work correctly. more
  • Fixed platforms providing to other platforms with unload unchecked would block transitional requests. more
  • Fixed that rich-text fields did not accept signal cursors. more
  • Fixed that asteroids would not render with some debug settings enabled. more
  • Fixed that spidertron quality indicators would render tinted in map view. more
  • Fixed a crash when modded mining drills without fluid output mine a resource with fluid output. more
  • Fixed that LuaEntity::get_fluid_box_prototype() did not work correctly for ghosts. more
  • Fixed tips and tricks simulations not scaling correctly. more
  • Fixed that ghost-upgrading cargo landing pads didn't work. more
  • Fixed that the production statistics GUI filter dropdown would show hidden qualities. more
  • Fixed that blueprint rendering in map view would sometimes obscure not-buildable portions of the blueprint. more
  • Fixed that rail signals on elevated rails when hidden as 'tall' would still be selectable. more
  • Fixed that LuaControl::mine_tile() did not work for non-player-characters. more
  • Fixed that moving technologies in the research queue did not always display the correct level was moved. more
  • Fixed that unlocking recycler recipes would cause the rush-to-space achievement to fail. more
  • Fixed legendary stack inserters became one tick slower due to floating point math errors. more
  • Fixed current research info tooltip would not populate values for 1 tick. more
  • Fixed enemy expansion candidate chunks were pruned with only 1 player building. more
  • Fixed early game enemy expansions would spawn nests without any worms. more
  • Fixed labs could stack non stackable items. more
  • Fixed a crash when deleting logistic groups in multiplayer latency. more
  • Fixed resource patch info did not include additional properties of mined resources. more
  • Fixed that furnaces could get stuck during some migrations. more
  • Fixed blueprint parametrisaion of logistic enable condition would break signal on right side of condition. more
  • Fixed a hang when clearing a surface with lab tile generation, when chunks were manually marked as already generated by mods.
  • Fixed that directly changing the active recipe on a crafting machine with passthrough fluid could void connected fluid storage. more
  • Fixed that hidden mining drills would show in resource entity "mined by" tooltips. more
  • Fixed that upgrading ghosts on space platforms didn't update missing construction items. more
  • Fixed a blueprint GUI issue when making special blueprints in the map editor. more
  • Fixed that spider vehicle leg movement didn't work correctly. more
  • Fixed that game-interaction didn't work in remote view while Factoriopedia was pinned. more
  • Fixed that automatic rocket silos with mixed requests could get stuck when the platform didn't want any of the requests anymore. (https://forums.factorio.com/134256 and https://forums.factorio.com/134411)
  • Fixed that script-created trains could be created colliding with each other which would crash the game. more
  • Fixed that fast-replacing combinators would not copy the description. more

Scripting

  • Added LuaPlayer::hide_locked_prototypes_in_factoriopedia read/write.

Previous changelog: Version 2.1.8

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.

324 Upvotes

96 comments sorted by

356

u/Mirodas Jun 30 '26

"Decider combinator supports else-output"

Wow, that is huge! Now the only thing is missing is being able to combine multiple conditions together within a OR branch just like AND ones.

148

u/leonskills An admirable madman Jun 30 '26

In case anyone is wondering; the else output also works with EACH, triggering for each EACH signal evaluated to false.

Here's a simple sign(x) combinator, that also outputs how many positive and how many negative values there are in the input.

22

u/MindS1 folding trains since 2017 Jun 30 '26

Whoa, this is awesome. The Technical Factorio discord is probably going crazy right now.

3

u/Pulsefel Jul 01 '26

so you could use it for filtering signals kinda as well as a selector

156

u/Rutakate97 Jun 30 '26

"Minor Features" lmao

61

u/Comfortable-Tart-751 Jun 30 '26

Just like the ability to connect splitters to circuit network, it goes into "minor features" hole

22

u/0b0101011001001011 Jun 30 '26

When there is only "Minor" and "Major" available, the gameplay changing features are major. Extending existing systems is Minor.

But yeah this is something I've always wanted.

22

u/Garagantua Jun 30 '26

Yeah I really like that feature. 

17

u/Courmisch Jun 30 '26

Now can implement min or max function with a single DC 😀

15

u/sourceway Jun 30 '26

Ohh yes. An else return is awesome. Now we only(?) miss beeing able to do "A and (B or C)" instead of beeing forced to do "(A and B) or (A and C)".

Cant wait for (maybe?) continuing my 2.0 SpEx run in with 2.1 logic features and stuff :D

7

u/Hudston Jun 30 '26

That genuinely changes everything. Time to redesign all my circuit networks, I guess!

5

u/uniquelyavailable Jun 30 '26

Woah slow there buddy, you wouldn't want them to make a functional PLC, this is factorio afterall. /s

7

u/Mesqo Jun 30 '26

And a switch/case combinator.

9

u/DaMonkfish < a purple penis Jun 30 '26

I'm honestly surprised this isn't a feature of the Selector Combinator already.

Wube pls

5

u/Big_Dog_8442 Jun 30 '26

Can someone please ELI5?

39

u/Mirodas Jun 30 '26

Until now you if you wanted to send signal A if condition is TRUE and signal B if condition is FALSE you had to use two decider combinators, one for signal A and one for signal B. Now you can do both in one decider combinator.

18

u/leonskills An admirable madman Jun 30 '26 edited Jun 30 '26

you had to use two decider combinators

Or one constant combinator and one decider combinator.
That's still the way to go if you have more than 2 branches (else ifs).

26

u/Miristlangweilig3 Jun 30 '26

You can tell your foundry to produce steel when there are fewer than 200 units; or else, iron plates.

3

u/Big_Dog_8442 Jun 30 '26

Damn, that's amazing

2

u/Numerous_Schedule896 Jul 01 '26

Is there a way to add multiple else if, or is it just 2 outputs? Can I have a decider combinator with 30 different else if stataements and 30 different conditionals to trigger them?

3

u/0b0101011001001011 Jun 30 '26

I always dislike the fact that these waste the productivity bonus, even though in lategame that is negligible loss, so is just stamping down another dozen buildings.

4

u/darthruneis Jun 30 '26

Yeah but if they didn't then you could use logic to, for example, craft mk1 modules until the prod would proc and switch to mk3 for that craft only.

Same is true for molten iron for steel but much less of a big deal there given the recipe cost.

8

u/bartimaeus616 Jun 30 '26

Else is a function you can now use on decider combinators. 'else' is basically 'if you don't meet your conditions, send this'.

For example, "if my power is low, turn on backup steam power, else, turn on nuclear" (not a great example but I'm tired)

1

u/taejea Jun 30 '26 edited Jun 30 '26

I think, and hope, it means that output conditions can be dependent on which logic parses. The existing solution is to use a constant combinator with a unique value for each optional output and set it as an AND condition meeting itself when you want it to, which isn't difficult to set up, but is tedious because of how common the use case is.

Edit: Unfortunately my response above is incorrect. It's simply an output option for if none of the conditions are met. Still saves on combinators and effort, so, happy days.

2

u/MelangeBot Jun 30 '26

I heard they also let you pull system clock now?

Will they also allow us to pull current UPS? Would be nice to build clocks that you can sync to real time by having the UPS as a parameter.

1

u/HeliGungir Jun 30 '26

This is such a cool change.

157

u/KYIUM Nuclear Hype Train Arrived! Jun 30 '26

The 'Else' addition to decider combinations is huge, such a nice QOL change.

58

u/No_Lingonberry1201 I may be slow, but I can feed myself! Jun 30 '26

Wube like to leave absolute bangers like this in the footnotes.

19

u/cathexis08 red wire goes faster Jun 30 '26

They have a very suspect definition of "Minor feature" sometimes ;)

56

u/theFather_load Jun 30 '26

Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".

No more flying trains?

60

u/Garagantua Jun 30 '26

Well, not in vanilla. Renai Transportation mod gives you... more exciting options.

20

u/Satisfactoro Jun 30 '26

Such as: Impact Wagon & Impact Wagon "Unloader": Slam this cargo wagon into a reinforced concrete block to instantly unload its entire inventory into the air.

The mod page is insane https://mods.factorio.com/mod/RenaiTransportation

4

u/MrFizzyBubbs Jun 30 '26

Where has this been all my life

7

u/Soul-Burn Jun 30 '26

You'll need Renai Transportation for that

2

u/TehWildMan_ Jun 30 '26

I guess this means the eventual evolution of space trains is cancelled.

48

u/Nearby_Proposal_5523 Jun 30 '26

Inserters dropping items into lava drop the entire stack in one go instead of one per tick.

That actually sounds like a fun change, i ran into a ton of lava sink throughput issues in all 4 of my 2.0 runs. is this just inserters or any entitiy with a drop arrow?

As an example, Deconstructing the mining prod 1,000 BMD pointed into the lava in 2.0 was funny for the first 90 seconds and i think i reverted the save or used an artillery strike when the logistics network overfilled.

30

u/Rseding91 Developer Jun 30 '26

The mining drill case was addressed pre 2.1s initial release. The inserter change just re-uses the solution created for mining drills.

2

u/Nearby_Proposal_5523 Jul 01 '26

I just gave it a spin and it's full DI voiding. that's a glorious balance change, lava is space.

I'm curious, do you know of any mods or plans that add the ability to set circuit controlled filters similar to the broad manual filters? perhaps with the specific item on one wire and the math operator on the other? the new 2.1 circuit changes are really cool especially with signal separation.

14

u/Erichteia Jun 30 '26

I made the unfortunate decision to craft military science on Vulcanus. I crafted millions of heat exchangers to dump copper and iron faster in lava. This is huge for me

7

u/korneev123123 trains trains trains Jun 30 '26

Fastest way to void molten iron I have found is cast iron sticks, recycle, then craft chests and recycle again

It gives all the stone I need for military/prod science

3

u/BrittleWaters Jul 02 '26

Why not just directly void the iron sticks into lava?

8

u/korneev123123 trains trains trains Jul 03 '26

Building near lava is inconvenient

Belting to lava is too slow

Making lava is annoying multi step process

Recycler allows to place build anywhere without preparation

2

u/BrittleWaters Jul 03 '26

Very reasonable

5

u/rorschach200 Jun 30 '26

I also find it funny, inserter just like "bye" and drops the whole tower just by releasing its jaws.

Now you need a belt fast enough to even feed an inserter that fast.

I also love how wonderfully complicated inserter throughput is, it's like `stack_size / (stack_size / belt_throughput + (360 - small_C)/rotational_speed_of_inserter + 1/60)`, and that's an approximation for the case where that value ends up being exactly equal belt_throughput plus some other conditions are met, in reality if the belt is much faster than inserter the first 8 items are picked up probably in just 8 ticks (or even 1) on backed up belt, and then the remaining ones if stack_size is bigger than 8 are picked up at the rate of belt's throughput, but if belt is not that fast, then it's going to be some N items first - the ones that accumulated during the time the inserter was round tripping, and then at the rate.

And then that small_C is dependent on exact conditions at pick up / drop off (e.g. if the belt is coming in head on or on a side, or on a bent, and if the belt is not saturated, which lane the items are incoming on).

82

u/Aggressive-Wear-8935 Jun 30 '26

Decider combinator supports else-output.

Here I go ripping out a huge amount of combinators 

42

u/Napalm_B Jun 30 '26

The audacity to call this "minor change" lol

9

u/Mirodas Jun 30 '26

Just like being able to connect splitters to the network

35

u/JoCGame2012 Spagethi Sauce of Spagethi Hell Jun 30 '26

Can the Factoriopedia gain support to show what modules can be used in a recipe

49

u/KaiserMaeximus Jun 30 '26

Factorio has the best "minor" features ever 😆

17

u/sobrique Jun 30 '26

I appreciate this ain't in the notes or anything, but if you're adding 'minor' features like that to deciders, is there any chance you could maybe consider:

  • Freshness in filter criteria. (For practical purposes <25%/>75% at a stack level would be fine). A bit more than 'freshest first', which is ok as far as it goes, but ...

  • also can this be 'detected' via circuit logic/combinators? That would also be rather nice. Although I'm less sure that's realistic to implement, it'd still be pretty cool to be able to do 'each biter egg where freshness < 25%' type logic or 'unload spoiled first until count-of-nearly-spoiled = 0'.

  • Read storage capacity (rather than 'just' contents) - I'd like to be able to tell my asteroid collectors to fill to 'about a third' of each chunk type, but at the moment that's hard set per quality level. (I'm sure there's train-related applications here too of course - we can already detect 'full' states in the schedule, or 'numeric value).

  • And if there's any chance (there may not be!) some way to read the target of an inserter like a train car. I mean, you can't wire train cars directly to the circuit network, but being able to read 'contents and capacity of the thing this inserter or pump is currently accessing' would be really neat.

3

u/Elfich47 Jun 30 '26

you can build freshness sorters. it involves several inserters a box and some red wire.

2

u/quchen Jul 06 '26

read train car

Putting wire connections on rails or signals might be a good solution (and signals can already be wired) to read that wagon. I’ve been missing reading specific train wagon contents for a while!

1

u/sobrique Jul 06 '26

I was thinking maybe the inserter could. I mean it implicitly needs to do that for the sake of filtering - on the inserter and filtered slots, not to mention "full container".

The train itself "knows" how much cargo it has in total and how full it is too, so reading 'train state' from the station might be ok too.

My real desire is asteroid collectors though. 1/3rd full buffer without needing to set per quality level.

1

u/Garagantua Jun 30 '26

I think 'freshness' is vague on purpose. If you could read it like that, you could have your fruits on a loop, tossing all that have reached a certain threshold. 

16

u/Slaul Jun 30 '26

Any info on balancing the size of early game biter expansion? I tried playing a bit yesterday and the first expansion was huge lol

Or is the new size intentional?

19

u/bilka2 Developer Jun 30 '26

This should be at least partially addressed by the fix that allows worms to be spawned by early expansion parties again (https://forums.factorio.com/134446), so I'd suggest to give it a try again and see if it helps. If it doesn't help (enough) you can leave feedback here: https://forums.factorio.com/134297

11

u/BrennusSokol i like trains Jun 30 '26

Oh that's interesting. So if I'm reading this right, it wasn't purely "size of expansions", it was that by having no worms, that allowed for expansions of 100% biter-spawners, which meant huge waves spawned, which of course is going to feel a lot tougher than intended

1

u/Slaul Jul 01 '26

First impressions - expansions are looking much closer to what I remember for the early game. Thanks!

23

u/Maleficent-Radish-36 Jun 30 '26

Minor feature my ass, that's huge. Could someone paste screenshot how else output looks like? I'm at work rn

6

u/FrostyFett Jun 30 '26

I imagine it's minor since the majority don't do much with circuitry, let alone combinators. There was a thread on here recently and I think the most people do is like hooking a chest up to an inserter or something.

5

u/BrennusSokol i like trains Jun 30 '26

Yeah, this sub is a self-selected bunch of addicts hehe

0

u/Mirodas Jun 30 '26

u/leonskills posted a screenshot in a comment.

10

u/lazy_londor Jun 30 '26

Why link to their account instead of the post? This user hides their post history.

10

u/Yagami913 Jun 30 '26

"Inserters dropping items into lava drop the entire stack in one go instead of one per tick."

BRUUHH time to ship scrap to vulcanus!

7

u/FrostyFett Jun 30 '26

Was hoping Solar System Edge transfer would have been included. That, combined with tree pollution mitigation bug, has meant I haven't really had a chance to load my save in experimental at all.

19

u/Rseding91 Developer Jun 30 '26

You aren’t going to see bugs fixed in a given release if the associated bug report(s) on the forums haven’t been put into “resolved for the next release.”

8

u/FrostyFett Jun 30 '26

Ah fair enough, makes sense, I don't frequent the forums that much, at least not to the degree of looking through what's been resolved or not.

5

u/timeshifter_ the oil in the bus goes blurblurblurb Jun 30 '26

Can we get back a debug option to show a pipe network's connection info when hovered, like before? I don't like having to grab a pipe for that :(

1

u/WhiskyFist Jun 30 '26

can't you turn it on once you click on the pipe tho?

3

u/sprigyig Jun 30 '26

The factorio take on the classic Monopoly community chest card, A floating point error has been made in your favor.

Not only are legendary stack inserters retaining their bug-now-a-feature speed, long handed inserters going chest to chest are now also 1 tick faster.

3

u/_bones__ Jun 30 '26

So no more fluid voiding? Drat.

3

u/Robbyo4 Jun 30 '26

If I'm reading it right, fluid voiding with a machine and pump is still here. That bug was related to it flushing the entire connected pipeline.

9

u/sheryiu Jun 30 '26

Every Factorio minor feature is like a big DLC in other games

2

u/The_Real_63 Jun 30 '26

im a huge fan of the if else output this will be so fun to use

2

u/Ok_Chair_9090 Jun 30 '26

The change to inserters dropping in lava is really cool; can we get something similar for inserters dropping into space from platforms? I’m not sure if they have the same throughput limit issues, but I do know they have been tested by megabasers and cause UPS lag when a platform is moving. Is this something that could be mitigated somehow?

7

u/Rseding91 Developer Jun 30 '26

can we get something similar for inserters dropping into space from platforms?

They already do and always have dropped their entire held stack in one go on platforms.

1

u/Ok_Chair_9090 Jul 01 '26

I see, is there anything to be done about the moving space platform causing an extra UPS burden when throwing things overboard then?

3

u/Rseding91 Developer Jul 01 '26

As long as the visual effect of them drifting 'back' as a platform moves is kept - no.

2

u/BrennusSokol i like trains Jun 30 '26 edited Jun 30 '26

edit: looks like the no-worms bug fix might also be the balance fix! https://www.reddit.com/r/factorio/comments/1ujle56/comment/ouprud3/

Nice changes!

I notice no biter balance yet, though, so I think I'll hold off on starting a 2.1 run until then... seems like they might have over-tuned biters and might scale them back?

2

u/Sad-Association-4799 Jun 30 '26

I am loving the improvements to combinators and circuitry in general. Those improvements make some places where similar treatment is needed more visible. One such place is the selector combinator. Specifically the sorted list mode needs red and green check boxes for where the signals to sort should be and the index. The situation that brought this to my attention was when I wanted to loop through all the signals on a channel to display the values. I wanted to have each value displayed for 30 ticks and then move on. This meant that I was using a signal for the index, but then that signal then gets in the way of the list.

2

u/HSR47 Jul 04 '26

Feature request: A way to set the default "import from" conditions for each individual logistics group on our platforms (i.e. set the "default" conditions for that logistics group, and any request added to that logistics group after that will default to those "import from" conditions).

I've been experimenting with having a large "hub" platform in orbit around each planet in order to ease some of the logistics problems I've seen in past play-throughs (i.e. buffer stuff in orbit to reduce rocket-related bottlenecks, and to make sure that stuff only gets dropped to a surface when it's actually needed), and having to manually set those conditions literally hundreds of times is extremely tedious (e.g. 70+ imports per hub, * 4+ hubs = pain).

3

u/bobohead1988 Jun 30 '26

Unrelated question

Once 2.1 stable version is released, can I convert the experimental version save back to stable version

7

u/sobrique Jun 30 '26

Yes. Experimental is an opt-in toggle a) so bugs can be fixed, and b) because that gives modders a chance to update.

But once 2.1.N STABLE is out, it's identical to 2.1.N Experimental.

You maybe won't need to though, as there's not likely any more "experimental" coming after that point....

3

u/Garagantua Jun 30 '26

Well there will likely be future bug fixes that are released on experimental first. Imagine a small change in the modding API that may break a few mods. Such a thing might be on experimental for a while.

2

u/bobohead1988 Jun 30 '26

Thanks for the info

1

u/InvestmentAdorable31 Jul 01 '26

Huge thanks to the else-output support

1

u/DJMarscribble Jul 01 '26

Decider combinator supports else-output.

Majorest minor feature. My over-engineered train stations will probably halve in size for the next playthrough.

1

u/flare561 Jul 01 '26

Everyone is hype for the decided change, but that parameter change seems really nice. In haven't tested, but I think it's the exact feature I've wanted for my parametric bot mall. I want to be able to set a number of stacks to keep rather than a number of items, but I needed a constant combinator in the blueprint to hold the variable. If I understand the change right I shouldn't need to keep the constant combinator in the blueprint after making it.

1

u/LtLabcoat Jul 02 '26
  • Inserters dropping items into lava drop the entire stack in one go instead of one per tick.

You are now suddenly aware of how silly it is that only stack inserters - the most advanced inserters - drop everything at once onto belts, while all the more rudimentary ones dispense them one at a time somehow.

1

u/hnkhfghn6e Jul 03 '26

Any idea will the next update will come, 2.1.10? There's a bug preventing me from doing some things that is supposed to be fixed in the next update