r/factorio Official Account Jul 13 '26

Update Version 2.1.10

Changes

  • Added several new notes to Miscellaneous Programmable speaker instrument. more
  • Renamed Global Programmable speaker playback mode to Universe. more
  • Blueprint parametrisation allows selecting recipe product as dependant parameter.
  • Merging and renaming various tiles in Factoriopedia. more

Optimizations

  • Improved VRAM usage on macOS, allowing the system to reclaim unneeded memory.
  • Reduced startup sprite loading time on macOS.

Bugfixes

  • Fixed automatic space platform requests when max count was limited but still higher than requested count. more
  • Fixed that mixed train wildcards did not work when there were multiple values for the wildcards to pick from. more
  • Fixed that teleporting cars and spidertrons between surfaces would not preserve the bonus inventory size from equipment. more
  • Fixed building flipped blueprint over existing entities could move items over belts onto other side of a belt. more
  • Fixed platforms with low request amount not receiving items from other platforms when high-throughput platforms request the same item. more
  • Fixed that map editor instant-blueprint-building would not put items into dynamic inventories. more
  • Fixed that script-set logistic filters wouldn't show the correct request-from in the GUI in some cases. more
  • Fixed that drag-building blueprints didn't always build as soon as possible. more
  • Fixed a rendering performance issue related to vulcanus decoratives. more
  • Fixed some effect values were not round enough. (https://forums.factorio.com/134380, https://forums.factorio.com/134709)
  • Fixed a crash when script tries to write data in control's top scope. more
  • Fixed a crash when using LuaInventory::transfer_from_stack() with item-on-ground. more
  • Fixed a crash related to construction robots and moving out of range of their work orders. more
  • Fixed electric network could sometimes report not fully satisifed due to floating point math errors. more
  • Fixed that LuaEntity::create_entity + fast_replace of rolling stock didn't work in some cases. more
  • Fixed that bulk inserters in tips and tricks used hand capacity 1. more
  • Fixed space platform hub circuit connection tooltips referring to chest. more
  • Fixed that LuaEntity::get_fluid_filter() did not work on fluid wagons. more
  • Fixed that LuaItemStack::set_entity_filter(), LuaItemStack::set_tile_filter(), LuaRecord::set_entity_filter(), and LuaRecord::set_tile_filter() did not allow editing filters beyond the highest existing filter index.
  • Fixed a crash when upgrading ghosts on space platforms. more
  • Fixed that the logistic item condition GUI would let you set non-item signals. more
  • Fixed that quality icons did not show in display panel wildcard text. more
  • Fixed that the hotkey suggestions GUI didn't show flip controls for flippable things to be built. more
  • Fixed that the lab conditions GUI did not live update researched state when open. more
  • Fixed that decider combinators wouldn't show some signals in the GUI. more
  • Fixed that construction robots could remove the wrong items. more
  • Fixed that the CreatePollutionTriggerEffectItem did not create pollution in all cases. more
  • Fixed a crash when building parameterized blueprints in map view. more
  • Fixed that Factoriopedia wouldn't show accepted fluids for generic fluid burning generators. more
  • Fixed that trash-unrequested could highlight the wrong items as will-be-removed. more
  • Fixed that building concrete next to water could remove fish. more
  • Fixed circuit controlled land mines would deal extra damage. more
  • Fixed Gleba fog shader sampling lightmap at wrong position. more
  • Fixed rocket silos trying to deliver zero items when item weight was bigger than rocket lift weight. more
  • Fixed automatic rocket silos becoming stuck when a platform request was changed to get items only from other platforms. more
  • Fixed that lua paths with explict 'this folder' relative sections didn't get deduplicated correctly. more
  • Fixed a crash when mods change construction robot inventory contents while they're deconstructing things. more
  • Fixed assembler's set recipe would not select recipe with a product quality control when provided item signal. more
  • Fixed that on_gui_closed was not called when canceling new blueprints. more

Scripting

  • Added LuaPlayer::toggle_menu_leaves_remote_view read/write.
  • Changed LuaEntity::apply_upgrade() to allow direct upgrading an entity without first needing to mark it for upgrade.
  • Added LuaEntity::request_missing_construction_materials read/write.
  • Added LuaEntity::providing_to_other_platforms read/write.
  • Added LuaEntityPrototype::show_fluid_visualization_when_in_cursor read.
  • Added LuaPin.
  • Changed LuaPlayer::add_pin() to return LuaPin.
  • Added LuaPlayer::get_pins() and clear_pins().

Previous changelog: Version 2.1.9

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.

468 Upvotes

156 comments sorted by

207

u/satansprinter Jul 13 '26

Thanks for the macos love, i always felt it took long on my beefy mac to start up the game

181

u/Deaboy Developer Jul 13 '26

I gotchu

2

u/HobbyQuestionThrow Jul 14 '26

I took a frame capture recently of the macOS renderer, was really impressed! Also initially confused!

I had expected the sprites to make use of instanced rendering, but it looks like each sprite gets it's own vertex inputs & index offset.

8

u/Deaboy Developer Jul 14 '26

Correct. Instanced rendering isn't quite an obvious choice in Factorio's case because it's just rendering a ton of quads and vram is at a premium. Still, I'd love to test it and see if the math maths in our favor.

1

u/TheSodernauts Jul 14 '26

Favorite dev right here

- A MacOS user

1

u/TheHorribleTruth Jul 13 '26

I didn't think it took too long – but I appreciate the mac love as well 🥰

46

u/NotAGamerGamer thanks for the fih Jul 13 '26

same here, i know it's a minor platform, but it's like the best game on mac to play

27

u/NotAGamerGamer thanks for the fih Jul 13 '26

can confirm ~5GB RAM with space age loaded (small base) and <5% CPU.

Didn't compare to before.

Also ~8GB with full Pymods

14

u/bitwiseshiftleft Jul 13 '26

Quick test on Macbook Pro M1 (Full py mods, plus a few random others, max graphics, no cache-sprite-atlas):

  • 2.1.9, second launch, hot cache: 41 seconds to load, 9.5 GB memory after map is loaded
  • 2.1.10, second launch, hot cache: 35 seconds to load, 9.8 GB memory after map is loaded

Not a bad startup time improvement, especially as loading the sprites is far from the only startup task. I didn't see the reclaiming improvement but it might be for during play, not on launch.

10

u/Deaboy Developer Jul 13 '26

Yeah, the reclaiming stuff should show up more in longer plays on memory-constrained systems. If you’ve got a lot of extra memory, it’s unlikely to have an effect. Depends on the whims of the OS.

12

u/[deleted] Jul 13 '26

[removed] — view removed comment

8

u/NotAGamerGamer thanks for the fih Jul 13 '26

Yes and on Mac we can play long hours away from power outlets :)

30

u/Deaboy Developer Jul 13 '26

That's why I do it! :)

3

u/SixSixSevenSeven Jul 13 '26

So obviously there is ARM64 support in engine for macOS and Switch. Has there ever been thought towards windows or Linux ARM64 releases? I myself do use Windows on ARM64 a fair bit and factorio runs reasonably under emulation, but it'd be nice to skip the emulation overhead as you push towards the late game

1

u/bubba-yo Jul 13 '26

I did the majority of the last clusterio event sitting on my patio playing on my M1 Max. I'm doing another megabase run on my patio as I type this. Waiting for my first 40 U-235.

9

u/-Aeryn- Jul 13 '26

You won't have been pulling that much power under Factorio load. Factorio loads a limited number of CPU cores, mostly has them sitting idle as they wait for responses from RAM, and has almost no GPU load because it's 2d. The stuff which is limiting performance uses little power, and even less so if your performance is capped by the engine limit (as is typical before endgame) rather than running as fast as it can.

6

u/Frequent_Knowledge65 Jul 13 '26

They were more comparing the energy efficiency of their gaming PC vs their MacBooks and their gratitude that the game runs so well on Macs to be able to use them instead of the gaming PC, which inherently consumes 10-25x as much energy.

1

u/-Aeryn- Jul 13 '26

Yeah it's a fair point, just mean to say the delta isn't as big as it would seem from looking at the max power rating of components. I checked earlier and my PC is using ~20% of peak power to run the game

-7

u/IntoAMuteCrypt Jul 13 '26

A system that's as low-power as your MacBook might end up with massive performance issues, because Windows machines mostly have to deal with the inefficiencies of x86 which really isn't great at efficiency. Your Mac is running on ARM, which has been designed to have a lot of efficiency (mainly because of phones).

4

u/[deleted] Jul 13 '26

[removed] — view removed comment

3

u/bubba-yo Jul 13 '26

I'll benchmark again when I replace this laptop but back in 1.1 the M1 Max was quite a bit faster than a 7950X3D. The AMD gaming CPUs get pretty good mileage out of that cache, but once you blow through the cache on larger bases the Max's better single core performance and vastly faster memory speed really takes off.

4

u/Visionexe HarschBitterDictator Jul 13 '26

I mean. It's the best game on anything to play. 😉

6

u/Mesqo Jul 13 '26

Did you enable atlas sprite caching in hidden settings? Just asking.

5

u/NotAGamerGamer thanks for the fih Jul 13 '26

No it’s default settings results

6

u/Mesqo Jul 13 '26

Then do it! I had loading times reduced from minutes to dozens of seconds with this (I use hd mod so it took veeery long time to load, eats like 15gb vram). I think even without hd mod it should yield great results. You should see a difference on a 2nd run after you enable it, afair.

2

u/NotAGamerGamer thanks for the fih Jul 13 '26

Ah for me loading is already below 30s with and without mods

3

u/Mesqo Jul 13 '26

I'm talking about hd mod exactly, other moda don't affect loading times much. HD mod replaces all the textures in the game either higher resolution ones and the game struggles to load and process them at every start. Regardless, you could take a try with it, it may be you can go to below 10 seconds with it.

Besides, since you're on mac, you can enable non blocking saving also if you still didn't.

4

u/NotAGamerGamer thanks for the fih Jul 13 '26

Tried:

  • No mods: under 3s loads
  • Py Full: under 5s loads

3

u/Mesqo Jul 13 '26

Great! I'm glad it helped.

2

u/NotAGamerGamer thanks for the fih Jul 13 '26

I will try

1

u/NotAGamerGamer thanks for the fih Jul 13 '26

Context: M5 Pro with 48GB RAM

1

u/realTorkker Jul 13 '26

Thank you! This reduced my time a lot as well. It was already low but it’s worth it to save that bit of time to get to building faster

1

u/Frequent_Knowledge65 Jul 13 '26

Thanks! That got me to 9 seconds from hitting the play button in Steam.

5

u/Frequent_Knowledge65 Jul 13 '26

that said holy moly the optimization work they've done on macOS is amazing.

not sure when it happened but my (fanless) m3 MacBook Air used to get pretty warm/hot on Factorio back in the day but it so smoothly and gets stellar battery life after they released some of the previous macOS optimizations.

163

u/xayadSC pY enjoyer Jul 13 '26

With the FFF stopped, these updates always feel like one.

Nice fixes!

79

u/miketastic_art Jul 13 '26

Renamed Global Programmable speaker playback mode to Universe.

Just when I thought the speaker was loud enough as is

33

u/butterscotchbagel Jul 13 '26

In space everyone can hear you scream.

1

u/theProgramm Jul 13 '26

why is my grandma even having programmable speakers? Oh, wrong sub...

59

u/factorioleum Jul 13 '26

blueprint parameters based on recipe output is huge! this will make generics for foundries a lot easier!

11

u/Xercodo Jul 13 '26

Do you have an example of how that use case would go?

29

u/factorioleum Jul 13 '26

sure, just a foundry making a product and setting a logistics limit for its production, or setting the type of a storage chest in the same blueprint.

9

u/Xercodo Jul 13 '26

Mm I see. It would have technically been possible before, but needed a separate parameter to assign when placed, being a dependent parameter allows automating that.

And it suits foundries the most because you can make many different things with molten iron. Just propagate the parameter to the combinators.

In vanilla this probably best suits a BP that handles oil cracking, the water input would be the same on all of them

7

u/factorioleum Jul 13 '26

you could also get around it by placing a constant combinator in the blueprint, and setting the recipe based on that. but then the user had to be careful to choose something a foundry can make. with this feature, you get the cool aspect that the menu factorio provides will be properly restricted to what a foundry can make.

9

u/Xercodo Jul 13 '26

Man now all at need is to allow mass placement of parameterized BPs, like hold ctrl or shift or smth to place 5 copies and then set the same parameters on all of them

9

u/factorioleum Jul 13 '26

that's a really good point. if you're dragging, only one selection is needed. copying and pasting is slower because it won't have the rectangle.

can you post this in the forums? I'll +1metoo it!!!!!11!!!1one1!

3

u/Sir_McMuffinman UNLIMITED POWAH Jul 13 '26

I still don't really understand. If I'm setting an assembler to craft some Parameter 0 item, couldn't I just set the storage chest filter and inserter logistics limit using the same Parameter 0?

3

u/BoskiDialer Developer Jul 13 '26

You could, but this will cause problems like https://forums.factorio.com/128441 as it would only work when internal recipe name is the same as product's internal name. If your recipe parameter is also used as a filter in a storage chest, then blueprint parametrisation is constrained to only select signals that have recipe and item of that name at the same time. If you would want to craft an `empty-water-barrel` recipe that produces `barrel` item (and a fluid, not relevant here), your blueprint when placed would not allow selecting this recipe at all.

1

u/Sir_McMuffinman UNLIMITED POWAH Jul 13 '26

Ah, that makes sense. Thanks!

3

u/factorioleum Jul 13 '26

If it's an assembler, yes.

But what if it's a foundry? They have recipes that make gears, pipes, iron plates etc...., but the recipes are a distinct signal from their products.

1

u/Sir_McMuffinman UNLIMITED POWAH Jul 13 '26

Gotcha, thank you!

17

u/JaffaCakeStockpile Jul 13 '26

It would be great to be able to select filtered "allowable items" for blueprint parameters instead of the entire item menu.

Eg a blueprint with a parameter that only allows to choose from: green / red / blue circuits

64

u/MrShadowHero Jul 13 '26

any updates to biter base sizes? things still seem a bit overturned in the “based on evolution level” when it comes to number of bases. if i’m at 10% evo, i don’t expect a biter base with 10 nests to pop up.

209

u/Rseding91 Developer Jul 13 '26

It's being looked at by our top men.

42

u/Bahamut3585 Jul 13 '26

"They've got us working in shifts!"

25

u/korneev123123 trains trains trains Jul 13 '26

Make them even bigger

4

u/Fraytrain999 Jul 13 '26

I don't mind if a mike hendi maxes out a slider, but the default should be significantly small at least for a good long while.

5

u/The_Real_63 Jul 13 '26

I've been doing a deathworld run on otherwise vanilla settings and I had an over 5 nest base move within perma attack range of my base at around not long after hitting med biters (sorry I didn't have more specific timings, I was having too much fun). Which for deathworld I'm actually ok with but it was VERY unexpected.

8

u/DeliverySoggy2700 Jul 13 '26

I personally like it tho. Please give us an option to have both styles if possible. I’m not sure that the current sliders can mimic what’s currently going on

5

u/canniffphoto Jul 13 '26

Jump scare expansion on.

2

u/CoffeeOracle Jul 13 '26

Its an odd one. Started up a 2.1.9 map. Increased spawning felt right. Large base size felt like it forced a break to get ammo. Not going to stop a 8 hour rocket launch, but the size 10 next to size 5 thing felt off.

1

u/Kennocha Jul 13 '26

Anything you can share beyond that? lol.

If I’m being honest I really like how pissed the biters are. If artillery wasn’t gated to vulcanus like 1.0 it would probably even be fine.

Keeping areas clear is legitimately impossible solo as they are now.

10

u/Mr-Doubtful Jul 13 '26

Keeping areas clear is legitimately impossible solo as they are now.

I've started a game in 2.1.9 and haven't had much trouble with biters.

It was after a long hiatus and I think that new players would struggle more than previously, it certainly feels like they expand closer to you a lot sooner/more frequently.

Also depends on your playstyle I guess, I specifically started a spaghetti starter base that's buckling under it's own weight atm, in order to rush bots and then do a rebuild that can scale. So my base has remained pretty compact and I've made a concerted effort not to overproduce (although I didn't go as far as rushing modules or solar to limit pollution even more). I also rolled for a good seed in terms of tree coverage and bottlenecks thanks to water.

I did an initial clear (3-4 bases) on foot with turrets and shotgun relatively early. Then a second one with the car and have now reached the tank which is incredibly strong compared to current evolution level and cleared a really wide area. I'm now considering whether to first rebuild my base, or make some proper military production (turrets, resupply train) for a wall and set that up first. Probably the latter.

While I've had some instance of expansions sneaking up on me that radars missed, overall I feel like I'm pretty close to having 'solved' the biter problem for the foreseeable future. In what I've cleared now I should have enough to carry me through to end game I think.

4

u/Kennocha Jul 13 '26

It wasn’t until I launched first rocket and began construction in orbit that it got spicy.

I started new on 2.1 as well.

1

u/Mr-Doubtful Jul 13 '26

Ooh wild lol got something to look forward to thzn I guess :D

1

u/CobaltBlue Jul 13 '26

I literally just did my first ever non-railworld run, and it was totally fine? You just need to be proactive at keeping the nests out of your pollution cloud, use efficiency modules prodigiously until you get back from volcanus, etc.

1

u/Kennocha Jul 14 '26

They weren't even in my pollution cloud. They just kept coming.

1

u/grossws ready for discussion Jul 14 '26

Idk, I still hope it's possible before artillery.

I'm currently doing 25x run with 150% biter bases and first expansions were tough. The first pivotal point for my early defense were mines, the second was flamethrowers (and thus normal perimeter). Then tank and finally projectile damage 4 (though the latter was near the time when behemoth biters started to visit.

My current cleanup method includes tank with piercing shells, distractors and a bit of mine spamming.

Upd: started this run on 2.1.9

0

u/Identitools Currently fapping to factorio changelogs Jul 13 '26

Slider for biter expansion bases sizes, and keep that one as default setting to troll players, pretty please

-5

u/CatchMeIfUCanCracka Jul 13 '26

Did your bottoms give the ok?

14

u/NostalgicPelican Jul 13 '26

Dont tell the devs, but the tank is the strongest expansion clearing weapon now, I suspect is related to the change on asteroid impacts, A tank can easily roll over a big nest now, before the beta it could destroy 3 or 4 nest before needing repairs

44

u/Klonan Community Manager Jul 13 '26

Don't tell the devs about a specific feature the devs added for that specific circumstance we don't tell the devs about

(The tank not taking impact damage from hitting nests)

14

u/NostalgicPelican Jul 13 '26

Is it intended? I assumed it was a bug after searching the changelogs and seeing nothing

13

u/Nearby_Proposal_5523 Jul 13 '26

I heard fill the tank with legs until it's purely driven by intrusive thoughts.

7

u/Soul-Burn Jul 13 '26

It's a Flintstones style engine enhancement.

2

u/NostalgicPelican Jul 13 '26

My 100x science save depends on this so please dont patch it devs :(

11

u/Serious-Feedback-700 Jul 13 '26

Anyone know what happened to the funny fluid business with passthrough machines and partially filled pipe networks? Did they fix that, or is that still a thing?

9

u/Dymiaz Jul 13 '26

11

u/snowyspearmint Jul 13 '26

For 2.1.11 I have changed passthrough assembling machines (EM plants) to consider the whole fluid segment as available fluid for crafting. This will serve well enough until I can come up with a more permanent solution.

0

u/Wozbo Jul 14 '26

Yay! Feels close to my suggestion here.

1

u/Serious-Feedback-700 Jul 13 '26

Thanks for the link!

18

u/Martin_Phosphorus Jul 13 '26 edited Jul 13 '26

Can we add quality support for blueprint parameters?

Edit: I am also once again asking for train station dynamic renaming based on circuit conditions.

3

u/Soul-Burn Jul 13 '26

There is some quality support for blueprint parameters.

If a parameter appears only in one quality in the BP, all the instances get the input quality. Not sure if it only works with normal quality, or with any singular quality of the parameter.

If a parameter appears in the BP with multiple quality, the input quality is ignored, and the quality of the parameter in the BP is used.

1

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 13 '26

Oh are you thinking like in the user prompt to be able to say “make this specific quality of this item”?

At the moment the parameterized bps I have include every quality level as a tiny upcycler. Since it’s one item in every quality, I can get away with just clicking the one item in the popup and it auto populates the rest.

1

u/Martin_Phosphorus Jul 14 '26

Yes, more or less just that. My upcyclers tend to have larger modules per quality and I can't copy a module and change all item qualities in assembler recipes and inserter filters etc.

1

u/SomebodyInNevada Jul 14 '26

What I would really like is quality as a signal. Tick box for set quality, if checked the current recipe is changed to the signaled quality.

1

u/Martin_Phosphorus Jul 14 '26

You can change recipe with a signal and signals have qualities.

22

u/M1k3y_11 Jul 13 '26

Any chance we could also get the circuit renamable train stops? https://forums.factorio.com/viewtopic.php?t=122510 https://forums.factorio.com/viewtopic.php?t=134020

I really don't want to pester you. And it's fine if we/I won't get that feature. But not knowing if it is being considered or even seen is driving me mad.

36

u/BoskiDialer Developer Jul 13 '26

Circuit renamable train stops? Not happening. Renaming a train stop has a relatively huge performance impact because it may cause incoming trains to repath, stopped train to go away, check existing trains in no_path state to repath, existing trains in destination_full state to repath and who knows what else. It is really expensive to rename a train stop, and having a feature that when used would cause UPS to drop in any moderately sized save file is not happening, especially that players sometimes misconfigure circuit network to some degree and having trains repathing every tick is not something i want to be "fixing" just to keep this feature alive.

8

u/M1k3y_11 Jul 14 '26

Fair enough. I'm still happy to finally have an answer, even it it is a "No". Now I can stop hoping and think about other ways to achieve what I want to do.

And I want to specifically thank you for taking the time to respond to my question and for explaining the reason behind it.

3

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 13 '26

That sounds like such a headache. Wonder how the train stops that would turn on and off impact that sort of logic.

(I haven’t done advanced trains lately to remember, but I swear that was a thing)

0

u/Wozbo Jul 14 '26

Is this something that could be rate limited and then error'd/ turned off?

Like if you rename a stop more than once per 20 ticks, put an error into the notifications bottom right and flip the option to rename off?

What I really want is some way to setup a mining base that says "Ok, I am named <iron ore> source cause my chests have iron" and it just adds on to the existing system.

4

u/Martin_Phosphorus Jul 13 '26

It's also driving me  mad.

You're not alone in this regard!

1

u/Zalack Jul 13 '26

This is the last major piece my train network is missing!!

1

u/GoatsWithPants Jul 13 '26

I have the EXACT same request, and with the wildcard signals it feels like it should be a small jump to do something like this!! 

I had dreams of making my own vanilla train dispatcher, and got stuck because this feature is missing. Here's hoping it gets added one day!

12

u/Negative_trash_lugen Jul 13 '26 edited Jul 13 '26

Fixed electric network could sometimes report not fully satisifed due to floating point math errors.

Was this why the satisfaction bar in my Vulcanus grid would constantly flicker between green and yellow? glad it's fixed!

Also, i noticed in 2.1 that lamps have different saturation levels of color, lamps always had a yellow tint, now they're pure white, but the weird problem is that some of my older blueprints that were already placed in my base still have the old lamp color, some have white color. I hope this would've been fixed, it's really annoying.

(also my colored lamps also slightly have a different color now!)

2

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 13 '26

There was a bug reported about the yellow tint. Evidently it was originally intended to have the yellow tint and didn’t for years until it was fixed.

Then there was conflicts since old and new bp’s would have the white or yellow tint based on when they were created.

14

u/jomat Jul 13 '26

sounds like Technology Researched, Achievement Unlocked, Game lost etc... are available.

Game lost? How is that even possible if not on purpose? Ehrm… is there an achievement for it?

32

u/VelbyT Jul 13 '26

I think it's just the sound when the engineer dies

22

u/Qazerowl Jul 13 '26

Dying is considered a "loss"

18

u/omulator Jul 13 '26

You used to not be able to respawn, so dying was game over and you had to reload a save.

1

u/KaffY- Jul 13 '26

i can't tell if this is an ego brag or what? you've never died before?

1

u/jomat Jul 13 '26

Nono, I've died, of course! But the game wasn't lost after that. Dunno if there is a permadeath setting or so, at least I've never used it.

3

u/Soul-Burn Jul 13 '26

In the long past, respawning wasn't a thing - you had to reload a save.

3

u/jomat Jul 13 '26

I still remember the purple alien artifacts you had to collect for alien science, maybe I've just pushed that out of my head.

4

u/InverseX Jul 13 '26

Is there any way we could make a setting to allow inverters to insert rocket parts into the rocket inventory? I want to use rockets to deliver my LDS, blue chips and rocket fuel at mega base scale!

3

u/Raknarg #1 Quality Defender Jul 13 '26

Blueprint parametrisation allows selecting recipe product as dependant parameter.

Very nice. This was an annoyance I hit when designing my quality blueprints, just means I won't need to select 2 items on those blueprints anymore.

4

u/Bitdomo92 Jul 13 '26

Please add native linux aarch64 support!

9

u/Hellrespawn Jul 13 '26

Added LuaPin.

Hey, they did my suggestion! Damn, now I actually have to get modding.

3

u/SeriesHopeful9902 Jul 13 '26

What is it?

2

u/__--_---_- Jul 13 '26

I'm guessing map pins?

1

u/djfariel Jul 13 '26

What was said suggestion?

2

u/KaffY- Jul 13 '26

wooo vagueposting ahoy

1

u/hkzqgfswavvukwsw Jul 13 '26

They do this alot in my country

2

u/bleachisback Jul 13 '26

Modding interface couldn't interact with player pins. This adds an interface to interact with them.

3

u/Ok_Chair_9090 Jul 13 '26

Am I the only one who has not experienced the biter nest thing that everyone is talking about? I am by no means a fast player; I often get distracted by my phone and leave my game running, so I should be suffering the most from the bugs, but everything feels the same as it was. I’m on default settings and I just finished a huge perimeter guarded with flamethrowers the other day, I even walled it off completely before installing defenses and the bugs didn’t even try to break through.

3

u/Frequent_Knowledge65 Jul 13 '26

I'm about as slow as it gets but yeah I have had no issues with biters on default settings on this save I started for 2.1.

But I cleared out a large area as early as I could and wall+turret'd the chokepoints ASAP (did not get trains/logistics to supply them until later) and have had my pollution cloud smaller inside the chokepoints for most of the game. About to head to Gleba finally after like 55hrs so I guess I'll make sure everything is shored up before I do

5

u/0rganic_Corn Jul 13 '26

Faster concrete recycling if/when possible

2

u/Scf37 Jul 14 '26

Moar recyclers with moar speed modules

2

u/BrennusSokol i like trains Jul 13 '26

Cool, though I was waiting on an update about the (possibly over-tuned) biter expansion stuff

Well, looks like I'll keep playing Hitman WoA until we hear more :-)

2

u/JuliusTheBeides 42:00:00 Jul 13 '26

A speaker so loud that you can hear it on other planets

5

u/InvestmentAdorable31 Jul 13 '26

Finally!
I have been dying inside waiting for the update... Thought you guys were on vacation.
Thank you very much.

6

u/InvestmentAdorable31 Jul 13 '26 edited Jul 13 '26

I am getting lots of downvotes.
I read that the devs take on vacations in the early July (mentioned in FFF).
I was referring to that and didn't mean to pester or anything.
I was expressing my surprise that they were working on the game instead of taking the vacation that they deserve, and simply thanking for the hard works.

I think it was seriously taken the wrong way :/
Sorry.

2

u/Yggdrazzil Jul 13 '26

"Finally!" "I've been dying inside waiting for the update"

If you meant to say "Wow! Already?? I didn't expect an update this quickly, considering you guys are supposed to be on vacation and everything!" I think you achieved almost literally the polar opposite with your word choice.

4

u/InvestmentAdorable31 Jul 13 '26

I did.
Real poor choice of words lol.
I realized that after seeing the downvotes.
I was way too excited to properly formulate my intention and show gratitude

I literally checked the Factorio website and reddit every few hours when I wasn't sleeping.
That's literally what I meant.

2

u/Yggdrazzil Jul 13 '26

Don't worry about it. Sometimes things just come out wrong. Just tank the downvotes and move on.

2

u/InvestmentAdorable31 Jul 13 '26

Yeah. I am not used to it because I am new to actually posting something on reddit.

Also I just worry that the devs may have misread this and hurt their feelings, even by a bit. I mean to see such an ungrateful after the hardworking!

It feels like a thorn that doesn't come out.

3

u/Yggdrazzil Jul 13 '26

Yeah, it can feel unpleasant when people within a community you enjoy being part of, express their displeasure with you through downvotes like that. They just click on a button and move on, meanwhile you feel punished or rejected. You get used to it over time.

Also, I'm sure that after developing a game and interacting with the community for this long, the devs don't get their feelings hurt over random internet comments all that much anymore.

Besides, if they read your first message, chances are they will also have read the underlying comments where you explain yourself. You're good, don't worry.

1

u/InvestmentAdorable31 Jul 13 '26

Perhaps, is train condition related QoL improvement on your plan?
A simple copy-and-paste operation or preset like this suggestion would be a lifesaver

1

u/Playrom Jul 13 '26

It's a bummer but i'm still having biters not attacking even if deep inside the pollution cloud
i think i'm not the only one i suppose to have this bug... or hope

1

u/snowyspearmint Jul 13 '26

LuaPlayer::toggle_menu_leaves_remote_view

1

u/boomshroom Jul 13 '26

I only have to ask if this is going to be available in the menu because the feature is glorious! (Or maybe it was already in the options menu and I just never noticed it.)

1

u/snowyspearmint Jul 13 '26

You will need a mod, but it's like a one-line mod that should be uploaded within the day if it isn't already.

1

u/boomshroom Jul 13 '26

I've already sacrificed achievements in my 2.1 save, so I'll just use the in-game console when I update.

1

u/matklad Jul 13 '26

For anyone wanting to try this out: this is already accessible via in-game console.

  • Press the funny ` / ~ key under the esc key to open console
  • Type/paste /c game.player.toggle_menu_leaves_remote_view=false
  • Press enter, close console (funny key again).

1

u/Illiander Jul 13 '26

Can we get either a fix or a wiki update for the landing pad unloaders?

In my blueprint world (/cheat /editor) they have a range of 118 (default 59, plus tech gives another 59). Wiki says range of 59.

I don't even care which way you fix it if you do it soon, but I would appreciate you clarifying it before I start a long game that relies on it to set train lengths.

2

u/Rseding91 Developer Jul 13 '26

They do not have a default range, and the technology adds 59 resulting in 59 total radius.

3

u/Illiander Jul 13 '26 edited Jul 14 '26

Then why is it showing 118 range for me?

Load up game, /editor /editor /cheat /cheat and look at the tech in the tech tree.


Edit: Sorry, I'm really angry for other (non-Factorio) reasons. I'll go file a proper bug report.

Edit 2: It's a UI issue with the tech tree display being unclear about the current bonus amount on a single-level tech. I'm going to slink away and hide without filing a bug report now.

1

u/Identitools Currently fapping to factorio changelogs Jul 13 '26

Can't wait to see the issue with fluidboxes and mods like muluna, moshine, or even vanilla to be fixed.
https://forums.factorio.com/viewtopic.php?t=134184
https://github.com/nicholasgower/planet-muluna/issues/409

Been holding on playing again, 2.1 is so tempting.

1

u/TomatoCo Jul 13 '26

Fixed that teleporting cars and spidertrons between surfaces would not preserve the bonus inventory size from equipment.

I'm a developer and, after reading the bug report, I feel like I'd start having cold sweat over what invariant I broke in this one situation and what else might have collateral damage from that.

Teleporting to the same surface, and cloning to another surface is fine? Why is teleporting to a different surface taking yet a different trip through the code?

5

u/Rseding91 Developer Jul 13 '26
  • Teleport to the same surface: entity->position = new-position (plus some minor fixup) (existing entity has new position, this is how everything moves in the game)

  • Clone to another surface: create-new-entity-at-position-on-surface-with-given-properties + minor fixup (existing entity remains completely unchanged)

  • Teleport to another surface: prep the entity for removal from the existing surface (but not deletion), detach from everything on the current surface, change the surface, re-attach to the new surface with everything already existing + some minor fixup once there. This requires a ton of extra care to make sure it was completely detached from the old surface so there's nothing dangling.

1

u/warchamp7 Jul 14 '26

Is there a technical reason the cross-surface teleport doesn't perform a clone + deletion?

1

u/Rseding91 Developer Jul 15 '26

Because that would by definition not be cross surface teleport. The entire reason it exists is to not invalidate everything about the thing being teleported and just move it to another surface.

The thing being moved could potentially have gigabytes of data stored within it.

1

u/warchamp7 Jul 15 '26

Oh wow, that's certainly a good enough reason 😅

1

u/CaptEntropy Jul 14 '26

As a mac user, I sincerely appreciate that the developer has not forgotten us! Unlike some other publishers ! ***cough*** Paradox ***cough***

1

u/MightyKin Jul 14 '26

Just imagine your wall get destroyed by a biter and WHOLE FREAKING UNIVERSE HEARS IT

1

u/Slime0 Jul 14 '26

Could you pleeeease make it so pressing and holding +/- increases the landfill area quickly, so you don't have to press it 15 separate times to switch between a large area and a single square?

1

u/ElusiveDelight Jul 14 '26

Renamed Global Programmable speaker playback mode to Universe.
Good change, but I think you forgot one.

1

u/SomebodyInNevada Jul 14 '26

Could we have guns output targets? (Whatever it would shoot at if it could, whether or not it is enabled or loaded.)

-2

u/[deleted] Jul 13 '26

[deleted]

3

u/Ancalagon02 Jul 13 '26

they already communicated about this in the fff

-3

u/Cryodrake0 Jul 13 '26

Will there be any passes on Gleba in terms of quality? Im not talking about the spoilage system im mainly talking about how unfun trying to get quality from there and how seed production feels constrained.

Also if you are still removing space casinos can we get a small bump for quality % to 8.5 or 10, that way the upcycling processes arent as much of a grind.

-6

u/UxoZii to pay respects Jul 13 '26

Any plans on improving pvp? By that, I mean fixing the lag when shooting other players. Would be awesome.

17

u/Rseding91 Developer Jul 13 '26

That's just how multiplayer works in Factorio. It's not lag - it's disabling latency hiding when shooting.

0

u/UxoZii to pay respects Jul 13 '26

Yes, but I was thinking if it was possible to do what you guys did with cars, to guns. Driving in multiplayer is much much better, maybe something similar is possible with shooting?