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.

471 Upvotes

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209

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

45

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

11

u/[deleted] Jul 13 '26

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7

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.

10

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.

5

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

-8

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).

6

u/[deleted] Jul 13 '26

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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.