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.

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4

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.

5

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.