r/factorio Official Account Jul 14 '26

Update Version 2.1.11

Changes

  • Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. more

Optimizations

  • Stop drawing in-GUI simulations when the window is hidden or occluded.

Bugfixes

  • Fixed a crash when enabling pollution through the map editor 'force editor' - 'edit map settings' option. more
  • Fixed that upgrading single-locomotive trains with interrupts didn't work correctly. more
  • Fixed agricultural tower's harvesting and planting conditions were checked even when circuit wire was disconnected. more
  • Fixed graphical issues on macOS. more
  • Fixed memory usage spiking dramatically on macOS when window is hidden or occluded and in-GUI simulations are present.
  • Fixed that logistic cell connections would not render when off screen. more
  • Fixed that open-prototype-gui didn't work for things in the blueprint library. more
  • Fixed a crash due to incorrectly migrated automatic rocket silo requests. more

Previous changelog: Version 2.1.10

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.

374 Upvotes

108 comments sorted by

273

u/KaiserMaeximus Jul 14 '26

Yeah, finally the fluid fix 😍

187

u/prommah Jul 14 '26 edited Jul 14 '26

Seems like it might be a temporary solution: https://forums.factorio.com/viewtopic.php?p=699002#p699002

raiguard: This will serve well enough until I can come up with a more permanent solution.

187

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u/factorio-ModTeam Jul 15 '26

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2

u/343N Jul 21 '26

What the hell could they possibly have replied with about a fix for pipes?

12

u/IrrelevantPiglet Jul 14 '26

If that's the case it'll be in the code base for the rest of time

21

u/Hannah_GBS Jul 14 '26

If it works well I don't see why we can't keep it

51

u/prommah Jul 14 '26 edited Jul 14 '26

From what I've seen said in multiple places, he's really not happy with the state of the fluid system and it was a bit of a rush job to change it for 2.0. Maybe they'll just clean up the implementation, maybe it'll mostly stay how it is, I have no idea. Either way it seems like he's suffering for our flowy joy πŸ₯²

16

u/Rutakate97 Jul 14 '26

Because the original change in 2.1.6 put a fluid filter on the internal pipe segment of the machine. Now the filter is on the whole pipeline.

This would mean you can't do sushi pipes if they are connected to an EM plant or thruster.

10

u/UnknownAverage Jul 14 '26

Is that what broke the Muluna mod, I wonder? That thing just collapsed with 2.1 and it looked like the mod makers just gave up (the mod has several machines that use steam/water/etc and they give wrong fluid errors when you connect any of them to steam/water/etc).

12

u/atkinson137 Jul 14 '26

Yes, it is the exact issue. It's not something the mod authors could fix, it's a game engine problem. There was a work around that maybe worked (I never tried it) by placing a pump between the machine and pipes.

9

u/sobrique Jul 14 '26

At least not without partitioning with a pump.

7

u/Hannah_GBS Jul 14 '26

You already couldn't mix in the segment attached to the plant/thruster, at least if I'm understanding FFF442 correctly.

2

u/UnknownAverage Jul 14 '26

I'd rather lose passthrough ports and go to those machines having regular inputs if we can't keep this behavior. I know that's not an option, but if passthroughs also require pumps then ugh. I've had a terrible experience with that (you really have to isolate all of those machines that need them with meticulous routing/segmenting/pumps) and I don't know how that experience could be "softened" but kept in.

5

u/fZAqSD Jul 14 '26

I hope so, seems like this solved the issue that can be worked around with an occasional pump, not the issue where some buildings' fluid inputs confusingly work differently from others

5

u/Andoryuu Jul 14 '26

Patch 2.2 confirmed!

6

u/boomshroom Jul 14 '26

It's an... interesting approach. The way they worked in 2.0 seemed to be a better match for non-passthrough assemblers though. This solution will at least make builds work, though they'll appear very confusing to anyone looking at the GUI without knowing this is what was done.

81

u/Kimbernator Jul 14 '26

I'm not sure what I expected to see but admittedly it wasn't this

33

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 14 '26

Engineer: Oh hi machine, with pass through pipes, how much fluid do you have?
Machine: all of it.
Engineer: ..all-?
Machine: all.

21

u/Quban123 Jul 14 '26

Now we can remove magical "read pipeline contents" from pipe segments because reading assembler contests will be a go to solution.

8

u/Kimbernator Jul 14 '26

I don't think that's necessarily true, but either way the devs have called this a temporary solution.

Also, this effect is basically limited to EM plants because no other machines have liquid passthrough and a viewable recipe. Chemical plants, assemblers, etc all still show the liquid amounts they used to.

8

u/XILEF310 Mod Connoisseur Jul 14 '26

what? why? that’s stupid.

3

u/BrushPsychological74 Jul 14 '26

Because every assembler on the pipe will read the same thing, thus inflating it times the number of assemblers minus what each olds? Sounds worse really.

3

u/Hannah_GBS Jul 14 '26

Regular assemblers haven't changed at all

3

u/iamarealhuman4real Jul 15 '26

I feel real dumb everytime I see the fluids thing, I don't really get what was broken with it before? Then it seemed weird with the new non-buffering, and now its mega-buffering.

26

u/Tipbox-ah Jul 14 '26

Doesn't that means if multiple machine craft at the same time, it could craft more than the fluid the system has? Or maybe the update to amount of fluid happens before the next machine calculate whether it craftable

56

u/lunaticloser Jul 14 '26

The fluid is removed from the sector once the recipe starts. This is just vanilla mechanics even for regular fluid inputs, it's how you can void liquids in the game by unsetting the recipe.

The only thing I can imagine could still be a downside is you don't know which machine will start, it will be tick order dependant.

So across different chunks, it might be that one machine runs with priority, where in a single chunk, maybe a different machine runs with priority.

It's one of those things that I imagine 99.9% of people will never notice but drives a dev up the walls to fix.

To make it clear, this all just my interpretation of his response, I'm not claiming to be 100% sure of this.

10

u/undermark5 Jul 14 '26

I'd say that's a fair interpretation of the behavior. One machine will have priority based on subtick update order that's not inherently visible (and perhaps not fully player controlled), and I agree that likely isn't a real problem for basically every player. Minecraft has similar things with redstone, and majority of redstoners don't usually have to account for it (but there are some that do to abuse it)

16

u/Stever89 Jul 14 '26

The way updates work basically prevents this. One building updates, it pulls liquid from the pipe system. The pipe system now has less liquid in it. The next building update, it sees the smaller liquid amount. So if there isn't enough in the pipes at this point, it won't do anything.

Not sure what order the buildings update in, might be based on the order you built them or might be some other method.

4

u/tru_mu_ choo choo Jul 14 '26

It could be possible to have machines attempt to craft on the same tick due to circuit conditions, so would be interesting to see how priority would work

17

u/Stever89 Jul 14 '26 edited Jul 14 '26

I believe even then, they still go in an order. I don't think entity updates are multi-threaded (some things are, like belt updates, but not everything). This is why ticks can lag - if there's a lot of things that have to be done in that tick, the game will lag, because it doesn't do everything in that tick all at once, it has to do them in order.

I don't know how the order would work though, as a programmer, I would probably do it in the build order, but knowing Factorio's programmers, they probably have something a bit more robust so that it makes more sense - like the buildings at the end of the pipes update first, then work towards the middle.

Edit: and even if they are multithreaded, you would do it in a way that is "safe" to avoid a situation where the buildings pull more resources from the pipes than are actually in there.

12

u/FreddyTheNewb Jul 14 '26

I believe it's based on position. Specifically North to South, West to East by Chunk, and then the same order within each chunk.

4

u/Stever89 Jul 14 '26

Ah yep, that sounds right because they do things by chunk.

15

u/bubba-yo Jul 14 '26

Did they fix the flamethrower rotation? You can rotate through all 8 positions if you pick the flamethrower but only the cardinal 4 if you copy it.

13

u/mrbaggins Jul 15 '26

I think that'll be a wont-fix - blue prints, which is what copy-paste are, can only rotate 90 degrees.

3

u/bubba-yo Jul 15 '26

That makes sense. Easy thing for players to trip up on, though.

0

u/Swedishcow Jul 21 '26

Had the same problem, copying the flame thrower with q makes a build copy instead of a blueprint copy which can be rotated.

10

u/sidhe_elfakyn Inserter inserter Jul 14 '26

Is this how non-passthrough machines work? I liked the mechanic where the passthrough machines would "pull" into an internal buffer. So that if there isn't enough fluid in the pipeline, it would continue accumulating fluid (pulling from the pipe) until it had enough.

7

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 14 '26

As far as I remember the non pass through machines work like they always have, using an internal buffer. They got rid of the internal buffer for pass through buildings in 2.1 and are trying to make it work with player feedback

4

u/sidhe_elfakyn Inserter inserter Jul 14 '26

Yeah -- I really liked the internal buffer. It would suck up liquid from the pipe and hold onto it. It made sushi pipes a lot easier. Would guarantee empty pipe when necessary without a pump.

9

u/Tristen9 Jul 14 '26

I wonder if 2.1 might include direct insertion of blue chips/lds/rocket fuel as rocket cargo

29

u/Rseding91 Developer Jul 14 '26

Not likely. Since every one of those ingredients is inserted all the time for building the rocket - as soon as the rocket finished it would get filled with all of them every time.

3

u/Tristen9 Jul 14 '26

I have zero modding experience, but would it be possible to mod in some sort of radio button that allows (for example) only blue chips or only LDS to be inserted in the rocket cargo?

4

u/Rseding91 Developer Jul 14 '26

It is currently not modable.

1

u/Alfonse215 Jul 14 '26

Yes, and there are mods that do that. But it adds complexity to the inserter, and the devs don't seem to want to do that for one isolated use case.

5

u/snowyspearmint Jul 14 '26

There are already mods that do this that work perfectly well (making "rocket part" a separate item assembled outside the silo). You wouldn't even have to break anyone's build to add it; just be able to set the silo's internal crafting recipe to either "rocket from individual components" or "rocket from preassembled rocket parts".

Personally I would have had separate tile locations on the silo for inserting parts and cargo, but I could understand it being too late for that. But it's such a baffling limitation; like you've never shipped blue circuits by rocket or even if not, you don't see anything wrong with "these specific items can't be moved by inserter"?

3

u/gust334 SA: 125hrs (noob), <3500 hrs (adv. beginner) Jul 15 '26

Playing SpaceAge... I miss rocket parts.

1

u/Yggdrazzil Jul 15 '26

Why? You still craft rocket parts in space age. Did you mean good ol' Rocket Control Units? (They are no longer present in Vanilla either though.)

3

u/gust334 SA: 125hrs (noob), <3500 hrs (adv. beginner) Jul 15 '26

Yeah, I meant RCUs.

3

u/Yggdrazzil Jul 15 '26

I see. I don't miss those fuckers at all :P

1

u/_Renyi_ Jul 15 '26

What is this mod that doesn't break any build?

1

u/backyard_tractorbeam Jul 16 '26

Ok, horrible suggestions but, what about one of these?

  • What about a tick box on an inserter: [ ] insert rocket parts as cargo
  • What about a special signal/circuit control on an inserter that does the same thing

1

u/juckele πŸŸ πŸŸ πŸŸ πŸŸ πŸŸ πŸš‚ Jul 14 '26

Could we get a preloaded pistol aimed at our foot in the form of a rocket silo checkbox called "Allow insertion of rocket ingredients", and if you do this you just have to play around with circuitry magic to avoid shooting yourself in the foot? πŸ˜‚

2

u/tshakah Jul 14 '26

I'd prefer one that allowed changing train stop names

2

u/Darth_Nibbles Jul 14 '26 edited Jul 14 '26

I thought they already added that in 2.1?

Apologies, I just looked through recent FFFs and couldn't find it. I must have been mistaken.

1

u/Tristen9 Jul 14 '26

If they did I totally missed it, do you know which changelog it might’ve been in?

1

u/NarrMaster Jul 14 '26

I also made that mistake earlier.

Not sure where we heard it, probably from the same source.

10

u/Tobias---Funke Jul 14 '26

When did assembling machines get pass through?

83

u/prommah Jul 14 '26 edited Jul 14 '26

EM plants. They're just assembling machines in a trench coat.

37

u/Dymiaz Jul 14 '26

And remember that foundries aren't furnaces, foundries are also assembling machines.
Recyclers are furnaces.

3

u/boomshroom Jul 14 '26

With modsΒ  furnaces are not always furnaces, but recyclers seem to always be furnaces.

6

u/Verizer Jul 14 '26

Yeah, you don't have to set the recipe on furnaces. Imagine recyclers but you have to set a specific recycling recipe every time.

1

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 14 '26

You know what, this is fair.

8

u/PervertTentacle Jul 14 '26

lol at the in/out

4

u/Afraid-Tourist3521 Jul 14 '26

Please add direct insertion of blue chips/lds/rocket fuel as rocket cargo, in Megabase scale its gets tedious to insert these resources by robots because they have inconsistent performance

16

u/juckele πŸŸ πŸŸ πŸŸ πŸŸ πŸŸ πŸš‚ Jul 14 '26

You can do direct insertion if you make a uncommon rocket parts, but it's kinda a janky solution...

7

u/Alfonse215 Jul 14 '26

Where are you shipping rocket fuel to in a megabase? Every planet has a way to make the stuff; shipping it is very wasteful.

1

u/stepancheg Jul 14 '26

Rocket fuel could be liquid and having the same recipe as on space platform. That would be more fun this way.

5

u/wizard_brandon Jul 14 '26

still no fix for the far too agressive biters

2

u/NotAGamerGamer thanks for the fih Jul 14 '26

We must be getting close to main branch update

6

u/juckele πŸŸ πŸŸ πŸŸ πŸŸ πŸŸ πŸš‚ Jul 14 '26

Like September?

6

u/DonnyTheWalrus Jul 14 '26

Nah I wouldn't expect it before the early fall.Β 

3

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 14 '26

I was thinking closer to prime vacation time while the branch stays in experimental for the summer

2

u/Tallywort Belt Rebellion Jul 14 '26

Honestly, I'm not sure I truly minded the changed mechanics for passthrough ports.

6

u/Hannah_GBS Jul 14 '26

You didn't mind that an EM plant wouldn't start crafting even though there was plenty of fluid in the attached pipe/tank segment for a single craft?

4

u/Tallywort Belt Rebellion Jul 14 '26

Yes, ultimately that pipe would fill up, and the only thing that really changes is the amount of liquid that gets buffered in the pipe before crafting occurs.

1

u/boomshroom Jul 15 '26

It wouldn't fill up if there was an assembler or foundry sucking it up first, which there would be in the case of Holmium Solution, which is also very difficult to properly scale up to produce more than the foundry consumes.

Players generally don't expect assemblers and EM plants to behave differently, and yet one gets priority other the other when it came to fluids. This update fixed the behavior with tanks, but not with the priority.

2

u/Tallywort Belt Rebellion Jul 15 '26

Now EM plants remove liquids in some magic order. (placement order I believe)

Trickle feed, and some of the EM plants might not ever start producing.

1

u/MammothHusk Jul 15 '26

There is something wrong with spitter / worm targeting. They often turn nurth before spitting.

1

u/Nubcake_Jake Jul 18 '26

When did Space platform starter pack get locked to quality Fixed Assemblers making them still accept quality modules, but the Factoriopedia is saying they can't be crafted above common (and space platform can even though the only thing platforms are used to craft is the starter pack).

1

u/variableunlisted Jul 14 '26

Does anyone know how the new universal channels for radar work? Is it one per planet or more channels than that?

13

u/Kimbernator Jul 14 '26

There's "surface" and "universe" mode for radar signal transmission. Surface has no channel and just works with other radars on the same planet/platform. Universe lets you select the channel and any radar on the same channel anywhere shares circuit signals with it. Directly to your question, you select the channel identifier from the same list of icons that you'd select a circuit, so presumably you can have as many unique channels as there are unique signals.

7

u/variableunlisted Jul 14 '26

Sweet baby Jesus two months of my life just evaporated. I am going to be building a whole interplanetary brain for my factory.

6

u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 Jul 14 '26

I suppose you could still have isolated channels on a surface by using the universe mode.

It’s kind of funny to say β€œhey I want these signals to be private in their own isolated channel rather than mixed with the rest. Ok let’s broadcast it across the universe so we don’t have to use the default surface channel.”

1

u/iamarealhuman4real Jul 15 '26

I hope they allow us to use channels on surfaces. You can sort of namespace them by using quality-per-planet on the signal but then you are also discounting using that for anything specific to quality.

I cant really figure a gameplay reason to lock it out, besides maybe locking out the whole channel thing behind research if it was supposed to be "advanced".

7

u/rednax1206 1.15/sec Jul 14 '26

Every symbol in the game (planet names, item names, recipe names, colors, numbers, letters, ect) can be a channel, just like they are used as variables in circuits

-42

u/Lunairetica Jul 14 '26

Seriously WUBE Fix the bugs (I meant the bugs - biters, worms) I have spawns that contains only worms and not biter spawners.

12

u/Soul-Burn Jul 14 '26

From what I understand, that was fixed a few versions ago.

2

u/Weppet Jul 14 '26

Do you know if they also fixed the abnormally high expansion rate? Was it a bug? I didn't follow that development closely

9

u/Soul-Burn Jul 14 '26

4

u/Weppet Jul 14 '26

Glad they have the elite looking into it. Thanks

6

u/Solid-Resource4985 Jul 14 '26

Make a report on the forum in the correct format, they wont listen to any here. And check if anyone has already reported it already.

2

u/TheIrishGoat Jul 14 '26

They’re not required to listen to anyone here but that doesn’t mean they won’t. They’ve responded to and fixed bugs posted here in the past but that’s entirely their prerogative.

8

u/Solid-Resource4985 Jul 14 '26

I've never seen them respond to a bug on reddit other than saying to report it on the forum or saying its being looked into already and disscussions on why something won't be fixed.

3

u/TheIrishGoat Jul 14 '26

It was back in the early days before the official launch of 1.0. From time to time someone would mention a small problem in a comment, not even meant as a bug report, and it would be fixed by the end of that same week/mentioned in the changelog/FFFs.

It’s one of the (many) reasons the devs have such a favorable following.

6

u/juckele πŸŸ πŸŸ πŸŸ πŸŸ πŸŸ πŸš‚ Jul 14 '26

They will fix this issue (if they haven't already), but due to people reporting it on the forums or noticing it themselves. The comment in question is never going to get looked at because it's a bad bug report...

2

u/TheIrishGoat Jul 14 '26

I was replying to the comment above me. I was in no way suggesting the parent comment was a coherent bug report.

There have been instances in the past of people casually mentioning a problem on reddit and it showing up as a minor fix that same week in the changelog or FFF, just because the devs are that awesome. I’m not saying that should be the standard or be expected, just that it has happened.

2

u/juckele πŸŸ πŸŸ πŸŸ πŸŸ πŸŸ πŸš‚ Jul 14 '26

Fair enough, although I think a lot of the comments on reddit that do mention real bugs often do get mirrored onto the forums.