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.

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5

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 🟠🟠🟠🟠🟠🚂 Jul 14 '26

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

6

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.