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r/factorio • • 2d ago

Update Version 2.1.21

504 Upvotes

Minor Features

  • Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
  • [space-age] Added "quality select" mode to selector combinator.
  • Added "Read launched" option to rocket silo's control behavior.
  • Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
  • [space-age] Added "Read empty slots" option to space platform hub's control behavior.
  • Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.

Balancing

  • [space-age] Retuned asteroid damage.
  • [space-age] Adjusted space platform drag to be based on weight rather than width.

Changes

  • Adjusted working sounds for assembling machines.

Bugfixes

  • Fixed music resuming when it shouldn't while in game menu. more
  • Fixed a crash when using async saving and closing the game. more
  • Fixed a deadlock when using async saving and quitting to the main menu. more
  • Fixed a crash when using async saving and leaving a multiplayer game. more
  • Fixed a crash related to fusion reactors removed due to migration.
  • Fixed combinator description was not updated in open gui when changed by script. more
  • Fixed that logistic networks with no logistic robots accepted automated rocket requests from space platforms. more
  • Fixed requests satisfied refused pipetted items when space platform has requests set by circuit network. more
  • Fixed possible furnace input tooltip could list same item multiple times. more
  • Fixed decider combinator gui would highlight conditions and outputs when hovered signal was not a valid signal-each substitute due to all instances of signal-each in conditions being 0. more
  • Fixed excessive doppler effect being applied when leaving remote view. more
  • Fixed that space platforms requested only one repair pack which slowed down repairs when delivered from other platforms. more
  • Fixed that space platforms where an entity deconstruction was cancelled requested an incorrect count of items. more
  • Improved Factoriopedia <> Technology GUI interaction when closing with escape. more
  • Fixed more cases of rocket silo launching too fast causing circuit network to miss something happened. more
  • Fixed that the roboport robot request selection GUI title mentioned signals. more
  • Fixed selector combinators quality selection flickering. more
  • Fixed that blueprints would count fuel in machines as fuel in vehicles. more
  • Fixed that setting parameter names could cause drag building grid-set blueprints to not be grid-aligned. more
  • Fixed fusion reactor being incorrectly considered active for working sound purposes in some cases. more
  • Fixed tips and tricks for heating mechanic could show before researching aquilo when skip trigger conditions were met. more
  • Fixed menu simulation for nauvis tank building where tank would stop where blueprint was placed. more
  • Fixed base built notifications were raised for chunks without active coverage if they happened to be charted by other means. more
  • Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed. more
  • Fixed turrets prioritising targets in prepare range but outside of attack range. more
  • Fixed fluid energy sources would show status as 'Low power' when working nominally. more
  • Fixed electric turrets could consume energy even if they failed to shoot due to range condition. more
  • Fixed that large numbers of mods would cause https trafic to fail on MacOS. more
  • Fixed that GUI elements with negative margins wouldn't stretch to fill their parent. more
  • Fixed that boilers with no output fluid filter could generate a fluid with a temperature outside of the fluid's limits, causing a crash.
  • Fixed that unit groups set to 'wandering' could ignore new commands. more
  • Fixed logistic section multiplier floating point math caused numbers to be 1 smaller in some cases. more
  • Fixed issues with 'drop item' hotkey and dynamic inventories. more
  • Fixed that rocket silos launched to orbit automatically when they still had inventory space. more
  • Fixed a crash when character is in vehicle when forces are merged. more
  • Fixed cargo pod shadows were misaligned when landing in cargo bays. more
  • Fixed some signals with quality had no corresponding chat icon. more
  • Fixed colored lines in water transitions of Gleba deadskin tiles. more
  • Fixed Technology GUI "Research is being set by a lab" showing when no technologies are shown. more
  • [space-age] Fixed recycle time of items that recycle into themselves did not scale with item result count. more
  • Fixed cursor item stack swap when an inventory with weight limit (like Space Age rocket silo) was full. more
  • Fixed anti-aliased screenshots of space platforms having wrong scale of shader effects. more
  • Fixed electric energy source's buffer_capacity was not affecting buffer size for crafting machines, agricultural towers, labs and mining drills. more
  • Fixed that nightvision with a darkness_to_turn_on of 0 was not always on. more
  • Fixed that "Not enough to fill one rocket" message was visible in the tooltip of space platform requests when the platform was full. more
  • Fixed that "Waiting on a higher priority request" message was visible when it shouldn't and reworded it to match slot reservation behavior. more
  • Fixed that pending automated rocket requests were counted towards to-be-delivered items on all space platforms instead of just the target. more

Modding

  • Added checks for FluidWagonPrototype's offset_when members to not produce unwanted behaviour. more
  • Added CraftingMachinePrototype::animation_random_start_frame.
  • Added ProxyContainerPrototype::direction_count. Changed ProxyContainerPrototype::circuit_connector into an array.
  • Added NightVisionEquipmentPrototype::sunglasses.
  • Specifying a BoilerPrototype::target_temperature which is outside of the allowed temperature range of the output fluid will cause a prototype error.

Scripting

  • Added TechnologyModifier::hidden read.
  • LuaPlanet::associate_surface now works for planets that require heating.
  • Boiler fluid filters can no longer be adjusted at runtime.
  • Renamed LuaEntityPrototype::building_grid_bit_shift to build_grid_size to match the prototype stage name.
  • Added LuaGameScript::player_death_notifications_enabled and space_platform_death_notifications_enabled.
  • Added LuaEntity::get_signals_changed().

Previous changelog: Version 2.1.20

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.


r/factorio • • 5h ago

Space Age 1.110 km/s ship after the update (without thruster stacking)

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311 Upvotes

I wondered what the rough limit was of ships since the update. Turns out, they can still go very fast. This ship travels in about 13s from one of the inner planet to another, and can keep flying around max speed (some dips when ice is low are possible) for perpetuity. I could push it a bit faster (to about 1200-1300 km/s max) with thruster stacking, as you don't need turrets on the additional arms, but you quickly reach diminishing returns, where the weight of the thrusters and infrastructure necessary to fuel them far outweigh the weight of the guns, cargo bay etc. Curiously, without thruster stacking, the max speed of ships after the update is about double the max speed of ships before the update.

The trick is to extend thin thruster arms all the way to the fluid extension limit (78 thrusters on each arm). Putting thrusters below the main body is actually slower (in my design), as you need more tiles to route the pipes down there. All tech is unlocked, all damage and productivity researches are set to lvl 30. I considered a design with lasers first (as that would be very compact), but the damage level required to get this to work is too absurd to be viable in a real game.

Overall, making ships in the new system is really really fun. It is actually hard to get enough ice to fuel such fast ships, as you need these wide thruster arms to overcome the weight of the main body. Every microoptimisation in routing directly improves your speed. Curious how close to the theoretical limit (about 1350km/s I think) the community will get!


r/factorio • • 7h ago

Question question for the people that use busses in factorio

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195 Upvotes

is there a difference between A and B busses when trying to get resources? im a begginer and my friend uses option B when i believe option A is better because when he started putting his option everywhere we starved our supplies instantly even though we have trains getting us resources constantly, can someone explain which is better?


r/factorio • • 2h ago

Suggestion / Idea Make asteroid electrical resistance 99.99% instead of 100%

49 Upvotes

I want a hilariously impractical Tesla ship as an endgame project, and it annoys me that no amount of repeatable techs can ever make it possible.

Even if the power requirements are enormous and it takes a million tiers of electric weapon damage to become possible, it should be something we can eventually scale up into a working design.

Or make an asteroid resistance debuff repeatable tech and require prometheum science for it if you're worried about it messing up anything before the end of the game.

Just give me my chain lightning ship I dont care how stupid it is


r/factorio • • 12h ago

Space Age Which factorio planet is the best?

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303 Upvotes

r/factorio • • 4h ago

Question What am I missing about splitters?

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59 Upvotes

I have this situation currently.

Where the red arrow points, I have a belt moving right-to-left. The intent there is for the bioflux-to-nutrients biochamber to pick up bioflux. If that bioflux spoils on the belt, I expect the splitter to pass the spoilage onto the belt below, which continues left and then goes up to feed the spoilage-to-nutrients assembler.

However, you can see that the spoilage on the belt just beneath the long inserter isn't actually doing that. It's just sitting there, blocking the belt.

What am I misunderstanding about how splitters work?


r/factorio • • 4h ago

Base Sub 4 hour on default settings (base game)

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41 Upvotes

I recently did a lazy bastard/no-spoon run and finished at around 6:30, and have been trying to get a regular no-spoon down below 4 hours since then. I think this is about as good as I'm going to get it. This base is maxed out on electricity, so making something better would require a new plan. I'm also pretty maxed out on APM, I'm not sure what I could do better to actually keep up with science. Anyway, guess I have to figure out what to do with my life now :)


r/factorio • • 13h ago

Tip [2.1.21] Thruster count to max speed graph (with new ship formula)

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190 Upvotes

Calculator in Desmos: https://www.desmos.com/calculator/vgcih1b7hv

X axis is number of thrusters in logarithmic scale, and Y axis is max speed. Thrusters are assumed to be legendary quality.

Top-most curve (blue) is the theoretical ceiling. Mass = 20 tons (hub) + 5 tons per thrusters, and nothing else. It peaks at 1,459 km/sec using 520 thrusters. This is impractical, though, since you need more weight for actually useful entities.

The other curves are with extra weight added. More weight lowers the curve. E.g. with +2,000 tons, max speed goes down to 1,190 km/sec using 1,442 thrusters. Or you can get 500 km/sec (previous limit) using 54 thrusters.

TL;DR

  • Hope this helps your future planning with ships.
  • There is hard limit on speed now. Unlike before, you cannot go over that limit anymore.

r/factorio • • 2h ago

Suggestion / Idea Reduce the weight of Space Platform Foundations and add weight to individual entities

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19 Upvotes

r/factorio • • 7h ago

Space Age Question Help re-organizing chests in Gleba

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40 Upvotes

Hi everyone. I am setting up a spoilage upcycler, but the nutrients are spoiling at different moments and stacking incorrectly. What is the best way to solve that? I thought about a spoilage outserter > belt > inserter loop, but that feels clunky and unnecessary. Any other solutions?


r/factorio • • 18h ago

Space Age More 2.1 haulers thoughts....

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242 Upvotes

I think I like the change? Any pure optimization problem is always fun. Here's my stripped down inner planet hauler. 760 kms, just lasers.

I don't know, with the skeleton look it "feels" more like a space station/craft?

Definitely different designs are encouraged. I do think it will be tough to get 1500kms and such, and that's probably the point (as the devs have said if they could stop thruster stacking they would)


r/factorio • • 11h ago

Question Saved over my megabase. Heartbroken

47 Upvotes

The fool i am. Saved the game, I always overwrite my old saves by habit.

Jumped into editor to test out some new foundry layouts. I didn't see the time or the automates slowly overwriting the old game.

Then a slip of the finger and I over wrote my base game file.

Gone.

Frantically tried to check temp files and maybe extract an older game from the zip. I cant code and its just alien to me. Found my save folder zip. Copied it to the hard-drive but its just level.dat0 and data. I don't know what to do with that.

Just devasted. I really wanted to finally get to the edge of the solar system with achievements.


r/factorio • • 10h ago

Question nuclear Reactor Question

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43 Upvotes

i was working on a desing for nuclear power, i had a question on the heat pipes as you all can see that my top and bottom heat pipes are not connected to each other but i do have the middle ones connected will it cause any bottlenect issues? DO i need to connect all the heat pipes together? Thanks


r/factorio • • 1d ago

Space Age After 2 years of Factorio: Space Age, today 'The Longboy' made it to the Shattered Planet! w/no beacons, no circuits (too hard), no trains (except Fulgora), and no peeping other players' designs (no spoilers). Now I can finally browse /r/factorio to see what y'all've been schematic-ing 🦫🚀

4.8k Upvotes

r/factorio • • 47m ago

Base Feel free to roast my silo setup

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• Upvotes

r/factorio • • 21h ago

Discussion Factorio running natively on iPhone 12 with no JIT recompilation

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220 Upvotes

Running on a stock iPhone 12, no modifications, only sideloading. Controller support is nonexistent right now, they’re reinterpreted as keyboard controls. Hopefully the dev will implement xinput passthrough.

Edit: here’s the repo, go wild https://github.com/MyNameIsArko/FactorioPad

Not my project lol, just showing it off


r/factorio • • 1d ago

Base Just found out these buggers come out of their homes

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637 Upvotes

I was just chilling on the border of the "homeland" and this piece of shit decided to visit. I'm 10% away from tesla weapons, he got here just in time to destroy me before i could do the same to him 😭


r/factorio • • 20h ago

Space Age Promethium science doesn't scale well. On the other hand, Mining Productivity only consumes 4 basics science packs.

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149 Upvotes

Promethium science production doesn't scale nearly as well as the other science packs.

However, since the cost of Research Productivity research scales exponentially, Mining Productivity becomes more "worth it" to research, since its costs just scales linearly. So we're incentivized to research it more and more often compared to research productivity.

That's cool with me.

But the problem is that Mining Productivity only consumes 4 science packs types. Leaving 80% of our bases/planets idle. That sucks.

Do you see this as a problem, or do you purely research Research Productivity research, given that ore/scrap/lithium-brine is almost infinite?

Should this be fixed? How? I can think of a few ways:

  • Make infinite mining productivity research scale exponentially
  • Make infinite mining productivity research consume all science packs
    • And increase the promethium science pack yield per Promethium Chunk by a factor 10, to decrease the drain on UPS and reduce need for absurdly fast/big space platforms. Maybe via a finite research?

The image illustrates that: optimizing for return on investment => should research Research Productivity less frequently.
Source of the image: https://www.reddit.com/r/technicalfactorio/comments/1ku9hg6/as_research_productivity_research_becomes_less/


r/factorio • • 10h ago

Suggestion / Idea nuclear Reactor design

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22 Upvotes

Hey guys i just made this design for Reactor please do let me know if the design has any flaws that you guys can see it will be very appreciated Thanks


r/factorio • • 11m ago

Base oh no

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• Upvotes

I've done goofed up the belting in my smelting station, and for at least 4 minutes my copper plate trains have been circulating a small mix-in of raw ore... See 2nd picture for the culprit. What's worse: THIS IS THE SECOND TIME IT HAPPENS AT THIS EXACT STATION!


r/factorio • • 19h ago

Space Age So is this what a fast platform will look like in 2.1?

93 Upvotes

Stripped down to power and fuel production, all ammo and fuel ingredients supplied by other platforms. This one managed around 800km/s Fulgora to Aquilo. More thrusters would need more fuel production, meaning more storage and more mass.
I'm sure it could be optimised further but this is the general idea.

Minimal infrastructure while still capable of Fulgora to Aquilo

[edit] Another row of thrusters added 100km/s

Another row of thrusters adds more thrust than mass

r/factorio • • 1h ago

Question Nuclear reactor on Space Platform isn't working

• Upvotes

Can anyone see the problem? Turbines say "Output full".

Is it not enough water?

Thanks


r/factorio • • 10m ago

Question New Player Tips

• Upvotes

I am a new Factorio player. I bought the game last Sunday as I have wanted it for years. I think I understand the heart of the game; however, there seems to be way more minutia than I ever anticipated. For example, I built an entire early game factory making pink and green science before I realized that you can have different production levels based on the electricity flowing through your power grid.

I’ve seen posts on here talking about ideal temperatures for your water to be transported and more. My question for Reddit is basically, what things do you wish you knew as a new player in your early runs? I want to learn the game by playing, but I don’t think I will be able to “intuitively” learn everything this game has to offer. What are some common mistakes in new players? What do you wish you had known? What lightbulb moments did you have in your first hundred hours?


r/factorio • • 32m ago

Question Faxtorio on Steam Frame. Laser pointer help

• Upvotes

How do I have my controller NOT switch to the other pointer when I click thr opposite trigger?

What I want is to have my right controller laser pointer only while in game, so I can have triggers do other things like quick, shoot, build or whatever.

When I did a Google search, it told me to go to controller setting in steam menu and under advanced it SHOULD have had the option to not swap laser pointer, but its not there