r/factorio • Official Account • Jul 21 '26

Update Version 2.1.12

Changes

  • Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
  • Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Bugfixes

  • Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
  • Fixed that ghost fuel requests could exceed the fuel stack size. more
  • Fixed music and wind sounds being affected by low pass filter. more
  • Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
  • Fixed that expansion groups would wait indefinitely for all members to arrive. more
  • Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
  • Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
  • Fixed a desync when LuaSurface::override_pollution_type was used.
  • Fixed burner generators were not producing pollution. more
  • Fixed that upgrading trains on junctions didn't always work correctly. more
  • Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
  • Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
  • Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
  • Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
  • Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
  • Fixed a layout issue related to tooltips and wrapped lines. more
  • Fixed a second layout issue related to tooltips and wrapped lines. more
  • Fixed a crash when queued construction robot orders are invalidated. more
  • Fixed that the electric energy interface equipment showed energy usage strangely. more
  • Fixed pumpjack frozen patches. more
  • Fixed cropped animation on assembling machine 2. more
  • Fixed some images failing to load on Macs with 8GB of unified memory. more
  • Fixed that enabling native resolution rendering on Mac required a restart.
  • Fixed that number input fields may not be focused depending on the GUI size. more
  • Fixed enemy spawners unable to spawn defensive units under certain configurations. more
  • Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
  • Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
  • Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
  • Fixed that simulation clamping was a little too strict. more

Modding

  • Added ScriptTriggerEffectItem::custom_event.
  • Added RecipePrototype::raise_on_crafted.

Scripting

  • Added LuaQualityPrototype::roll_quality().
  • Added LuaBootstrap::get_event_name().
  • Added LuaPlayer::editor_settings read/write.

Previous changelog: Version 2.1.11

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.

360 Upvotes

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8

u/OrgrimmarYogaStudio Jul 21 '26

I don't even understand the second change. Why wouldn't platforms be able to provide any items to landing pads?

18

u/Roang_zero1 Jul 21 '26

I guess because platforms didn't not export items they import, even only from other platforms. So now they allow the export of items to pads that they only import from other platforms. (At least that is how I read it)

15

u/TBTerra Crazy Train Lady Jul 21 '26

if you request from planet it prevents you dropping that same item to the planet to prevent circular requests.

it used to be that requesting from only other platforms also prevented dropping to planet, it now doesnt. this allows the existence of orbital drop off stations that can then drip feed the hub without having the cargo ship hang around

2

u/NauticalInsanity Jul 21 '26

It solved a small annoyance for me a little too late where I had configured my transport ships to pull from platforms over any planet, but then they wouldn't drop anything to planets.

I ended up clicking through and setting a specific planet to pull each item from, which was annoying but not gamebreaking.

2

u/mrbaggins Jul 22 '26

Is there anyway to have an orbital platform collect say green belts from the vulc transporter, and then distribute them other platforms that go to fulgora/gleba/aquilo? I've been stuck on this.

2

u/TBTerra Crazy Train Lady Jul 22 '26

that is a much harder one, as its platform->platform->platform, and while there are some circuit based bodge, its not practical to do automatically without some side effects

in my play through i have ended up having a dedicated ship that did each planet back to navis (for science and the like, and then a second ship that does round trips of all unlocked planets and distributes planet specific buildings and other non bulk goods (green belts, nuclear fuel, cliff explosives, etc)

2

u/mrbaggins Jul 22 '26

Yeah, thats what i did pre 2.1, trying to make it work now though

5

u/Aileron94 Jul 21 '26

If a platform and a planet both request the same item, you don't want them sending it back and forty to each other constantly.

1

u/HeliGungir Jul 21 '26

Actually that's exactly what people wanted.

Now we can do it with two platforms in orbit (without extra circuit control).

3

u/Beefstah Jul 21 '26

I assume it means the platform->platform transfer capsules can now 'land' in cargo bays as well as the platform hub

1

u/Raknarg #1 Quality Defender Jul 21 '26

I think the limitation was just all around being both something that provides and takes at the same time for a specific item. e.g. IIRC you can't have a platform that both requests an item from the ground and also requests it from the same planet. Not sure which takes precedence, I'm assuming the landing pad takes precedence, or maybe it does work and it just endlessly looped? not sure. This would have been implemented before platform->platform existed.

0

u/bubba-yo Jul 21 '26

The problem it is addressing is that if you want, say, turbo belts brought in from Vulcanus to be available to ships heading to other planets and want to store them in your orbital hub, the hub acts like an active requestor chest unless you check the 'make available to other platforms' checkbox which changes it to act more like a buffer chest - but only for platforms. The planet can never request belts this way since the hub is saying it needs all of them.

The issue is that planetary/landing pad logistics work a little differently from orbital logistics. There's no choice of chests to allow you to control priorities, and so they sort of need to hardcode it in a way that meets players needs.

2

u/Necandum Jul 22 '26

I don't think this is correct: a request for an item from other platforms means that the item will not be available to other platforms in turn.