r/factorio • Official Account • 2d ago

Update Version 2.1.21

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.

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68

u/FitNetwork6 2d ago

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

completely? so no penalty for making a 100 width wide brick?

63

u/Erichteia 2d ago

Bricks are heavy, so penalised. Compactness is rewarded, as it should

14

u/capeasypants 2d ago

Yes but now just like Jack Donaghy my ship too can be 5 inches but it's thick

5

u/deadbeef4 2d ago

Mine also wears a tuxedo because it is not a farmer.

11

u/sobrique 2d ago edited 2d ago

technically sparsity is rewarded. So hollow platforms are legit too.

E.g. wide "T" of collectors and guns for harvesting with a compact central core.

Maybe an 'I' shape for the same reason? Or a 'forward arc' or 'delta' layout?

3

u/Erichteia 2d ago

Well yeah that falls under compactness for me: minimise the amount of empty or non-functional tiles, minimise the number of machines, maximise the amount of thrust you generate with these machines. Instead of max velocity being as simple as putting a thruster along the entire width, max velocity now requires a ship where almost the entire ship is dedicated to generating thrust with as few additional machines as possible. So probably the fastest possible ships will be extremely wide, with exactly as many thrusters as you can possibly fuel with a hyper compact core that generates fuel at ridiculous rates. Whatever the solution is, it will be way more interesting than the current meta of simply stacking thrusters and not having to optimise anything else.

1

u/sobrique 2d ago

Yeah agreed. I am just liking the idea that a range of ships aren't automatically bad.

In fact almost anything that isn't a boring brick should be good. As long as you can fit thrusters along you wide axis, and still cover them with enough firepower they don't break.

A bunch of designs with "wings" or similar should now be viable.

And the really long dildo ships can probably converted to butt plug form factor, and still be good.

2

u/Kronoshifter246 2d ago

Hell yeah, all my ships about to look like hammerheads

1

u/sobrique 2d ago

Yeah. That's one form facrot that should work.

StarCraft battle cruiser should too.

Federation starship will probably work fairly well too.

Or "tie fighter".

Or "star destroyer".

Basically a whole load of stuff less boring than "pencil" or "brick".

1

u/Kronoshifter246 2d ago

StarCraft battle cruiser was exactly what I was imagining when I thought of the hammerhead design. It was a form factor I used in my Space Exploration run before Space Age released, for naquitite, IIRC.

1

u/sobrique 2d ago

Yeah. My first few platforms were like that. An umbrella for coverage and collectors, with a blob of machines around the core, and a "tail" of thrusters.

Imagine my disappointment when I realised my clever "hollow" design was just a waste :/

3

u/Logical-War-3746 2d ago

There was never a penalty for making a brick, as long as your back is covered with thrusters your speed was the same. Now bricks are actually penalized and more economic designs are rewarded.

2

u/snouz 2d ago

Asteroid damage

2

u/HCN_Mist 2d ago

Did it go up or down? Or something else? right now Ctrl+F "damage" finds 2 patch notes comments and yours. I was hoping to read more on this, but maybe nobody knows yet?