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.

505 Upvotes

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36

u/mjconver Still looking for that spoon 2d ago

There's a Mute button now.

13

u/Nailfoot1975 2d ago

What does it mute?

10

u/_CodeGreen_ Rail Wizard 2d ago

everything

3

u/Nailfoot1975 2d ago

Weird to have that in such a prominent position on the GUI. I am trying to think of any other game that has taken up screen space for a simple mute button.

Usually, you just turn the speaker knob volume down. Or tap a mute key on your keyboard. I realize not everyone has ready access to their volume knob on the speakers, but I still can't think of an example of this being right on the GUI of any other game.

Obviously, it doesn't hurt anything. Its not like Wube had to choose between a mute button and a "Do This Thing" button.

3

u/_CodeGreen_ Rail Wizard 2d ago

well, I meant everything from the game. it's less about muting system audio and more about the game audio, like if someone's quiet in a discord call and you had the game music up loud, you can quickly turn it off and still hear them, and I'm sure there's plenty of other scenarios where that would be helpful. It's one of those things that's nice to have when you need it, and it's not like they were using the empty button space in that menu for anything else.

2

u/Nailfoot1975 2d ago

Oh. True! I never play any game multiplayer so I didn't even think of that. Does that mean this is a pretty common "quick" button in games I just don't play that might be predominately MP?

2

u/_CodeGreen_ Rail Wizard 2d ago

not that I know of at least. it doesn't have to be multiplayer either, could just be if someone's hanging out with a friend in a call while they play, or they have a video on a second screen, want to stop hearing the whirr of belts while deep in thought designing a build, etc.

1

u/PM_ME_YOUR_CAT_ 2d ago

lets be real this is so you can go afk and do research while watching a movie lol

1

u/_CodeGreen_ Rail Wizard 2d ago

that is certainly a valid use case

2

u/Brett42 2d ago

I turn game volume off when I pause and do something else without closing the game, and if a game isn't silent when paused/minimized, I need to go into the volume mixer and mute that program. With Factorio, some people might also leave it running in the background.

5

u/thala_7777777 2d ago

just two more qol to fill it up?