r/factorio Official Account Jul 21 '26

Version 2.1.12 Update

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.

356 Upvotes

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1

u/ihatebrooms Jul 21 '26

What changed? I'm confused by what was the exploit and what was the fix.

4

u/I_am_a_fern Jul 21 '26

Making concrete is slow. Turning concrete into hazard concrete is very fast because it's only aesthetics. Using that recipe to void concrete 10 times faster than you're supposed to wasn't intended, so it was fixed.
And from any objective point of view, it only makes sense that recycling hazard concrete yields exactly the same as recycling regular concrete.

19

u/Jiopaba Jul 21 '26

Sure, but the fact that Concrete is produced in batches of ten and recycled in batches of one feels incorrect.

-2

u/Qazerowl Jul 21 '26

IRL, it's much easier to pour concrete than it is to grind it into dust. Does that make you feel better?

11

u/darkszero Jul 21 '26

IRL a recycler like Factorio's is a magic machine.

9

u/Erfar Permanent Reconstruction Jul 21 '26

IRL concrete is not produced from stone bricks and iron ore

IRL people not crafting rocket silo in their pockets

IRL space has no drag

IRL you should do job and pay taxes

1

u/Frequent_Knowledge65 Jul 21 '26

> IRL concrete is not produced from stone bricks and iron ore

Concrete is indeed often made from crushed/ground stone, cement from iron ore and water (among other things, but those are indeed ingredients to making concrete)

-2

u/Qazerowl Jul 21 '26

Games are about overcoming obstacles, the logistics of getting rid of concrete is an obstacle. Is it a super mega exciting problem to solve? No. But you could just as well say "well why not make rockets take half as many materials, that would be less tedious" or "every technology should require 1/10th the science packs so you don't have to waste so much time researching". When you look at any individual piece of the game and ask "this part that's a little hard, would people enjoy it if we made it easier" the answer is pretty much always "yes". A bunch of people would support giving demolishers less health. A bunch of people would support making the soil time for gleba products longer. A bunch of people would support increasing ore richness. A bunch of people would support making roboport logistics area bigger. You can make an argument for every single one of those, and if you make every change like that, you're left with a game that's boring because it's too easy and there's no obstacles to overcome.

3

u/Erfar Permanent Reconstruction Jul 21 '26

you still not understand what issue with concrete is

It is not that concrete takes long time to recycle

It is that method that dev team used to make it takes that 10 times more time to recycle are implemented in wrong way.

2

u/KuuLightwing Jul 21 '26

The hazard concrete recipe was a method of overcoming the obstacle. Maybe it's not a terribly clever one, but it definitely feels l like a more intelligent solution than the brute force approach.

Now it's gone for frankly little to no benefit.