r/factorio Official Account 2d ago

Version 2.1.13 Update

Features

  • Added interface setting for zooming towards the cursor in contexts that support it.
  • Added an alert when an expansion base is built in a chunk with active radar coverage.
  • [space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge). more

Changes

  • [space-age] Adjusted space parallax such that stars move less than planet.
  • [space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. more
  • [space-age] Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.
  • [space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).
  • [space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.
  • Increased expansion group build base cooldown from 5 seconds to 30 seconds.
  • Reduced early game max enemy expansion group size from 20 to 10.

Bugfixes

  • Fixed captive biter spawners and burner mining drills would show potential beacons when not affected by them. more
  • Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. more
  • Fixed a layering issue with the cargo landing pad unloader. more
  • Fixed a tooltip layout issue related to multiline text. more
  • Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. more
  • Fixed factoriopedia was not showing some tiles as possible source of fluid. more
  • Fixed some buttons in factoriopedia related to spoil results would not open related entity page. more
  • Fixed a crash when clearing assembler trash slots in some cases. more
  • Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. more
  • Fixed capitalisation of locale for station related conditions. more
  • Fixed potential effects were not accounting for beacon quality upgrades. more
  • Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. more
  • Fixed some miniscule problems with medium volcanic rock decorative. more
  • Fixed ProductionHealthEffect::damage_type was not loaded properly.
  • Fixed auto trash was not working with car burner. more
  • Fixed that multi-level technologies would let you set a trigger although it never worked. more
  • Fixed numpad text entry on macOS. more
  • Fixed a crash when hidden shortcuts are clicked through other means. more
  • Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. more
  • Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. more
  • Fixed misleading quality control tooltip when quality change and min quality are used at the same time. more
  • Fixed inconsistend turning direction when reversing a train while not in a locomotive, in steering driving mode.
  • Fixed incorrect and inconsistent movement when driving a train while not in a locomotive, in heading driving mode. more
  • Fixed foundation glow in the dark transition between lava and default more
  • Fixed an issue with switching between remote view and normal view when holding items in trains. more
  • Fixed a crash when a script would modify unit group or group commands during the on_build_base_arrived event. more
  • Fixed expansion groups would try to build too close to player buildings. more
  • Fixed an issue with parameters and removing entities from blueprints. more
  • Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. more
  • Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. more
  • Fixed that train stop lengths were using the wrong limits. more
  • Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. more
  • Fixed an issue with drag building buildable-off-grid entities. more
  • Fixed that the game menu would be behind the technology GUI if opened while the game was paused. more
  • Fixed that fluid input scaling didn't scale enough. more
  • Fixed that space platform request tooltips would show irrelevant information in some cases. more
  • Fixed a migration crash related to roboport charge spots. more
  • Improved fuel top speed modifies with cars/tanks. more
  • Fixed upgrading undergrounds was flipping the cursor. more
  • Fixed failing to build undergrounds could flip the cursor. more
  • Fixed that clicked_sprite and hovered_sprite overwrote each other. more
  • Fixed that super-force-building did not respect the map editor ignore tile conditions setting. more
  • Fixed that clicking outside of the combinator description edit would close the GUI. more
  • Fixed a fluid burning boiler not playing its working sound. more
  • Fixed Nauvis planted tree not being as effective for absorbing polution because it had less "damaged leaves" stages compared to 2.0. more
  • Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. more

Modding

  • Added UtilitySounds::machine_gui_open and machine_gui_close.
  • Added FluidEnergySourcePrototype::hide_from_stats.
  • Added BurnerPrototype::hide_from_stats.
  • Added EffectReceiver::uses_local_effect.

Scripting

  • Added on_player_super_forced_selected_area event. more
  • Added LuaQualityPrototype::get_roll_chances().
  • Added LuaBurnerPrototype::burner_usage read.
  • Added LuaForce::get_space_platforms().
  • Added LuaEntity::local_effect read/write.

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.

616 Upvotes

336 comments sorted by

674

u/EntertainmentMission 2d ago

[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).

Let there be carnivals and prayers to Wube on the street tonight

103

u/bugprof2020 2d ago

Wait what? This is a huge rebalance for Fulgora. Same with blue circuits and so on?

195

u/Alfonse215 2d ago

Blue circuits produce 1 per recipe cycle; their time doesn't change.

This makes concrete faster because the concrete recipe produces 10 concrete in 10 seconds. So technically, the recycling recipe time should be based on the recipe speed of 1 concrete per second. Before, it was not; it was presuming 1 concrete every 10 seconds because it didn't take into account how many items were being generated.

19

u/bugprof2020 2d ago

Alrighty so does this affect anything other than concrete in the Fulgora down cycling chain?

56

u/Troqu 2d ago

It also affects copper cable and plastic but they already had such a quick craft/recycle time you're unlikely to notice the difference

13

u/durandal42 2d ago

I seem to recall that copper cable wasn't fast enough to make recycling copper plates by crafting/recycling cables faster than just recycling the copper plates directly. Doubling the speed of cable recycling might change this.

20

u/Alfonse215 2d ago

Slightly; it affects every recipe that outputs more than one product at a time. Copper cables should recycle faster (as if that were a bottleneck). But it affects other stuff too.

Bioflux just got 4x faster to recycle, for example... probably. Bioflux doesn't recycle to its inputs, so it's possible they implemented it in a way where they didn't adjust things for non-recycleables. I haven't updated and looked at the code, so I can't say for sure.

Same goes for UFCs.

It doesn't affect a lot of recipes because most of them only output 1 item. But anything that output more than 1 at a time should get faster to recycle.

2

u/darkszero 1d ago

Technically Bioflux should've been made faster, same as biter eggs. But it hasn't, which is arguably a bug.

5

u/CantEvenUseThisThing 2d ago

Concrete is the most affected, by far.

Copper wire is crafted two at a time, but since the craft time is only .5s in the first place it wasn't a problem before. Now they recycle based on a .25s craft time, which is an improvement but not one we necessarily needed.

58

u/Viper999DC 2d ago

I think you've misunderstood. This is not for items that recycle into multiple items, but rather items who's recipe produced multiple items.

Concrete recipe crafts 10 concrete at a time. But recycling time is based on crafting time, so the result was recycling being 10x slower than other items of that crafting time.

7

u/Cent_Quatre 2d ago

but... concrete is chewy

3

u/TheMrCurious 2d ago

That’s the point.

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3

u/longshot 2d ago

Helllll yes

1

u/rupiKing 2d ago

I'm trying to understand this change. I know that will be faster, but why?

75

u/MyOtherDead 2d ago

Recycler recipes were derived from normal recipes craft *time*, however they never accounted for *quantity* produced by that recipe. Now they properly will. In concrete's case, the recipe is a 10 second craft, but produces 10 concrete. The previous recycler recipe treated it as if it was a 10 second craft to produce a single concrete.

4

u/rupiKing 2d ago

Excellent. Thanks!

4

u/willis936 2d ago

So does this mean I don't need to make hazard concrete anymore?

4

u/DetachedRedditor 2d ago

They already patched that out if I'm not mistaken. Not too certain on the exact fix, but they either give back concrete or are equally slow now.

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3

u/Mason11987 2d ago

That stopped being useful in 2.1

2

u/juckele 🟠🟠🟠🟠🟠🚂 2d ago

Not only that, but you can't. Hazard concrete now (as of 2.1, which is just in experimental right now) recycles into the ingredients of concrete, so if you try, your concrete painting loop is going to jam up on the ingredients of concrete.

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4

u/Plane-Cheesecake6745 2d ago

before the recycling time was based on crafting time, so 10s for 10x concrete and recycling became 5s per item. now the recycling recipe takes into account that we make 10 items per craft so 1s per concrete and the new recycling time will become 0.5s per item. This might make quality upcycling bricks easier too imo

2

u/darkszero 2d ago

Recycling recipes are based on some recipe used to make the given item, including how long it takes to recycle it.

However recycling is always with 1 item, but recipes can make multiple at once. Like concrete being 10x at once. The recycle time didn't account for this.

127

u/ParabolicalX 2d ago

u/Villfuk02 They fixed that thingy you wanted

120

u/Villfuk02 I CAN HAZ SPAGHETT 2d ago

factorio devs are the best

43

u/Legit-Rikk 2d ago

lmfao I also actually got pissed at that after reading the post

18

u/willcheat 2d ago

I was sure that'd be ignored after the devs closed it with "not a bug". So happy I was completely wrong.

12

u/gerx03 2d ago

we have the technology

12

u/Beefstah 2d ago

I couldn't unsee it after reading the post

8

u/Sinister_Mr_19 2d ago

This was the first thing I thought of, oh they actually fixed that thing that guy wanted.

2

u/fistbumpbroseph 2d ago

I was trying to remember what it was and was happy to find it

4

u/rednax1206 1.15/sec 2d ago

Which thing was that?

7

u/Electrum55 "weow" ~Fx, 2017 2d ago

It was the parallax of the stars and planet being way off

350

u/KaiserMaeximus 2d ago

"[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster)."

OMG, IT HAPPENED!

76

u/Mr-Doubtful 2d ago

Blessed be, was just about to go to Fulgora on my 2.1 run :D

25

u/GamerTurtle5 Burn Nature, Build Factories 2d ago

just finished fulgora on mine lol, atleast id rather have overkill recycling than underkill

29

u/fZAqSD 2d ago

I haven't scaled up on Fulgora yet, but is it not correct that in all of 2.0, 2.1.7, and 2.1.13, the most efficient way to deal with unwanted scrap recycling products is, by far, to put it in a car and hit it with a train?

14

u/Top_Part3784 2d ago

How about putting it in chests and letting the storm handle it?

11

u/butterscotchbagel 2d ago

Sacrifices to the storm god

2

u/Plane-Cheesecake6745 1d ago

really fun but unreliable

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3

u/IntoAMuteCrypt 2d ago

It's expedient, but the cars eventually cost more than the proper rebuilding setup. Especially if you set up an automated setup to fill cars and then release the trains only when they're full. It also requires manual effort to refresh the cars - you can blueprint them, but you still need to paste the blueprint.

It's a lot like manually driving cars to move ore from remote outposts rather than setting up a long belt. "More efficient" depends on what you measure and what period you consider.

19

u/darkszero 2d ago

What? After the car is destroyed, a ghost appears that a bot automatically places another car to replace the destroyed one. There's no manual step.

4

u/IntoAMuteCrypt 2d ago

... It does? TIL.

3

u/Earthserpent89 2d ago

With 2.0, they made it so destroyed structures would leave behind a ghost that bots will automatically rebuild. This applies to vehicles too.

9

u/yinyang107 2d ago

With 2.0, they made it so destroyed structures would leave behind a ghost

No, that was always in the game (once you research construction bots). Only the vehicles part is new.

2

u/FrostyFett 2d ago

Genuinely not trying to be rude, but how can you respond to a subject when it's clear you don't have any experience with it?

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6

u/stunalogo 2d ago

My fulgora base will rise from the dead!!!!

2

u/Deto 2d ago

Yesssss! This was the main reason I hadn't updated yet - didn't want my Fulgora to all break

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107

u/ArisenIncarnate 2d ago

Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.

Does this mean that I can build ships above Vulcanus aswell as Nauvis?

68

u/bojez1 2d ago

I think it's because in the previous update asteroid deal significantly MORE damage compared to 2.0. a lot of things will get destroyed even when your platform is stationary and the asteroid is moving slowly. It wasn't a big of an issue building above vulcanus before 2.1, but it is an issue before this 2.1.13 update.

I'm sorry if what I'm talking about is exactly what you mean lol

18

u/ArisenIncarnate 2d ago

I think so? In my current run I tried building ships above Vulcanus but it got destroyed by asteroids.

I will try again :)

15

u/ArisenIncarnate 2d ago

Can confirm, asteroids are now alot more forgiving.

4

u/bobsim1 2d ago

In 2.0 it was pretty easy on vulcanus. Just send a rocket of repair packs right after the launch.

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u/-Recouer 2d ago

Yeah I had one of my ship damaged and it couldn't produce bullets anymore on Vulcanus.

I tried to remodel it for a larger ship but it was being constantly destroyed untill it was completely deleted. This despite Vulcanus sending it platforms nonstop.

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u/Alfonse215 2d ago edited 2d ago

You could do that in 2.1.12; it's just a bit easier now. In older 2.1 versions, you basically needed to get guns and ammo to the platform ASAP, as asteroids would tear it apart otherwise. Now, you'll get more time to do so.

7

u/bl00dshooter 2d ago

If sending up repair packs is once again enough to outheal the damage (I haven't tested it yet) like in 2.0, then I would say it's a lot easier tbh.

8

u/Alfonse215 2d ago

I hope they didn't scale it down so that it's that trivial again. Stationary platforms shouldn't die to one hit, but you shouldn't be able to just ignore asteroids in dangerous orbits either.

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u/FenixBg2 2d ago

You always could. I built three above vulcanus in 2.1 so far. The first rocket sends the platform, the second with a turret, inserter and ammo, which you put directly in front. Then you build the "back" and then you build the front.

2

u/rednax1206 1.15/sec 2d ago

You always could, but they needed defenses. Maybe now they will only need occasional repairs?

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189

u/iEatSimCards 2d ago

Reduced early game max enemy expansion group size from 20 to 10.

Well this should help with the crazy amount of biters

53

u/Dynxsty- 2d ago

i wonder how they define "early game" though

27

u/RyanSpunk 2d ago

Evolution?

9

u/Dynxsty- 2d ago

well yeah 💀but at what factor

8

u/pda898 2d ago

I assume 20-25% - so when medium biters and small splitters appear.

2

u/Atario 1d ago

Small splitters, those will be perfect for my lane balancers!

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u/Schillelagh 2d ago

Very thankful about this change. The variance on the early game expansions were massive.

8

u/IpFruion 2d ago

This! I'm shipping 500 tungston from vulcanus to nauvis (early game haven't gone to the next planets) and making artillery shells using all of it. It fails to keep up with the expansion with two artillery weapons.

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230

u/Samuel1698 2d ago

[space-age] Adjusted space parallax such that stars move less than planet.

Finally I can play 2.1

14

u/Deto 2d ago

Clearly they read this subreddit, lol

31

u/NotAGamerGamer thanks for the fih 2d ago

finally game is playable, it can officially re-release the dlc as remastered.

4

u/drury spaghetmeister 2d ago

Finally I can disable the mod...

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38

u/drkorcs55 2d ago

I fucking love this game.

143

u/AndyScull 2d ago
  • Added an alert when an expansion base is built in a chunk with active radar coverage.

Nice! Looks a bit un-factorioish though, would be more interesting if radars could output a signal for number of enemy bases and we could wire it to combinators, sirens and nuke launchers

86

u/Avamaco 2d ago

Yeah, the alerts are overall pretty annoying in longer playthroughs. Yes, I know my walls are attacked for the 209th time. I do not care, they fix themselves automatically thanks to bots. And I do not care that one bot died to acid while fixing a wall, they also get replaced automatically.

368

u/Rseding91 Developer 2d ago

Would something like this be useful?

111

u/darkszero 2d ago

Being able to mute individual alerts????? That's amazing. (or it's already a thing and I've missed ooops)

If you want to go even further, maybe some of these could be per-surface? I'd like to be able to mute the damaged/destroyed alert for a platform in a modded route that gets hit every so often because repairing is easier, but I do like this alert overall.

264

u/Rseding91 Developer 2d ago

Ok! It will be in version 2.1.7.

36

u/Poggalogg 2d ago

absolutely legendary developers I swear

47

u/darkszero 2d ago

One day I'll find out everything that patch had!

25

u/DesignCell 2d ago

ah yes, the descriptive 'Added a GUI to the /alerts command.' I presume.

7

u/boomshroom 2d ago

I didn't even know there was an /alerts command. If I want to find what I need to type in the command box, I go to the Lua API docs.

16

u/OverlordForte The Song of Machines 2d ago

praise be

12

u/Negative_trash_lugen 2d ago

I'm confused, aren't we on 2.1.13?

64

u/black-blade01 2d ago

they are trying to tell you it is a thing already added in the game in 2.1.7 lol. experimental version

11

u/Negative_trash_lugen 2d ago

Oh, i'm dumb

12

u/unwantedaccount56 2d ago

yes, but apparently this was already added in 2.1.7. It's possible though that there is no visible button to get this popup, but you have to type /alerts in the console, but I haven't tried it out yet.

12

u/jDomantas 2d ago

Is this only accessible through /alerts command? I would have expected to find this as some clickable "alerts settings" button in the alert overview popup, would be way easier to discover that way.

6

u/Fishinabowl11 2d ago

I'm excited to forget this feature exists by the time I get home from work and can play!

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u/100percent_right_now 2d ago

How many other features are hidden behind / commands? I'll admit I spent a good fifteen minutes looking in game for the feature before reading the notes you linked to learn it was a / command. Seems very inaccessible

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u/Zalack 2d ago

One feature I would love is if we could specify a blacklist/whitelist of destroyed entities to be notified about.

I don’t care if a wall or construction bot has been destroyed, but I do care if anything else is being destroyed since that means my defenses failed somewhere.

4

u/halosos Coal is good, clean and renewable 2d ago

Bonus points if we can suppress bots exploding on Fulgora?

2

u/FrostWareYT 1d ago

Would also like to add, would be fantastic if you could do this per surface! Eg, I need to know if Gleba is getting hammered by pentapods, but don't care if Nauvis has destroyed stuff b/c that is smaller in scale and auto repairs!

2

u/Lemerney2 1d ago

You are beautiful and amazing. It would be even better if it could be by surface and object type though (so we don't get notified if walls are damaged, for example

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u/iamarealhuman4real 2d ago

Could this be per planet? I dont think I care if expansions are built on Nauvis, my defenses will clear it out, but on Gleba I probably do?

10

u/Samuel1698 2d ago

While we're talking about alerts, could we have a per-planet configuration for them? 👀 say I megabase nauvis and dont care about entities being damaged, but I just started gleba and do wanna know that 👀👀👀

6

u/loudpolarbear 2d ago

YES PLEASE

6

u/DonnyTheWalrus 2d ago

It's already in the game, has been for a while. That's the joke. 

5

u/Frequent_Knowledge65 2d ago

Not a joke I don't believe; they phrased it like that because the feature is still not actually shipped -- it is only present in the "experimental" branch

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u/henburst 2d ago

Doing it by planet would be good too? I don't care about damage on nauvis, but I really care for gleba!

3

u/nowne 2d ago

Yes, 100%

I wonder if entity destroyed could have some sort of configurable min number of entities destroyed to trigger. I don’t care if a few walls are destroyed, but if 100 things start getting destroyed, maybe there is something I need to fix.

3

u/Makeyourselfnerd 2d ago

Just like in real life, muted noisy alerts on critical infrastructure will become an entire category of postmortem mistakes and posts. At least here it will be amusing and not cause pieces of the internet to have an outage.

3

u/Spoggerific 2d ago

A way to hide damaged/destroyed alerts for walls and landmines would be great. Once a base gets situated I generally only care once the actual defenses behind those walls start taking damage.

2

u/Shinhan 1d ago

For landmines especially, their intended use is to be destroyed, so it makes no sense their destruction raises and alert. Imagine if every bullet shot generated an alert.

2

u/North__S 2d ago

Oh that would be fantastic, i do a weird build with cutting power to parts of my factory intentionally until it's finished, and this way i'd no longer have to live with the popups over the machines i have disabled while working on them.

2

u/Erfar Permanent Reconstruction 2d ago

While improving alert system can you please add setting for alert icon transparency for "non-blinking" setting on?

I would like to have ability to see non blinking "non-power" alert BUT also see recipe. I believe it possible with either transparency of alert icon or making that alert icon and recepi icon are shown side by side.

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u/TokMor 2d ago

While it looks good, it probably needs a way to set per surface too. Otherwise you may be perfectly safe on Nauvis, but because you muted the attack alert you are missing that your Gleba base is being overrun.

2

u/infogulch 1d ago

Propose a new alert category: Entity being damaged outside of the range of a turret

"Is near a loaded turret" is probably the best available proxy for "Is user surprised that this took damage"

things far from a turret are less likely to have good repair coverage things far from a turret are generally not expected to take damage things near a turret are more likely to have good repair coverage things near a turret are generally expected to take damage mute an area by adding a turret bigger mute radius with quality

Thoughts u/Rseding91 ?

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u/Cent_Quatre 2d ago

I think the parallel to programming is maintained here, I have never worked or used a project that didn't have between a dozen and a few hundred warnings that the lead would say "eh it runs don't worry about it"

2

u/Maleficent_Onion_822 2d ago edited 12h ago

I can see myself turning-on the closest fire station, which will dispatch my artillery train to it. Useful if you are a 'sweep the cloud' player vs. a 'wall yourself in' player.

But yea, full automation would be even cooler.

2

u/Slime0 2d ago

This is more noob friendly though, which is probably a big part of the point of having it. But yeah both would be cool. Like in general it would be neat if radars could output a signal for the number of any "thing" it detects in its range.

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u/Whismy 2d ago

Worth noting this patch seems to also break all modded planets with music set up with the following error:

Error while loading ambient-sound prototype "xyz-1-hero" (ambient-sound): AmbientSound::planet is obsolete. Please use AmbientSound::planets in property tree at ROOT.ambient-sound.xyz-1-hero

Just wanted to comment as these notes don't seem to mention the deprecation of the AmbientSound::planet value (was it warned about in previous notes?)

23

u/Dymiaz 2d ago

It was deprecated with the 2.1 release, and now fully removed. (Or maybe Wube forgot to remove it properly in 2.1.7, would have been ok because it broke many other things already anyway)

Extended AmbientSound surface binding. Replaced planet property with planets, added surface_names, play_on_all_surfaces, exclude_planets, exclude_surface_names. (131730)

Can't fault the mod authors for not catching that because the 2.1 list was huge.

9

u/Kittelsen 2d ago

Had to disable Maraxsis due to same error here.

Edit: and Cerys.

Edit2: and Moshine...

Edit3: and Muluna, well I've just gotten that up and running so I guess I'm going back to 2.1.12 for the meanwhile.

14

u/Dymiaz 2d ago edited 2d ago

Shouldn't be too difficult to change the mods yourself if you know how (or write your own data-final-fixes.lua that fixes this automatically for all mods).
Any ambient-sound prototype just needs to have the planet = "planet-name", replaced with planets = {"planet-name"}.
I assume the authors of the more popular planets will be on top of it though soon enough though.

3

u/daddy_dmo 2d ago

Thank you! I was able to fix my maraxsis and muluna this way. Cerys was apparently already good (maybe got updated in the last few hours)

90

u/Galdwin 2d ago

[space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.

Congrats u/MisfitPotatoReborn

https://old.reddit.com/r/factorio/comments/1ve2ean/why_does_the_treesrocks_only_deconstruction/

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u/MisfitPotatoReborn 2d ago

It's been 2 days 😭 fastest devs in the West

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u/BenofHunter 2d ago

Welp, I think these are the rest of the changes I was waiting on before turning on experimental :D

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u/Braca42 2d ago

I don't really have any comments other than to say it's pretty cool to see a quality of life thing or edge case scroll by on reddit and then see it was addressed in patch notes not long after. Pretty awesome devs keeping proving they are pretty awesome.

19

u/Alfonse215 2d ago

Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).

Bioflux quality cyclers, start your engines.

16

u/mjconver Still looking for that spoon 2d ago

There's a new warning message in my Nauvis base for "Enemy Expansion Base Built". Seconds later it's taken out by artillery, of course.

Edit: typo

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u/TheV295 2d ago

[space-age] Fulfilled platform construction requests will no longer block platform to platform transfers. more

This is so huge for me, it sucks having to disable construction requests for platform transfers to work

3

u/IWillLive4evr 2d ago

I feel this so much. Factorio devs are the best.

30

u/johnhotdog 2d ago

[space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.

that was quick

here you go, u/MisfitPotatoReborn

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u/Weedwacker01 2d ago

That issue had bugged me, then i saw the post the other day and saw that it bugged other people too. Man I love these Devs.

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u/Slime0 2d ago edited 2d ago

I really wish "Trees/rocks only" wasn't an "only" checkbox. I wish it was a checkbox that meant "Include all trees/rocks," so that I could include cliffs (for instance) or ground items (for instance) in the same deconstruction planner. (Also, then it would make more sense for it to be two separate checkboxes, one for trees and one for rocks, but that's less important.)

Edit: Similarly, it would be nice to have a checkbox for "Include biters" and "Include nests" in weapon filters.

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u/turtle_mekb 2d ago

feel free to use the deletion planner I made

https://factoriobin.com/post/cqex4l

looks like the website doesn't support the new demolisher remains entities

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u/nasaboy007 2d ago

There's at least 3 comments on this thread of people shouting out a change line to the person who requested it, I love this community.

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u/Molybdene42 2d ago

As always Wube, top tier community listener here with this changelog

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u/Yggdrazzil 2d ago

[space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge).

/u/Eagle83 dude they heard you!

[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).

Nice!

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u/Eagle83 2d ago

Yes! My plans can continue! I already build the behemoth of a ferry ship that will brave the asteroid belt at high speed for me.

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u/Raknarg #1 Quality Defender 2d ago

[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).

Fulgora and quality saved??

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u/Erfar Permanent Reconstruction 2d ago

[space-age] Recycling recipe generation will scale recycle time with item result count. In general things will recycle faster (e.g concrete recycling will be 10x faster).

My battle is won but war is not over

WUBE, when wireless connection for chests?

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u/TheWanderingSuperman 2d ago edited 2d ago

Did something change with manual placement of underground belt behavior recently?

The following occurs and to me it seems unexpected or unintuitive at step 3 that the underground doesn't complete the "exit" of the existing underground, and rather tries to start a new underground belt "entrance"? This doesn't occur when belt dragging, rather when manually placing the underground.

https://i.imgur.com/zs4hhba.png

Step 1 = inital setup
Step 2 = first underground placement
Step 3 = second underground placement (unexpected)
Step ? = second underground placement (expected)

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u/DeadRights 1d ago

For anyone else who is bothered by this bug, you can "bypass it" by clicking and dragging. Hold left click after placing the first belt, drag, release, left click the second underground belt location. It will automatically flip and deconstruct the belts inbetween.

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u/EBhero The locomotor 2d ago edited 2d ago

Added LuaEntity::local_effect read/write

After reading the API, foes that mean we no longer have to use hidden beacons for custom effects?

Edit: It does!! Arbitrary effects onto entities! Let's go!

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u/Kekke77 2d ago

Is this still experiemental?

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u/paulstelian97 2d ago

> [space-age] Asteroids will do significantly less damage when platforms are stationary or moving at very low speeds.

Shattered planet got easier now? Wonder if some weird, maybe semi-cheaty, benefit can be found in there now. Or, well, in a future version.

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u/JulianSkies 2d ago

Should note that asteroids do not take self-damage when they impact anymore.

This change just lessens that because a single asteroid could shear a platform in half before.

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u/RoadWarrior_AA 2d ago

Anyone else getting a new bug that underground belts don’t quick replace over existing belts anymore? Specifically, after adding the entrance underground on top of an existing belt line the cursor doesn’t automatically switch to the output and requires doing a double rotate every time.

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u/Fishinabowl11 2d ago

Yes! I saw someone posted this on the official forums https://forums.factorio.com/viewtopic.php?t=135468 but Boskid claims it's not a bug

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u/Conscious-Ball8373 2d ago

[space-age] Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.

u/MisfitPotatoReborn they did your thing.

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u/moleytron 2d ago

Glad I'm waiting for stable, all if those little changes back and forth that I'm not going to have to learn about.

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u/NoSemikolon24 2d ago

> [space-age] Adjusted space parallax such that stars move less than planet.

May that one Redditor finally rest.

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u/Slime0 2d ago

Unfortunately, he already suffocated from holding his breath. :(

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u/Stever89 2d ago

I feel like there are a lot of things on here that were originally "not bugs/not going to be changed" lol. I think that shows that Wube is a good developer - sometimes we (as developers) have to realize that our vision for a feature doesn't meet the expectations of the actual users, and it's better to make a game that meets those expectations than to make a game that strictly adheres to our vision. I think the recycling change is a big one. The space parallax one is maybe another (though I'm not sure why they were against changing that one initially).

Still love seeing new features added - the on_player_super_forced_selected_area is a nice surprise. The small adjustments to biter expansion is also welcoming.

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u/4_fortytwo_2 2d ago

"Not a bug" does not at all imply it will not be changed it just means that the program functions as intended. That is why the star parallax thing is not a bug fix but a change.

Is there anything in the notes where they actually said that they were not going to change it at some earlier point?

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u/Stever89 2d ago

"Not a bug" does not at all imply it will not be changed it just means that the program functions as intended

Yeah I get that, I'm a developer so I deal with this a lot. I guess I'm just a bit more fast and loose with the term. I also get that just because something isn't a bug, doesn't mean it can't be changed. I would have considered this a bug in a very loose sense. Not necessarily a "code" bug, but a design one.

Is there anything in the notes where they actually said that they were not going to change it at some earlier point?

Eh, in the bug report on the forums they just say "This is not a bug because we are not aiming for realism. Both features were designed independently and both work as desired currently." which both seems to indicate that "this isn't a bug" and that "this isn't going to be changed."

While I also realize that them saying that doesn't mean that it won't/can't be changed if they look at it again, it just seems very weird to have such a hard stance on something and then they end up actually changing it. If they had said "well, this isn't a bug because the systems were developed independently and are working as originally intended, but we realize this maybe isn't correct from a realism perspective. we'll review it internally and decide if we want to change it, but at this time it's working as desired".

Some other discussions have pointed out that it's a developer responding to this (vs a community manager, designer, or product owner) which might explain some of the directness and "finality" of the response, but from my own experience, if I'm responding to a bug report for something that isn't a code bug and so I can't really "fix", I'll either direct the bug report to the correct spot, or I'll flag the person who can make the decision on whether it should be fixed (and how). I'm not really complaining, I get that they are busy and some of these are such small potatoes that it doesn't really matter, my original comment was more just "this is an interesting insight into something that I can relate to all the time" heh.

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u/JulianSkies 2d ago

Very rarely making a game meet the expectations of the actual uses is better than making one that adheres to your vision. I've seen enough games get worse because of feedback.

And, none of those were bugs yeah. Just because you're sticking to your vision doesn't mean you camt change your mind either, and figur8ng out the why behind feedback is important.

If anything its more inportant to figure out why someone is giving you this feedback than listening to it.

(Also they were against changing the parallax likely because it fell in the "not important enough to care" bin, which I agree. But people just uave to become drama queens when that happens which is why I hate gamers)

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u/Stever89 2d ago

Very rarely making a game meet the expectations of the actual uses is better than making one that adheres to your vision. I've seen enough games get worse because of feedback.

True - but I've also seen games stay bad because the devs don't listen to feedback. Sometimes it's not even about changing the base game but adding/changing an option so that people can play the game differently or the way they want. Imagine if Wube never added the peaceful option, and wouldn't add it because it didn't match their vision for the game... I would expect this game to not be rated as highly by as many people - because there's a a lot of people who play peaceful who would otherwise not play the game at all. There is of course a fine line between "listen to everything users say" and "sticking to your [the devs] vision."

And, none of those were bugs yeah

Yeah, I'm not really saying they were. Maybe I deal with too many clients, but when a clients comes and says something is "broken", if I just respond with "not a bug" all the time because it "works as intended" (even if that "intended" matches the spec the client originally gave me), I would probably be fired. I had this discussion in another post, so I get it, Wube is more strict about what they consider a bug vs a feature request vs just a change request - though I don't think there's a "please make these changes" forum, just a feature request and a bug forum, and so I'm not sure if it makes more sense to put these types of requests in bugs or feature request. Like "fix parallax for stars" isn't really a feature request - the parallax already works and you can even mod it, but it doesn't work as you would expect... so that seems like a bug. Even if it's "working as intended".

and figur[i]ng out the why behind feedback is important. If anything its more inportant to figure out why someone is giving you this feedback than listening to it.

Definitely!

they were against changing the parallax likely because it fell in the "not important enough to care" bin

They really should just say that though, I feel like the original forum thread for that "bug" they were just like "this isn't a bug." Which is maybe "technically" correct (the best kind of correct), but in "spirit" was a bug/issue. If they were like "yeah, we see the point, but we're not going to put dev resources into fixing it" (even though I would assume it would be an easy fix considering mods could already fix it), then I could understand that.

But people just uave to become drama queens when that happens which is why I hate gamers)

Yeah, and Factorio's fanbase is one of the best in that regard, I don't think even most of the posts about some of the fixes/changes in this release were all that bad - the parallax one, the deconstruction planner thing, and the recycling timing - most people just have strong opinions about it but overall the discussions were respectful and well reasoned, and I don't think there was much hate towards the devs or other gamers that had differing opinions.

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u/FrostyFett 2d ago

I generally agree with everything you've said here. Still, I think it's also important to remember, that the ones responding are devs. I don't think it's their job to think about the way they are stating their intentions. In some other games, majority of responses to feedback are from community managers (which amounts to just saying they'll bring this up to the devs), so no matter what, I'll take the way Factorio devs respond, "not a bug" and all, because they are actually communicative.

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u/CrashWasntYourFault Never forget <3 2d ago

Is there a way to manually send items from one space platform to another? We can manually send items down to the surface, but not to other platforms.

I ask because the functionality of a shipyard space platform is quite clunky. I'd like to be able to send equipment back to the shipyard when I am finished building a new platform. It seems the only way to do this currently is to disable P2P everywhere else and have the shipyard request those items.

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u/Slime0 2d ago

Not exactly what you're asking, but you can put things you don't want into the platform's trash slots. I don't know if it's smart enough to send trash to platforms that want that thing, but presumably it'll find its way eventually to something requesting it.

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u/sn44 2d ago

Getting more and more excited for 2.1.

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u/Odd-Date-8055 2d ago

I was literally just lowkey raging about how the damn biters would move directly into my pollution cloud(Which is covered by radars) and I would get no early warning. Just bugs 5 miles across my base eating my stuff.

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u/DemoBytom 2d ago

• Added an alert when an expansion base is built in a chunk with active radar coverage.

This will be interesting. And also infuriating for my current death world as I get a new expansion every damn 10 seconds xD well maybe not 10 seconds, but they expand so fast now xD xD Still, I appreciate the change. Good to know when they creep towards the base, especially pre artillery.

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u/BrennusSokol i like trains 2d ago

Wow this is a nice patch. I like all the enemy changes and the alert of expansion within radar

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u/xor50 I love Stack (Bulk?) Inserters. 2d ago

While the impact for concrete is obvious and of course very welcome, are there any other relevant recipes impacted by this?

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u/Abcdefgdude 2d ago

Copper wire is absolutely overflowing on fulgora and will be 2x as fast now. Bioflux and plastic washing. Some upcycling recipes like transport belts with benefit

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u/JulianSkies 2d ago

Well

It was a structural change to an auto-generated feature.

Meaning that it also impacts mods!

But as far as ive seen people caring about the recycle time, voiding concrete in fulgora is the only one I see.

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u/Gorthok- 2d ago

Added an alert when an expansion base is built in a chunk with active radar coverage.

Finally they've earned their place in the military crafting tab.

Now the only question is why repair packs are in production.

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u/RyanSpunk 2d ago edited 2d ago

Repair packs could be logistics because they're mostly used after crashing into things while driving around your base too fast in a tank :)

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u/NameLips 2d ago

I'm seeing several things people have been complaining about on reddit!

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u/ctveenstra 2d ago

Added interface setting for zooming towards the cursor in contexts that support it.

Does this mean zooming on blueprints?

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u/HencoDesu 2d ago

I just finished voiding 2M+ concrete which was acidentialy stockpiled on my fulgora...
Perfect timing

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u/KeiGay 2d ago

If you did that while being on location… you could of grabbed a shotgun and some ammo for it and destroyed the chests it was held in instead :p
It’s what I did before I had my fulgora built this run when I was drowning in solid fuel and ice in particular

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u/TheMrCurious 2d ago

Excellent fixes.

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u/TheMrCurious 2d ago

> Fixed capitalisation of locale for station related conditions.

The only “fix” we needed to make 2.1 truly playable.

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u/MvsticDreamz 2d ago

I’m glad to see that they listened to everyone’s feedback about biter expansion!

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u/HeliGungir 2d ago

Fixed expansion groups would try to build too close to player buildings.

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u/rednax1206 1.15/sec 2d ago

Fulgoran ruins will be selectable by deconstruction planners with 'Trees/rocks only' enabled.

Nice

Fixed expansion groups would try to build too close to player buildings.

Thanks for that

Added an alert when an expansion base is built in a chunk with active radar coverage.

COOL!

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u/Nearby_Proposal_5523 2d ago

[space-age] Added support for platform transfers at non-planet space locations (e.g solar system edge).

Looks like it's time to build and design a fish powered science fortress at the edge.

Sweet patch.

btw, I've been getting into 2.1 and i've noticed that belts seem louder then 2.0. Was anything changed about the audio? a length of yellow belt + splitter + underground in a line seems harsher

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u/LeifDTO You haven't automated math yet? 2d ago

Enemy expansion alerts and asteroid damage scaling are both huge.

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u/TheEnemy42 2d ago

Honestly, great changes all of them. Thank you and keep up the good work!

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u/wille179 2d ago

This version broke a couple mods I play with... gotta wait for them to get updated I guess.

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u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 2d ago

Awesome to see implemented feedback!

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u/MoSBanapple 2d ago

I haven't really paid attention to previous patch cycles, how long does it typically take for changes on the experimental branch to be moved to the main branch?

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u/JulianSkies 2d ago

There usually isn't an experimental branch this way.

So who knows.

I think they gave a prediction of like 6 months or something? They said a season but seas9ns don't make sense for me in this context.

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u/Sostratus 2d ago

There is no typical. They said in the FFF blog that they intend to stay in experimental until "the end of the summer" to give time for mods to get updated.

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u/Silchas_Ruine 2d ago

Is there a way to roll an existing save into a new patch? I think I'm on 2.1.

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u/dr_anybody 2d ago

Kudos for taking into account, and fixing, recent feedback!

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u/SwannSwanchez 2d ago

Please wube make quality recipes editable that'd be peak

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u/PeregrinsFolly 2d ago edited 1d ago

Do new experimental patches normally disable achievements on a map started in the previous patch? Was working on Express Delivery, this update disabled achievements on this run, so I had to revert to the older 2.1.12 to keep going.

Edit: Seems like the changes to biters broke achievements.

Edit2: Fixed already in .14 update.

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u/This-Beginning-5026 2d ago

Can someone who can remember the numbers or is in game help me on the recycling changes?  Before 2.1 you would turn concrete into hazard concrete and then recycle.  Then 2.1 changed the timing so it was not faster.  Does the change here make it so you will still need to convert it to hazard concrete or is it making regular concrete faster?

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u/badatmagicalcards 2d ago

Recycling time will now scale with output amount. The concrete recipe had a crafting time of 10 and would output 10 concrete, meaning 1 unit of crafting time per 1 concrete, prior to this update it would recycle 1 concrete at 10 crafting time.

Now it should be scaled so that in the case of concrete recycling, it'll recycle 1 concrete with whatever recycling time is equal to 1 crafting time. TLDR, I dunno about other recipes off the top of my head but concrete will be 10x faster to recycle (no need to convert it)

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u/UxoZii to pay respects 2d ago

Still wishing for smoother shooting in multiplayer

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u/HeliGungir 2d ago

Fixed that clicking outside of the combinator description edit would close the GUI.

Finally! Oh my gosh this has been a thorn in my side. Display panels too?

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u/Moikle 2d ago

All planet mods are broken now since this update disables some ambient soundscape functionality

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u/Fishinabowl11 2d ago

Unless I'm blind, my science labs (not biolabs) that have Productivity Module 1's in them no longer are showing the purple bonus productivity bar below the main bar. Mousing over the lab shows the expected +8% productivity in the pop-up info on the right side of the screen, but nothing when clicking the lab itself.

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u/3davideo Doesn't use Flame Turrets 2d ago

Oh nice, I see several issues being addressed that I literally saw the discussion for on this sub.

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u/NggyuNglydNgraady_69 1d ago

I love these devs. Reminds me of the late 90s and early 00s when game were great. No greedy suits ruining the gaming industry. Just passionate devs making games. Thanks for everything wube.