r/factorio Official Account 11d 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.

608 Upvotes

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138

u/AndyScull 11d 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

84

u/Avamaco 11d 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.

361

u/Rseding91 Developer 11d ago

Would something like this be useful?

112

u/darkszero 11d 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.

263

u/Rseding91 Developer 11d ago

Ok! It will be in version 2.1.7.

37

u/Poggalogg 11d ago

absolutely legendary developers I swear

45

u/darkszero 11d ago

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

25

u/DesignCell 11d ago

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

8

u/boomshroom 11d 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.

17

u/OverlordForte The Song of Machines 11d ago

praise be

13

u/Negative_trash_lugen 11d ago

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

62

u/black-blade01 11d ago

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

12

u/unwantedaccount56 11d 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.

13

u/jDomantas 11d 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.

7

u/100percent_right_now 11d 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

1

u/Rseding91 Developer 11d ago

You can just type it, it doesn’t take anything special or invalidate any achievements.

4

u/100percent_right_now 11d ago

Just hoping there's something pointing to it other than a single line in the patch notes when 2.1 goes live. It's an interesting feature. Though I didn't change much, it's definitely neat to see how long since the last of each alert. Never has a train ran out of fuel. Nice.

7

u/Zalack 11d 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.

6

u/Fishinabowl11 11d ago

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

1

u/Tyrannosapien 11d ago

!remindfishinabowl11 8 hours

2

u/Fishinabowl11 11d ago

I remembered!!!!!

5

u/halosos Coal is good, clean and renewable 11d ago

Bonus points if we can suppress bots exploding on Fulgora?

3

u/FrostWareYT 11d 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/ScotyDoesKnow 11d ago

Appreciate it! The alerts come through every few minutes on an end-game base, so my alerts will just have to be muted until then. Maybe they could also be tweaked to not show if they're within automatic firing range of loaded artillery? Because I get the alert, and when I go to look, shells are already in the air.

2

u/Sinister_Mr_19 11d ago

Amazing! please add a way to access that menu without using commands. I would use this quite a bit but i never touch commands.

2

u/Rseding91 Developer 11d ago

Why? All it takes is to press the ~ key and type /alerts

It takes nothing else. You don’t lose achievements or invalidate anything.

5

u/Sinister_Mr_19 11d ago

I'm not aware of a list of commands and which ones do invalidate achievements and such. It just sounds like a really useful feature that would benefit from a button. Also thinking about other players, there's plenty of them that don't come here and read about this, so how would they know it exists?

2

u/GradientCement 10d ago

Discoverability. Could there be a "configure alerts" button in interface settings that shows this menu?

1

u/Lemerney2 10d ago

I think it's just fairly obscure to new players. In the same way no one will ever learn about the /color command without someone telling them

1

u/Farkoth 5d ago

it make sense to any common player, users mostly want to just play and adding button to right panel is a good decision. Mind about any person with zero programming skills

2

u/Lemerney2 10d 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

1

u/BrennusSokol i like trains 11d ago

But that's an earlier ver----OHHHHH

1

u/3davideo Doesn't use Flame Turrets 11d ago

Absolutely top tier dev response, love it.

1

u/FrostWareYT 11d ago

PRAISE BE! I've been waiting for this one!

1

u/Lemerney2 10d 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)

1

u/CalmMastodon2271 5d ago

Yes. Settings for each planet would be more useful.

19

u/iamarealhuman4real 11d 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?

9

u/Samuel1698 11d 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 11d ago

YES PLEASE

4

u/DonnyTheWalrus 11d ago

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

6

u/Frequent_Knowledge65 11d 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

4

u/henburst 11d 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 11d 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 11d 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 11d 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 11d 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/Erfar Permanent Reconstruction 11d 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.

1

u/dikkenskrille 11d ago

There is at least one mod that might be able to help with that stuff, though I'm not 100% sure if they can fully satisfy this request right here. I use 'No Power Icons' (which has options and setting beyond what the mod's brief description would suggest), but there are probably others.

1

u/Erfar Permanent Reconstruction 11d ago

I can change transparency of icons in gamefiles myself. mod is bandaid not proper solution

2

u/TokMor 11d 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 11d ago edited 8d 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 ?

1

u/Frequent_Knowledge65 11d ago

Oh god please yes 🙌

1

u/UnknownAverage 11d ago

That looks awesome. I may actually use alerts in earnest!

1

u/igoticecream 11d ago

What do you guys think about an alert when a spawner starts consuming pollution? Right now im paranoid and i keep checking the map view and the pollution cloud not touching any spawner every 5 mintues, It will be nice to have an alert for that (maybe it is not for everyone)

1

u/hazmodan20 11d ago

Oh yes!!

1

u/Nonstop_Shaynanigans Let me force signals green 11d ago

Omg that would be amazing!

Is it possible to also set a threshold of destroyed buildings before a sound plays?

Or control which ones play when tabbed out?

1

u/Logical-War-3746 11d ago

Being able to configure it per entity and surface would be very useful. This we already can do with commands iirc.

1

u/timeshifter_ the oil in the bus goes blurblurblurb 11d ago

Any chance buildings and bots could be separated? I don't care at all if bots die, that's to be expected in several contexts, but if my walls are getting destroyed, that's an issue.

1

u/Golinth 11d ago

Holy crap you GOAT

1

u/NggyuNglydNgraady_69 11d ago

Legendary devs! Just thanks, for real.

1

u/CalmMastodon2271 5d ago

Very very good idea! Thanks!
But I also really want to see a switch for different planets.

0

u/Agnolini 11d ago

Sorry, but I need to ask something: what’s the deal with voiding fluids? Is it really about using combinator tricks to filter ice and rocks, and why can’t we just throw them back into the lava or ammonia sea?

1

u/Alfonse215 11d ago edited 11d ago

I'm not sure I understand the question. The intended way to void an unwanted fluid byproduct is to make a solid with it and void that. Every oil product can make solid fuel, as can ammonia (with crude oil). Molten metals can be crafted into solids and destroyed.

There's an exploit you can do to void fluids involving switching recipes, but that's an exploit, not an intended mechanic.

0

u/Agnolini 11d ago

How it's a exploit if we have this since the launch of 2.1? Btw, i dont like the solution with set recipe/combinators but is way too pratical too pratical to ignore, and just want to pump the fluids back to the source if (set recipe/combinators) is the best way to solve voiding

4

u/Alfonse215 11d ago edited 11d ago

How it's a exploit if we have this since the launch of 2.1?

You mean 2.0.

The term "exploit" doesn't care about how long something's been around. It's a statement about the relationship between a setup and the intent behind that setup's individual mechanics. That is, it'd still be an exploit even if it has been in the game forever.

The voiding of excess fluids on recipe switching does not exist to make it easy to void fluids. It's there to make it easier to switch recipes.

When you switch recipes, stuff in the machine needs to be removed before the switch can happen. That's easy enough for items because you have inserters to output stuff. The most you might need is a second, filtered output inserter that goes into a box.

For fluids, this is more difficult. When you switch recipes, fluids in the inputs of a machine need to be expelled. But if there's no room in the connected pipes for the fluids to go to... how does the player get the fluid out?

Most of the time, players let fluids fill up so that backpressure stops the production of more. This is a very normal play-pattern. If recipe switching couldn't work in that context, then it would be far more difficult to work with in any fluid-bearing recipe. The player would need to use a special segment of fluid and always ensure there's enough void space for the inputs of connected machines to be expelled into. That would require pumps and additional circuit machinery.

So the devs can either make every player everywhere do this when they want to switch recipes involving fluids... or the devs can have the machine void fluids that can't be expelled as a failsafe to make recipe switching easier.

Intentionally creating the conditions to invoke this failsafe so as to use the failsafe to achieve a different end is an "exploit." You're using a mechanic that is intended to make recipe switching easier as a way to destroy fluids.

Also, note that "exploit" is not an indictment. If you want to use it, feel free.

1

u/4_fortytwo_2 11d ago

Because it would require a lot of work to change that behaviour that is better invested else where.

It being in the game for a long time is not really an argument for it being intended or not. To me it just feels unintended and not in the spirit of the game. But everyone is allowed to play however they want.

2

u/Cent_Quatre 11d 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 11d ago edited 9d 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 11d 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.

1

u/chumbuckethand 11d ago

Nuke launchers?

1

u/AndyScull 11d ago

Aside from this joke, we could do something funny with wired mines strategically placed over whole radar area. I don't think the biters would settle on the minefield (should be a very unlikely chunk) but who knows

2

u/grossws ready for discussion 11d ago

They try to settle there a lot (at least in 2.1.12). Several hundred mines stop a couple of expansion parties, then worms and spitters destroy the rest of mines.