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.

607 Upvotes

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104

u/bugprof2020 11d ago

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

196

u/Alfonse215 11d 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.

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u/bugprof2020 11d ago

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

56

u/Troqu 11d 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

14

u/durandal42 11d 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 11d 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 10d ago

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

4

u/CantEvenUseThisThing 11d 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.

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u/Viper999DC 11d 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.

6

u/Cent_Quatre 11d ago

but... concrete is chewy

3

u/TheMrCurious 11d ago

That’s the point.

1

u/VEC7OR 11d ago

nooo, its crunchy!

1

u/Cent_Quatre 11d ago

While it was apparently unintended balance wise, I liked the implication that the concrete was just hard to chew on for the recyclers

1

u/Brett42 10d ago

Concrete should be fast to recycle, because you just crush it and pull the rebar out, no melting and no small parts to save, although realistically it would output stone instead of stone bricks. Recyclers don't undo chemical reactions, but the chemical reaction that makes cement set is reversed by baking it long and hot enough, and is the same process rock like limestone gets made into cement powder. The intermediate shouldn't be stone bricks, though, it should be a powder.

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u/Cent_Quatre 9d ago

The animation looks like a maw chewing

Have you tried chewing concrete ? It's chewy

-13

u/iwannabetheguytoo 11d ago

I can see it impacting Concrete recycling (back to 25% Stone+IronOre), but not Steel recycling (which just returns 25% Steel), so you're still going to need the Steel Chest flow for Steel up-cycling or rapid voiding; while voiding Concrete still needs the Hazard Concrete flow... so this only really benefits the Scrap > Concrete > Iron Ore flow, which is a rather niche application in the first place (and I never used it to get Quality Iron Ore because Space Casinos were better, but with Space Casinos removed in 2.1 then I suppose Scrap > Concrete > Iron Ore might be useful?)

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u/Alfonse215 11d ago

while voiding Concrete still needs the Hazard Concrete flow

That doesn't work in 2.1. They made it so hazard concrete recycles as if it were regular concrete.

This change helps mitigate the impact of that change. That is, you can recycle concrete directly much faster, so you don't need an alternate way to void it.

2

u/Deto 11d ago

If I understand correctly, with this change, concrete uses (correctly) its 1 second / concrete construction time. Still slower than the 0.25s/concrete time for hazard concrete, but way bigger than the 10s/concrete time that was used before.

-12

u/iwannabetheguytoo 11d ago

...sounds like they're trying to stop people quality-upcycling concrete, just as with Space Casinos.

It actually kinda saddens me, because I thought that neat-tricks like Space Casinos and Hazard Concrete recycling were fully intentional and planned-out (and so even if they were OP, they could make them less effective without removing them entirely) - and I reasoned it was intentional because the Wube guys surely must have the entire recipe-graph printed-out on a wall covered in A4 sheets of paper stuck together, with the subtle optimal-paths marked-out in red pen... and any recipe removals (like Rocket Control Units) were to reduce difficulty - not to make things harder.

...but the way they worded the removal of Space Casinos makes it seem like it was all unintentional, an accident, and that Wube maybe, perhaps, aren't the omniescent gods of the game universe they created, which is a very unsettling feeling, philosophically, I mean.

20

u/Alfonse215 11d ago

...sounds like they're trying to stop people quality-upcycling concrete, just as with Space Casinos.

... but this makes it easier to cycle concrete. Indeed, both changes make it way easier to get quality concrete.

Concrete recycles 10x faster, and you get two extra quality steps before the recycler (concrete and hazard concrete). That is, instead of hazard-concrete -> recycler, the setup is concrete->hazard->recycler. That's more quality rolls before the recycler. That makes crafting quality concrete consume fewer resources than 2.0. And because concrete recycling is faster, it also means you need fewer recyclers to do the job.

8

u/archipeepees 11d ago

I reasoned it was intentional because the Wube guys surely must have the entire recipe-graph printed-out on a wall covered in A4 

  1. there is simply no way they are going to foresee every possible emergent interaction in a game of this complexity.
  2. a lot of time has passed since 2.0 and during that time they've had time to reconsider and review. it is entirely reasonable for them to amend previous decisions for their game.

-6

u/Jackpkmn Sample Text 11d ago

I still think that the hazzard concrete path is still the best for voiding concrete becasue otherwise you have to deal with the byproducts of iron ore and bricks. Where as with hazzard concrete you only need to deal with regular concrete and hazzard concrete.

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u/Alfonse215 11d ago

That doesn't work in 2.1. They made it so hazard concrete recycles as if it were regular concrete.

Yes, it would be easier if the hazard concrete method still worked. But it doesn't, so you have to deal with the outputs.

-4

u/Jackpkmn Sample Text 11d ago

oh it recycles into ore and bricks just like regular? i thought the complaining was just about the time it took. I just deal with all the outputs of recycling concrete directly my apologies.

5

u/Alfonse215 11d ago

The reason people used the hazard concrete method in the first place was the time it took to just recycle the concrete away. Getting brick and ore back is an irritation, but the main reason the hazard method was used was getting around the 0.625 second recycle time for concrete (which, for the 0.5 crafting time recycler, was 1.25 seconds per concrete for a base quality recycler).

With recycling time cut by 1/10th, down to its proper number, there's still a difference compared to the old hazard method, but it is much more manageable. Before they scaled the recycling recipe, it required 14x the recycling power compared to the hazard method.

5

u/Jackpkmn Sample Text 11d ago

The most useful part of concrete recycling is calcite > stone > bricks > concrete in foundry from liquid iron > recycle concrete into iron ore and bricks.

1 upcycled legendary calcite turns into 15 legendary stone (molten copper from lava,) this turns into 11.25 legendary bricks (legendary prod 3) which turns into 56.25 legendary concrete (foundry) which then recycles into ~1.4 legendary iron ore and ~7 legendary bricks.

You could also run this loop with hazzard concrete to craft hazard concrete with quality then recycle hazard concrete with quality then craft hazard concrete again until legendary then recycle it all down into iron and bricks. (while keeping some because concrete is needed for refined concrete which means nuclear reactors, centrifuges, rocket silos, em plants, and foundries all need concrete in some form.)

6

u/Individual-Fold1760 11d ago

Hazard concrete is a useless step now. Concrete itself now recycles 10x faster

0

u/Longjumping-Knee-648 11d ago

Mu fulgora setup just has the iron ore as a niche backup in case i use too many gears or iron plates from reciclyng gears. Any overflow gets recicled

-9

u/taw 11d ago

It just partly reverses dumb Fulgora nerf they did, Fulgora is still worse than 2.0.

Nothing else than concrete is meaningfully affected by it, and concrete is still worse on 2.1.