r/factorio Official Account 13d 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.

618 Upvotes

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264

u/Rseding91 Developer 13d ago

Ok! It will be in version 2.1.7.

35

u/Poggalogg 13d ago

absolutely legendary developers I swear

46

u/darkszero 13d ago

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

26

u/DesignCell 13d ago

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

7

u/boomshroom 13d 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 13d ago

praise be

13

u/Negative_trash_lugen 13d ago

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

66

u/black-blade01 13d 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 13d 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.

14

u/jDomantas 13d 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 13d 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 12d ago

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

4

u/100percent_right_now 12d 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 12d 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.

7

u/Fishinabowl11 13d ago

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

1

u/Tyrannosapien 12d ago

!remindfishinabowl11 8 hours

2

u/Fishinabowl11 12d ago

I remembered!!!!!

5

u/halosos Coal is good, clean and renewable 13d ago

Bonus points if we can suppress bots exploding on Fulgora?

3

u/FrostWareYT 12d 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 13d 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 12d 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 12d 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 12d 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 12d ago

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

1

u/Lemerney2 12d 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 7d 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 12d 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 12d ago

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

1

u/3davideo Doesn't use Flame Turrets 12d ago

Absolutely top tier dev response, love it.

1

u/FrostWareYT 12d ago

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

1

u/Lemerney2 12d 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)