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Friday Facts #449 - 2.1 Stable | Factorio

::: spoiler Tap for full text

Posted by Factorio team on 2026-10-23

Hello,
Welcome to another Friday.

This week marks exactly 2 years since the Space Age release.

2.1 Stable

After a long summer in experimental, 2.1 is now marked as stable. Thank you to everyone who played the experimental, reported bugs, and gave us feedback. A lot of the changes and tweaks since the first 2.1 release came directly from your reports.

We took this opportunity to update our classic Factorio trailer one last time.

As we said back in FFF-440, 2.1 isn't about new planets, enemies or research trees. Instead, it is a big collection of quality of life, small features, polish, and the things we wanted to do for 2.0 but didn't have time for. For those of you who stuck with 2.0 stable, here is a quick tour of what is waiting for you.
Space logistics - FFF-441

Space platforms are the backbone of Space Age, and in 2.1 they are a lot more capable.

   Mixed rockets: Rockets can now carry multiple different items in one launch, so no more sending a full stack of everything just to build a small platform.
   Import from Any: Leave the 'Import from' slot blank to import items from all locations, perfect for fuel, ammo, and repair packs.
   Platform to platform transfers: Platforms can request items from, and provide items to, other platforms in orbit.
   Hub set requests: Control the space platform hub requests with the circuit network.
   Radar Universe mode: Send and receive circuit signals between planets and platforms on a shared channel.

Space platform balance - FFF-448

A couple of changes to how platforms fly and take damage.

   Asteroid damage now depends on the asteroid's remaining health instead of its speed, so it is much more predictable.
   The space platform hub has more health and resistances, so it will be able to take a few more hits.
   Platform drag is now based on mass instead of width, so the 'pencil ship' is no longer the only way to go fast.

Landing pad unloading bay - FFF-443

A special cargo bay that inserters can take items out of, so you can unload your landing pad directly into trains, chests, belts or anything else inserters can interact with.

   Can be placed in a limited area around the landing pad.
   Elevated rails can now be built over cargo bays.

Circuit network - FFF-443

More things to wire up, and a clearer way to wire them.

   Input/Output split: Circuit reads and writes can be directed to different wire colors, replacing the old 'magic' self-subtraction.
   Labs can set the current research based on circuit conditions.
   Boilers and heat exchangers can be connected to the circuit network, for easy backup power setups.
   Land mines can be used as tripwires and enemy detectors.
   Pipes can be connected to the circuit network, along with a new pipe GUI (FFF-442).

Quality - FFF-442

Some changes for both lovers and haters of Quality.

   Space Age can now be played without Quality. The Recycler has been split into its own mod, and Quality is a 'Recommended' dependency that is enabled by default.
   Quality locomotives and wagons: Faster trains, bigger cargo wagons and fluid wagons.
   The 'Space casino' is closed: Quality modules can no longer be used in asteroid reprocessing.

Flipping and fluids - FFF-442

Fixing a few of the long standing annoyances.

   Pumpjacks and burner miners can now be flipped.
   The drop arrow shows which lane of a belt a machine will drop to in ambiguous situations, and flipping blueprints won't change their behavior.
   Inserters always drop to the input side of splitters.
   Fluid mixing prevention is back: Pipelines with different fluids will not merge, and give a warning instead.
   Fluid flow scales properly with high throughput (looking at you, Legendary machines).

Enemy expansions - FFF-445

A holistic review of how the biters expand.

   Expansion groups scale with evolution, so they are a meaningful challenge rather than lots of tiny annoying nests.
   Exploring the map early no longer reduces the expansions near your base.
   Biters choose more natural locations to build new bases.

New graphics - FFF-441, FFF-442, FFF-443

Our last big pass over the graphics of the game.

   New assembling machines, oil refinery, rocket silo, and heat exchanger.
   A new pump rendering system that can connect to fluid wagons no matter how cursed your station is.
   Diagonal flamethrower turret.
   Planets visible in the background of space platforms.

ARM64 Linux - FFF-446

Factorio now runs natively on ARM64 Linux, which means the game runs on Steam Frame, Raspberry Pi (headless servers), Asahi Linux on Apple Silicon MacBooks, the free VPS you claimed from Oracle that one time, and other assorted hardware.
Before you update

   2.0 save games will load, but some changes (such as the circuit Input/Output split) may break your existing factory designs.
   Once you've updated, blueprints and save games cannot be downgraded to 2.0.
   We recommend backing up any saves and blueprints you care about.
   Most popular mods have been updated during the experimental period, but some you rely on may not be ready yet.

As always, let us know your thoughts at the usual places.

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:::

Friday Facts #449 - 2.1 Stable | Factoriohttps://www.factorio.com/blog/post/fff-449Open linkView original on lemmy.zip
66

Version 2.1.23 on experimental

Bugfixes

    Fixed that mobile roboports would not generate no-storage-space alerts. (136510)
    Fixed a crash in RGBA-to-RG texture conversion logic when texture compression was disabled. (136564)
    Fixed a desync caused by enemy spawners initilisation order and attached units with varying collision masks. (136571)
    Fixed a crash when an agricultural tower with void energy source used working visualisation states. (136559)
    Fixed that radars and LuaForce::chart() would chart one chunk too far east and south on maps with limited size. (136587)
    Fixed that space platform was using the default LUT when it was traveling. (136569)
    Fixed that remote view following an entity would not fire the player changed position Lua event. (136573)
    Fixed that mining drill status didn't always match the visual status. (136475)
    Fixed that inserters could get stuck inserting fuel when using set-recipe with filtered fuel slots. (136478)
    Fixed that select from cursor signal did not work in the selector combinator quality transfer GUI. (136431)
    Fixed that util.combine_icons was creating global variables. (136598)

Scripting

    Added hide_health_bars parameter to LuaGameScript::take_screenshot.

Modding

    Added ItemPrototypeFlag "disable-logistic-overlay".

Previous changelog: Version 2.1.22

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.
https://forums.factorio.com/viewtopic.php?t=136601Open linkView original on lemmy.zip
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Version 2.1.22 on experimental

Optimizations

    Improved turret range overlay performance on high-resolution displays. (136090)

Bugfixes

    Fixed cargo pods spilling items on ground even though they would fit into space platform hub inventory after sorting. (135765)
    Fixed selector combinator's quality select switch wrong initial state. (136435)
    Fixed equipment sprite not having default GUI flags applied. (133854)
    Fixed table sorting clickable area. (136441)
    Fixed tutorial level 1 not detecting quickbar was set. (136463)
    Fixed a crash when migration removal removes all roboport equipment while personal robots are active. (136461)
    Fixed square compression artifacts in lava shader.
    Fixed a crash when drawing mining drill in illegal direction. (136531)
    Fixed that heat-fluid-inside boilers would continue to work even if their input pipeline was overextended.

Modding

    Split WaterTileEffectParameters::textures to noise_textures and image_textures.
    Removed WaterTileEffectParameters::texture_variations_rows/columns and secondary_texture_variations_rows/columns. The numbers are now derived from image_textures dimensions.
    Added selection tool preselection events: on_player_start_selected_area, on_player_change_selected_area, and on_player_cancel_selected_area.
    Added SelectionToolPrototype::send_pre_selection_events bool to enable preselection events for that specific tool.
    Added `selection_mode`, `position`, and `cursor_position` properties to area selection and preselection events.
    Added BoilerPrototype::minimum_input_temperature and maximum_input_temperature.
    Added FluidEnergySource::minimum_input_temperature and maximum_input_temperature.
    Added FusionGeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
    Added FusionReactorPrototype::minimum_input_temperature and maximum_input_temperature.
    Added GeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
    Added MiningDrillPrototype::minimum_input_temperature and maximum_input_temperature.
    Added ThrusterPrototype::minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature.
    Changed FluidEnergySource::maximum_temperature behavior: "unlimited" is now specified as nil instead of zero.
    Removed FluidBox::minimum_temperature and maximum_temperature.
    Replaced UtilityConstants::building_buildable_tint, building_buildable_too_far_tint, building_ignorable_tint and building_not_buildable_tint with build_preview_tints, which also covers tile and map view build previews.
    Added BlueprintItemPrototype::build_preview_tints.

Scripting

    Added LuaEntityPrototype::minimum_input_temperature, maximum_input_temperature, minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature reads.
    Added LuaFluidEnergySourcePrototype::minimum_input_temperature and maximum_input_temperature reads.
    LuaFluidEnergySourcePrototype::maximum_temperature read will return nil instead of zero when the maximum temperature is unspecified.
    LuaEntity::set_fluid_filter, get_fluid_filter, and get_fluid_segment_filter now return/take a FluidID instead of a FluidFilter.

Previous changelog: Version 2.1.21

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.
https://forums.factorio.com/viewtopic.php?t=136543Open linkView original on lemmy.zip
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Drop your space platform to the planet's surface - THUD mod.

Total Hull Unscheduled Descent.

Emergency landing: bring any space platform down to the planet it is orbiting. Aim it where you like, and the whole platform - machines, cargo and anyone aboard - comes down onto the ground, still wired and still powered. Its hub becomes a landing pad.


This looks so fun.

Edit From @[email protected]

the creator left a comment with the link but forgot to pin it: https://mods.factorio.com/mod/Thud

View original on lemmy.zip
27

Patch 2.1.21 on experimental

[space-age] Adjusted space platform drag to be based on weight rather than width.

Holy crap

::: spoiler full notes here

Minor Features

    Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
    [space-age] Added "quality select" mode to selector combinator.
    Added "Read launched" option to rocket silo's control behavior.
    Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
    [space-age] Added "Read empty slots" option to space platform hub's control behavior.
    Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.

Balancing

    [space-age] Retuned asteroid damage.
    [space-age] Adjusted space platform drag to be based on weight rather than width.

Changes

    Adjusted working sounds for assembling machines.

Bugfixes

    Fixed music resuming when it shouldn't while in game menu. (136151)
    Fixed a crash when using async saving and closing the game. (135003)
    Fixed a deadlock when using async saving and quitting to the main menu. (135423)
    Fixed a crash when using async saving and leaving a multiplayer game. (136246)
    Fixed a crash related to fusion reactors removed due to migration.
    Fixed combinator description was not updated in open gui when changed by script. (136267)
    Fixed that logistic networks with no logistic robots accepted automated rocket requests from space platforms. (136150)
    Fixed requests satisfied refused pipetted items when space platform has requests set by circuit network. (136286)
    Fixed possible furnace input tooltip could list same item multiple times. (136275)
    Fixed decider combinator gui would highlight conditions and outputs when hovered signal was not a valid signal-each substitute due to all instances of signal-each in conditions being 0. (136104)
    Fixed excessive doppler effect being applied when leaving remote view. (115407)
    Fixed that space platforms requested only one repair pack which slowed down repairs when delivered from other platforms. (136048)
    Fixed that space platforms where an entity deconstruction was cancelled requested an incorrect count of items. (135763)
    Improved Factoriopedia <> Technology GUI interaction when closing with escape. (136283)
    Fixed more cases of rocket silo launching too fast causing circuit network to miss something happened. (136341)
    Fixed that the roboport robot request selection GUI title mentioned signals. (136343)
    Fixed selector combinators quality selection flickering. (136330)
    Fixed that blueprints would count fuel in machines as fuel in vehicles. (136342)
    Fixed that setting parameter names could cause drag building grid-set blueprints to not be grid-aligned. (135567)
    Fixed fusion reactor being incorrectly considered active for working sound purposes in some cases. (136313)
    Fixed tips and tricks for heating mechanic could show before researching aquilo when skip trigger conditions were met. (135269)
    Fixed menu simulation for nauvis tank building where tank would stop where blueprint was placed. (135884)
    Fixed base built notifications were raised for chunks without active coverage if they happened to be charted by other means. (135689)
    Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed. (135377)
    Fixed turrets prioritising targets in prepare range but outside of attack range. (131848)
    Fixed fluid energy sources would show status as 'Low power' when working nominally. (136304)
    Fixed electric turrets could consume energy even if they failed to shoot due to range condition. (136349)
    Fixed that large numbers of mods would cause https trafic to fail on MacOS. (136326)
    Fixed that GUI elements with negative margins wouldn't stretch to fill their parent. (118119)
    Fixed that boilers with no output fluid filter could generate a fluid with a temperature outside of the fluid's limits, causing a crash.
    Fixed that unit groups set to 'wandering' could ignore new commands. (135511)
    Fixed logistic section multiplier floating point math caused numbers to be 1 smaller in some cases. (136355)
    Fixed issues with 'drop item' hotkey and dynamic inventories. (135951)
    Fixed that rocket silos launched to orbit automatically when they still had inventory space. (129708)
    Fixed a crash when character is in vehicle when forces are merged. (136351)
    Fixed cargo pod shadows were misaligned when landing in cargo bays. (121648)
    Fixed some signals with quality had no corresponding chat icon. (120044)
    Fixed colored lines in water transitions of Gleba deadskin tiles. (134963)
    Fixed Technology GUI "Research is being set by a lab" showing when no technologies are shown. (135886)
    [space-age] Fixed recycle time of items that recycle into themselves did not scale with item result count. (135548)
    Fixed cursor item stack swap when an inventory with weight limit (like Space Age rocket silo) was full. (134169)
    Fixed anti-aliased screenshots of space platforms having wrong scale of shader effects. (132320)
    Fixed electric energy source's buffer_capacity was not affecting buffer size for crafting machines, agricultural towers, labs and mining drills. (136107)
    Fixed that nightvision with a darkness_to_turn_on of 0 was not always on. (134908)
    Fixed that "Not enough to fill one rocket" message was visible in the tooltip of space platform requests when the platform was full. (134733)
    Fixed that "Waiting on a higher priority request" message was visible when it shouldn't and reworded it to match slot reservation behavior. (135641)
    Fixed that pending automated rocket requests were counted towards to-be-delivered items on all space platforms instead of just the target. (135820)

Modding

    Added checks for FluidWagonPrototype's offset_when members to not produce unwanted behaviour. (135580)
    Added CraftingMachinePrototype::animation_random_start_frame.
    Added ProxyContainerPrototype::direction_count. Changed ProxyContainerPrototype::circuit_connector into an array.
    Added NightVisionEquipmentPrototype::sunglasses.
    Specifying a BoilerPrototype::target_temperature which is outside of the allowed temperature range of the output fluid will cause a prototype error.

Scripting

    Added TechnologyModifier::hidden read.
    LuaPlanet::associate_surface now works for planets that require heating.
    Boiler fluid filters can no longer be adjusted at runtime.
    Renamed LuaEntityPrototype::building_grid_bit_shift to build_grid_size to match the prototype stage name.
    Added LuaGameScript::player_death_notifications_enabled and space_platform_death_notifications_enabled.
    Added LuaEntity::get_signals_changed().

Previous changelog: Version 2.1.20

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. 

:::

https://forums.factorio.com/viewtopic.php?t=136430Open linkView original on lemmy.zip
11

Version 2.1.20 patch notes from 09/23

Bugfixes

Fixed that un-checking the 'parameter' checkbox would forget the quality of the parameter. (135937)
Fixed improperly scaled technology sub-icons being drawn outside of widget bounds in research progress button. (129378)
Fixed main menu background simulation vignette not being visible. (133955)
Fixed '--report-quantities' command line parameter ignoring non-ore entities. (133592)
Fixed that hovering space connection lines didn't work nicely for some angled connections. (134992)
Fixed warning caused by icc profile on greyscale PNGs. (136038)
Fixed that undo/redo around fuel in entities did not work nicely. (132089)
Fixed that script changes to platform hub settings didn't show in the GUI until re-opened. (136163)
Fixed that it was no longer possible to walk between rocket silos that are horizontally next to each other. (136182)
Fixed that the vanilla binary would attempt to install space-age only mods. (136178)
Fixed rocket silo was launching too fast causing circuit network to miss something happened. (136185)
Fixed inventory slot filter menu showing on inventories that don't support filters. (136205)
Fixed unable to change building modes while dragging. (136180)
Fixed performance problems related to artillery reaction unit groups. (136211)
Fixed scripts for transport belt madness campaign were not updated when loading an old save file. (136206)
Fixed power switch gui did not disable toggle when entity is controlled by circuit network or frozen. (136136)
Fixed hub inventory sorting would not wake up inserters causing genuine stuck situations to appear as a deadlock. (136232)
Fixed transport belts marked as tall would not render as tall when hide tall entities is enabled. (136237)
Fixed science production was not reported to production statistics of corresponding surfaces. (136236)
Fixed a crash when construction robot brings empty stack of items to a tank in some cases. (136222)
Fixed that enabling light occlusion disabled light rendering for all blend modes except "normal" (premultiplied alpha) blending. (132555 and 135903)
Fixed a game freeze when mods kill tiles under entities actively dying on space platforms. (136245)
Fixed a crash when mods invalidate turrets while they kill things using beams. (136224)
Fixed that several environmental entities did not show in the signals list. (136240)
Fixed a crash when a space platform which didn't have enough inventory space requested more items which didn't fit into the rocket and the item had custom minimum payload equal to wanted count. (136213)

Modding

Removed utility constants zoom_to_world_can_use_nightvision, zoom_to_world_effect_strength and zoom_to_world_daytime_color_lookup.
Added SpaceConnectionPrototype::shape.
Added SpaceConnectionPrototype::origin.
Added SpaceLocationPrototype::origin.
Replaced ItemPrototype::fuel_category with ItemPrototype::fuel_categories.

Scripting

Removed LuaPlayer::spectator because it did nothing.
Replaced LuaItemPrototype::fuel_category read with fuel_categories read.

Previous changelog: Version 2.1.19

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.

https://forums.factorio.com/viewtopic.php?t=136265Open linkView original on lemmy.zip
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