Version 2.1.8

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FactorioBot
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Version 2.1.8

Post by FactorioBot »

Changes
  • Changed the technology price multiplier limit from 1000 to 100000.
  • Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. (133602)
Minor Features
  • Added per-entity timings to the benchmark-verbose command line option when using "all" or "entities".
Gui
  • Hovering fixed item slot highlights items in inventory. (134199)
Bugfixes
  • Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. (134119)
  • Fixed several rock types playing incorrect mining_sound. (134103)
  • Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. (134126)
  • Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. (134132)
  • Fixed Gun turrets with target priorities not shooting asteroids in some cases. (134141)
  • Fixed inconsistent inserter throughput based on direction. (134117)
  • Fixed that remote view auto switching didn't cancel cut/copy/deconstruct operations. (133829)
  • Removed confusing "low fluid" entity status from the boiler.
  • Fixed that upgrading rolling stocks around elevated rails did not always work correctly. (134143)
  • Fixed a crash when rendering train status for trains with only temporary stops. (134163)
  • Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.
  • Fixed that LuaGuiElement::slots_per_row did not work. (134168)
  • Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. (134176)
  • Fixed that selection tools did not work in remote view/map view with rebound controls. (134181)
  • Fixed missing keys in map-settings.example.json. (134130)
  • Fixed small logistic group multiplier values were inconsistently applied and displayed. (134202)
  • Fixed that 'hide tall entities' did not hide elevated rail signals. (134166)
  • Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. (134172)
  • Fixed that the missing materials for construction alert could show the wrong amounts. (134249)
  • Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. (134195)
  • Fixed Fulgora would generate too much land when migrated from 2.0 save games. (134161)
Previous changelog: Version 2.1.7

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.
Walterin0
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Re: Version 2.1.8

Post by Walterin0 »

FactorioBot wrote: Thu Jun 25, 2026 12:47 pm
Fixed Gun turrets with target priorities not shooting asteroids in some cases. (134141)
Huge
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Re: Version 2.1.8

Post by worph »

  • Changed the technology price multiplier limit from 1000 to 100000.
Any chance this could be set to less than 1 and rounded up? I.e. research cost of 0.1 or 0.01 etc.
I wasn't going to make a post about it when I tought of making a low research run a couple weeks ago, but reading the changelog reminde me.
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GregoriusT
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Re: Version 2.1.8

Post by GregoriusT »

2.1.7 wrote:Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
2.1.8 wrote:Changed the technology price multiplier limit from 1000 to 100000.
Mikehendi is gonna get a much harder run to do now. XD
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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Re: Version 2.1.8

Post by MindHawk »

worph wrote: Thu Jun 25, 2026 2:07 pm
  • Changed the technology price multiplier limit from 1000 to 100000.
Any chance this could be set to less than 1 and rounded up? I.e. research cost of 0.1 or 0.01 etc.
I wasn't going to make a post about it when I tought of making a low research run a couple weeks ago, but reading the changelog reminde me.
Although you can't do it in the map settings, you can do this with a console command in-game and it'll work just fine:

Code: Select all

/c game.difficulty_settings.technology_price_multiplier = 0.1
As a console command it'll disable achievements, but I imagine even if they add it in the GUI, it would still disable achievements.
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Re: Version 2.1.8

Post by thedoh »

FactorioBot wrote: Thu Jun 25, 2026 12:47 pm Changes
  • Changed the technology price multiplier limit from 1000 to 100000.
Someone out there is an absolute maniac. And I love that this is available for them now.
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Re: Version 2.1.8

Post by worph »

MindHawk wrote: Thu Jun 25, 2026 4:13 pm
worph wrote: Thu Jun 25, 2026 2:07 pm
  • Changed the technology price multiplier limit from 1000 to 100000.
Any chance this could be set to less than 1 and rounded up? I.e. research cost of 0.1 or 0.01 etc.
I wasn't going to make a post about it when I tought of making a low research run a couple weeks ago, but reading the changelog reminde me.
Although you can't do it in the map settings, you can do this with a console command in-game and it'll work just fine:

Code: Select all

/c game.difficulty_settings.technology_price_multiplier = 0.1
As a console command it'll disable achievements, but I imagine even if they add it in the GUI, it would still disable achievements.
Thanks for the info.
With that knowledge it is an even more reasonable request.
I suppose they wouldn't even have to change much in the GUI just allow some non integer input. Because it just rejects floating points in the gui but the functionalityu is clearly there.

I could even see them adding a slide selector with some presets and a very obvious warning not to mess with any of this (0, 0.01, 0.1, 0.25, 0.5, 1, 2, 4, 10, 100, 1000)
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Re: Version 2.1.8

Post by Phauxstus »

On a similar topic, could the sliders in the map generator get another look before eod? I'd love text input but even just tweaking which % are available and how many notches there are would be nice. I'd love sub 17% on some resource sliders for example, or 1000% scale for the water generation on Nauvis.
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Re: Version 2.1.8

Post by Svip »

worph wrote: Thu Jun 25, 2026 6:21 pm
MindHawk wrote: Thu Jun 25, 2026 4:13 pm
worph wrote: Thu Jun 25, 2026 2:07 pm
  • Changed the technology price multiplier limit from 1000 to 100000.
Any chance this could be set to less than 1 and rounded up? I.e. research cost of 0.1 or 0.01 etc.
I wasn't going to make a post about it when I tought of making a low research run a couple weeks ago, but reading the changelog reminde me.
Although you can't do it in the map settings, you can do this with a console command in-game and it'll work just fine:

Code: Select all

/c game.difficulty_settings.technology_price_multiplier = 0.1
As a console command it'll disable achievements, but I imagine even if they add it in the GUI, it would still disable achievements.
Thanks for the info.
With that knowledge it is an even more reasonable request.
I suppose they wouldn't even have to change much in the GUI just allow some non integer input. Because it just rejects floating points in the gui but the functionalityu is clearly there.

I could even see them adding a slide selector with some presets and a very obvious warning not to mess with any of this (0, 0.01, 0.1, 0.25, 0.5, 1, 2, 4, 10, 100, 1000)
The lowest amount is 0.001. I have asked for this in the past, but it was rejected.
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