Version 2.1.13

Information about releases and roadmap.
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FactorioBot
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Version 2.1.13

Post by FactorioBot »

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). (134216)
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. (135042)
  • [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. (135240)
  • Fixed that migrating container entity inventory types would not preserve the bar limit when in blueprints. (134866)
  • Fixed a layering issue with the cargo landing pad unloader. (134158)
  • Fixed a tooltip layout issue related to multiline text. (132592)
  • Fixed recipe tooltip showing incorrect value when custom tooltip fields were used. (135249)
  • Fixed factoriopedia was not showing some tiles as possible source of fluid. (135239)
  • Fixed some buttons in factoriopedia related to spoil results would not open related entity page. (135238)
  • Fixed a crash when clearing assembler trash slots in some cases. (135224)
  • Fixed inserter arrow would point at incorrect spot of underground belt when rendering a blueprint preview. (135220)
  • Fixed capitalisation of locale for station related conditions. (135236)
  • Fixed potential effects were not accounting for beacon quality upgrades. (134337)
  • Fixed building parametrised blueprint with train stops could fail to copy color of existing train stop. (135106)
  • Fixed some miniscule problems with medium volcanic rock decorative. (134892)
  • Fixed ProductionHealthEffect::damage_type was not loaded properly.
  • Fixed auto trash was not working with car burner. (135303)
  • Fixed that multi-level technologies would let you set a trigger although it never worked. (135304)
  • Fixed numpad text entry on macOS. (135195)
  • Fixed a crash when hidden shortcuts are clicked through other means. (135273)
  • Fixed that manual fast-replacing rolling stocks would not snap with different prototypes. (134694)
  • Fixed a crash when rolling stock tries to connect to another rolling stock over an occupied rail connection. (135302)
  • Fixed misleading quality control tooltip when quality change and min quality are used at the same time. (135319)
  • 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. (134814)
  • Fixed foundation glow in the dark transition between lava and default (134300)
  • Fixed an issue with switching between remote view and normal view when holding items in trains. (132586)
  • Fixed a crash when a script would modify unit group or group commands during the `on_build_base_arrived` event. (135356)
  • Fixed expansion groups would try to build too close to player buildings. (135335)
  • Fixed an issue with parameters and removing entities from blueprints. (135301)
  • Fixed construction robots from a stationary network could sometimes build roboports without consuming roboport item. (135379)
  • Fixed inserter could get stuck when trying to insert wrong item when assembler has different wrong item in dump inventory. (135345)
  • Fixed that train stop lengths were using the wrong limits. (126764)
  • Fixed rocket rush scenario lobby not placing out-of-map tiles when playing base only. (135343)
  • Fixed an issue with drag building buildable-off-grid entities. (135191)
  • Fixed that the game menu would be behind the technology GUI if opened while the game was paused. (134173)
  • Fixed that fluid input scaling didn't scale enough. (135436)
  • Fixed that space platform request tooltips would show irrelevant information in some cases. (135219)
  • Fixed a migration crash related to roboport charge spots. (134933)
  • Improved fuel top speed modifies with cars/tanks. (134551)
  • Fixed upgrading undergrounds was flipping the cursor. (116547)
  • Fixed failing to build undergrounds could flip the cursor. (133833)
  • Fixed that clicked_sprite and hovered_sprite overwrote each other. (135446)
  • Fixed that super-force-building did not respect the map editor ignore tile conditions setting. (133632)
  • Fixed that clicking outside of the combinator description edit would close the GUI. (134455)
  • Fixed a fluid burning boiler not playing its working sound. (133741)
  • Fixed Nauvis planted tree not being as effective for absorbing polution because it had less "damaged leaves" stages compared to 2.0. (134307)
  • Fixed that equipment in vehicle grids was not preserved through undo/redo when mining the vehicle. (134505)
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. (127217)
  • Added LuaQualityPrototype::get_roll_chances().
  • Added LuaBurnerPrototype::burner_usage read.
  • Added LuaForce::get_space_platforms().
  • Added LuaEntity::local_effect read/write.
Previous changelog: Version 2.1.12

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.
Necronium
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Re: Version 2.1.13

Post by Necronium »

That new alert for expansion base is huge qoL. Thanks
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Re: Version 2.1.13

Post by Entity »

- 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).

Aw yisss! That's long overdue.
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Re: Version 2.1.13

Post by vitec »

1. I was hoping you had added an option for other zooming and view centering. Nothing is more frustrating than having to move the mouse all over the screen just to get the game to zoom in properly on ground combat. It's even worse because, when I have a Spidertron selected, I can no longer use the left mouse button to pan the map.

I even tried writing a mod to add this functionality, but unfortunately it has to be implemented in the game's code.

If anyone isn't sure what I mean, people who have used CorelDRAW will probably recognize this behavior. When you zoom in or out, the point under the mouse cursor is automatically moved to the center of the viewport. That way, you don't have to keep panning the camera after every zoom operation.

2. it looks like something broke with scrolling. I can't scroll through the list of mods.
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Re: Version 2.1.13

Post by Karsaell »

Increased expansion group build base cooldown from 5 seconds to 30 seconds.
Reduced early game max enemy expansion group size from 20 to 10.
Well, I guess my plan to replace the local fauna with legendary released nests is gonna take a little longer than planed. Still worth it, though.

As always, thanks Wube for the continued love !
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Re: Version 2.1.13

Post by jakob.mattsson »

I just updated to this version via Steam (from 2.1.12 which I was previously running). I my ongoing save in which I was working towards some of the achievements ("Keeping your hands clean" and "Work around the clock") it now says "cannot be unlocked with easier enemy expansion settings". Is that due to the early game expansion being toned down as mentioned in the release notes? Or some other change? Seems weird that it would break my ongoing game when it's only been made easier due to the version update and not because of my own settings :(
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Re: Version 2.1.13

Post by Chindraba »

jakob.mattsson wrote: Wed Aug 05, 2026 2:44 pm I just updated to this version via Steam (from 2.1.12 which I was previously running). I my ongoing save in which I was working towards some of the achievements ("Keeping your hands clean" and "Work around the clock") it now says "cannot be unlocked with easier enemy expansion settings". Is that due to the early game expansion being toned down as mentioned in the release notes? Or some other change? Seems weird that it would break my ongoing game when it's only been made easier due to the version update and not because of my own settings :(
Same effect in non-Steam games.
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Re: Version 2.1.13

Post by Chindraba »

Necronium wrote: Wed Aug 05, 2026 1:26 pm That new alert for expansion base is huge qoL. Thanks
I've been needing this since 1.1. Every few minutes stop work and scan the radar on a big base. Not a good use of time. Alerts from the radar, perfect. That's what an EWS is for.

Much love, as always.
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Re: Version 2.1.13

Post by MechBFP »

“ 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).”

Im glad this “not a bug” was “changed”. ;)
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Re: Version 2.1.13

Post by Duck986 »

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).
Better late than never :)
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Re: Version 2.1.13

Post by GregoriusT »

Added an alert when an expansion base is built in a chunk with active radar coverage.
Sooooo does this apply to the radar exploration range too? Or JUST within the main range?

It is still useful regardless, but it would be neat to get an alert if an exploration radar picks up a (new) nest
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 2.1.13

Post by Klonan »

GregoriusT wrote: Wed Aug 05, 2026 4:15 pm
Sooooo does this apply to the radar exploration range too? Or JUST within the main range?
It can catch them with the long range if you're lucky
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Re: Version 2.1.13

Post by Usul »

What is an expansion base? Biter nest?
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Re: Version 2.1.13

Post by worph »

Klonan wrote: Wed Aug 05, 2026 4:24 pm
GregoriusT wrote: Wed Aug 05, 2026 4:15 pm
Sooooo does this apply to the radar exploration range too? Or JUST within the main range?
It can catch them with the long range if you're lucky
I think this is a significant improvement from before.
However I am not sure how feasible it is to cover your entire pollution cloud with active radars, when you DON'T put efficiency modules into everything.
I would love to see some screenshots of people who build big and wide early and how easy it would be to cover it all. I usually keep a smaller base until I get at least to modules and laser turrets.
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Re: Version 2.1.13

Post by blackjackjester »

Just updated and I suddenly have my "Express Delivery" Achievement locked due to "easier enemy expansion"...

I didn't make any changes :(, I'm on Aquillo 30 hours in
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Re: Version 2.1.13

Post by GregoriusT »

worph wrote: Wed Aug 05, 2026 5:07 pm However I am not sure how feasible it is to cover your entire pollution cloud with active radars, when you DON'T put efficiency modules into everything.
Five Solar Panels and the Radar will work during daytime just fine, giving you a 60-70% chance to catch an expansion that way then. (gotta love the day/night cycle not being 50:50)

Quality Radars also have a nicer range.

And you definitely should use Efficiency Modules for Mining and Smelting the moment you get Beacons. Sure it wont fix your power balance, since Beacons eat quite a bit of power, but it will massively reduce pollution, because unlike Furnaces and Miners, they dont emit a Cloud.

I wonder if the expansion alarm is gonna use the old "building destroyed" noise from pre-1.0 days.
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 2.1.13

Post by Hurkyl »

worph wrote: Wed Aug 05, 2026 5:07 pmI think this is a significant improvement from before.
However I am not sure how feasible it is to cover your entire pollution cloud with active radars, when you DON'T put efficiency modules into everything.
I would love to see some screenshots of people who build big and wide early and how easy it would be to cover it all. I usually keep a smaller base until I get at least to modules and laser turrets.
What's the obstacle? If you're venturing out to clear territory, or even just doing a scouting run, it's not much trouble to drag power out with you to place radars.
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Re: Version 2.1.13

Post by Klonan »

GregoriusT wrote: Wed Aug 05, 2026 6:52 pm I wonder if the expansion alarm is gonna use the old "building destroyed" noise from pre-1.0 days.
I was tempted, but I felt it was a little too strong

(but classic factorio enjoyers will recognize the expansion alarm sound nonetheless :) )
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Re: Version 2.1.13

Post by Ash5 »

blackjackjester wrote: Wed Aug 05, 2026 5:58 pm Just updated and I suddenly have my "Express Delivery" Achievement locked due to "easier enemy expansion"...

I didn't make any changes :(, I'm on Aquillo 30 hours in
Same thing for me. It looks like it's flagged as "fixed for next release" viewtopic.php?t=135462. Does anyone know how long that typically is? I'm cautious to continue my save (15 hours in) without waiting for the fix.

I tried reverting to 2.1.12, but it gets all super messed up (I played a bit without realizing it and created a bunch of blueprints in the new version) and displays a warning that it failed to load local achievements and achievement data might get lost.
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Re: Version 2.1.13

Post by Tryp »

Chindraba wrote: Wed Aug 05, 2026 3:06 pm
jakob.mattsson wrote: Wed Aug 05, 2026 2:44 pm I just updated to this version via Steam (from 2.1.12 which I was previously running). I my ongoing save in which I was working towards some of the achievements ("Keeping your hands clean" and "Work around the clock") it now says "cannot be unlocked with easier enemy expansion settings". Is that due to the early game expansion being toned down as mentioned in the release notes? Or some other change? Seems weird that it would break my ongoing game when it's only been made easier due to the version update and not because of my own settings :(
Same effect in non-Steam games.
Importing a map string from a default settings 2.1.12 game into 2.1.13 shows the Evolution Group Size Factor being set to 4, which is below the default of 8 in 2.1.13.

Loading back up into 2.1.12, the default Evolution Group Size Factor was in fact 4 in 2.1.12, so default settings from 2.1.12 are now too low for achievements in 2.1.13. This does not affect saves from 2.0.77, which did not have the Evolution Group Size Factor setting.

I expect that means achievement runs from 2.1.x up to 2.1.12 are going to have to refrain from updating until acquiring the achievements.
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