Version 2.1.13

Information about releases and roadmap.
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Klonan
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Re: Version 2.1.13

Post by Klonan »

Ash5 wrote: Wed Aug 05, 2026 8:04 pmDoes anyone know how long that typically is?
Tomorrow
blackjackjester
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Re: Version 2.1.13

Post by blackjackjester »

Klonan wrote: Wed Aug 05, 2026 8:05 pm
Ash5 wrote: Wed Aug 05, 2026 8:04 pmDoes anyone know how long that typically is?
Tomorrow
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Re: Version 2.1.13

Post by Grygon »

Klonan wrote: Wed Aug 05, 2026 8:05 pm
Ash5 wrote: Wed Aug 05, 2026 8:04 pmDoes anyone know how long that typically is?
Tomorrow
Was just jumping into the forum to file a report since I also hit, but this is the best news to see! Keep being the best :D
LakeSolon
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Re: Version 2.1.13

Post by LakeSolon »

I believe I have a workaround by editing the game .lua files (obviously, proceed at your own risk and I doubt the devs would endorse this but hey it seemed to work for me; i have done no testing beyond checking if it seemed to work initially):
  • Make a known good save on 2.1.12
  • update to 2.1.13
  • open the map-settings.lua file (for steam default: C:\Program Files (x86)\Steam\steamapps\common\Factorio\data\base\prototypes\map-settings.lua )
  • find evolution_group_size_factor = 8.0,
  • change it to evolution_group_size_factor = 4.0,
  • load your 2.1.12 save for the first time
  • receive no warning about achievements
  • ???
  • profit
Hope this helps.
Phauxstus
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Re: Version 2.1.13

Post by Phauxstus »

Klonan wrote: Wed Aug 05, 2026 4:24 pm It can catch them with the long range if you're lucky
Could it be possible to make the alert also trigger if the scan updates a chunk and finds that new bases have since been added?
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Re: Version 2.1.13

Post by Razania0141 »

:oops: Underground belts and pipes no longer automatically flip when attempting to place them over an existing line. Please fix this.
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Re: Version 2.1.13

Post by worph »

Phauxstus wrote: Thu Aug 06, 2026 2:36 am
Klonan wrote: Wed Aug 05, 2026 4:24 pm It can catch them with the long range if you're lucky
Could it be possible to make the alert also trigger if the scan updates a chunk and finds that new bases have since been added?
I tested the new feature earlier. And I intuitively understand wanting it to work like this.

However. With the new changes you really should not skimp on radar coverage, it's super powerful even if powerconsumption is a little high in the early game and setting it up is a bit of work.
Hoping you catch new expansions with chunk updates is as "noob trap". It's dangerous and should not be encouraged as a way to get crucial information like this. Or in other words, if you want that information you should have to build a bunch of radars.
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Re: Version 2.1.13

Post by linktothepast83 »

Can you please make the enemy expansion alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an annoying alert that makes a bleeping sound as well every little while that i cannot disable.
Last edited by linktothepast83 on Thu Aug 06, 2026 9:07 am, edited 1 time in total.
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boskid
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Re: Version 2.1.13

Post by boskid »

linktothepast83 wrote: Thu Aug 06, 2026 9:04 am Can you please make the alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an annoying alert that makes a bleeping sound as well every little while.
Alerts can be muted however the gui for it is not exposed under a nice button. You can open it using `/alerts` command.
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Re: Version 2.1.13

Post by linktothepast83 »

boskid wrote: Thu Aug 06, 2026 9:07 am
linktothepast83 wrote: Thu Aug 06, 2026 9:04 am Can you please make the alert an option in the gui to enable/disable or at the very least remove the annoying alert sound and leave just the icon? I am in late game and the enemy expansion info is not as useful anymore with artillery, the enemy expands constantly and i just see an annoying alert that makes a bleeping sound as well every little while.
Alerts can be muted however the gui for it is not exposed under a nice button. You can open it using `/alerts` command.
Yes but that is for all alerts not a specific one. I don't want every single alert sound or alert disabled for just a single unwanted alert that enables constantly and doesn't need my attention.

Edit: sorry i jumped the gun there. You can disable specific ones with that. Still it would be nice for it to have no sound by default or have a gui about it.
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Re: Version 2.1.13

Post by GregoriusT »

linktothepast83 wrote: Thu Aug 06, 2026 9:09 am Still it would be nice for it to have no sound by default or have a gui about it.
You would be surprised how many people dont notice the alerts if they dont have any noise to them, so if they are disabled by default, then the majority of people who dont even know audible alerts EXIST would never even THINK to enable them. Meanwhile the other way around of having players that are annoyed by alerts look up ways to disable them is a far better method that makes more people happy than keeping them disabled by default.
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Re: Version 2.1.13

Post by worph »

Many management games with lots of alerts have some sort of context menu (usually right click on the alert itself) that allows them to disable that specific alert, or open up the UI where you can customize the alert. Seeing how the latter is already in the game, maybe just allow rightlick on alerts to bring up the UI.
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Re: Version 2.1.13

Post by NixxNikoli »

Can we have the ability to mute the expansion base alert? I like radars but I get a 'boop boop' every 30 seconds now and it's rather annoying x_x
EDIT: Nevermind, I can read, I swear
Last edited by NixxNikoli on Thu Aug 06, 2026 1:00 pm, edited 1 time in total.
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Re: Version 2.1.13

Post by gonna »

Hi Wube team,

I’m a new player. I started a new save in the 2.1 experimental version to experience the new content while also trying to unlock as many achievements as possible.

One of the achievements I’m working on is “Rush to Space” (finishing the game within 100 hours). Everything was progressing normally before updating to version 2.13. However, after the update, the achievement suddenly became disabled, with the message saying that it cannot be unlocked because enemy expansion is set to an easier setting.

The problem is that I never intentionally changed this setting, and I don’t know how to restore it so the achievement can be earned again.

At this point, I’m only one step away from finishing the game—I just need to fly to the Edge of the Galaxy. I’ve already spent around 90 hours on this save, so it would be extremely disappointing if I had to start over just because of this issue.

Is there any way to restore the original setting or re-enable the achievement for this save? I would really appreciate it if the developers could provide a solution. Having to replay the entire save after investing nearly 90 hours would be heartbreaking, especially when I’m so close to the end.

Thank you for your time and any help you can provide.

By the way, I just want to say that your game is absolutely amazing. I'm really happy to have the chance to play such an interesting and well-designed game, and I truly appreciate seeing how you continue to update and improve it. Thank you for all the hard work you put into Factorio.
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Chindraba
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Re: Version 2.1.13

Post by Chindraba »

gonna wrote: Thu Aug 06, 2026 1:43 pm Hi Wube team,

I’m a new player. I started a new save in the 2.1 experimental version to experience the new content while also trying to unlock as many achievements as possible.

One of the achievements I’m working on is “Rush to Space” (finishing the game within 100 hours). Everything was progressing normally before updating to version 2.13. However, after the update, the achievement suddenly became disabled, with the message saying that it cannot be unlocked because enemy expansion is set to an easier setting.

The problem is that I never intentionally changed this setting, and I don’t know how to restore it so the achievement can be earned again.
Update to the just released 2.1.14 version and your achievements should be re-enabled.
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Re: Version 2.1.13

Post by Chindraba »

I recently discovered that the file

Code: Select all

./data/base/graphics/chemical-plant/chemical-plant.png
was removed. In both the base and Space Age Linux versions.
This remains true in 2.1.14 as well.
Was this intentional? Why not mentioned in the changelog? Or is this an oversight? Some mods use that sprite sheet and are breaking without it.
gonna
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Re: Version 2.1.13

Post by gonna »

Chindraba wrote: Thu Aug 06, 2026 2:19 pm
gonna wrote: Thu Aug 06, 2026 1:43 pm Hi Wube team,

I’m a new player. I started a new save in the 2.1 experimental version to experience the new content while also trying to unlock as many achievements as possible.

One of the achievements I’m working on is “Rush to Space” (finishing the game within 100 hours). Everything was progressing normally before updating to version 2.13. However, after the update, the achievement suddenly became disabled, with the message saying that it cannot be unlocked because enemy expansion is set to an easier setting.

The problem is that I never intentionally changed this setting, and I don’t know how to restore it so the achievement can be earned again.
Update to the just released 2.1.14 version and your achievements should be re-enabled.
It worked! Thank you so much for your help! You saved my 90-hour save!!!
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Re: Version 2.1.13

Post by eugenekay »

Chindraba wrote: Thu Aug 06, 2026 2:23 pm I recently discovered that the file

Code: Select all

./data/base/graphics/chemical-plant/chemical-plant.png
was removed. In both the base and Space Age Linux versions.
This remains true in 2.1.14 as well.
Was this intentional? Why not mentioned in the changelog? Or is this an oversight? Some mods use that sprite sheet and are breaking without it.
Related: 135037

Unused or updated assets are removed from the game files periodically. These are typically marked as Not a Bug.

The Terms of Service permit Mods to include/redistribute Factorio / Space Age assets, if done properly.
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