Version 2.1.15

Information about releases and roadmap.
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FactorioBot
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Version 2.1.15

Post by FactorioBot »

Changes
  • [space-age] Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.
Bugfixes
  • Fixed that go-to-mod didn't work when searching hid the mod-to-go-to in the manage mods GUI. (134687)
  • Fixed that many machines with passthrough ports would continue to produce and consume fluid from overextended pipelines.
  • Fixed upgrading lamps would not preserve color. (135519)
  • Fixed a crash when rendering linked belt without structure sprites.
  • Fixed technology effect tooltips were showing incorrect values. (116018)
  • Fixed that equipping armor with the shift-click shortcut would also send the next item in your inventory to a logistic trash slot. (135497)
  • Fixed that nuclear ground was not counted as unlocked in Factoriopedia when unlocking atomic bombs. (135604)
  • Fixed that the map preview GUI did not scale with GUI scale. (135623)
  • Fixed that shift-click to select-and-confirm in the lab technology selection GUI did not work correctly. (135527)
  • Fixed that rich-text recipe-with-quality tooltips did not work correctly. (135450)
  • Fixed that changing fluid prototype temperature limits would not apply the new temperature limits to existing in-game fluids.
  • Fixed asteroid collectors with filters set by control behavior could fail to track asteroid chunks when signals changed during tracking update cooldown. (135678)
  • Fixed character legs were moving wrong way when walking and shooting. (132780)
  • Fixed issues with the surface list GUI and scrolling. (135683)
  • Fixed that space platform trash could over-fill landing pads. (135336)
  • Fixed that the entity preview for the tesla turret was too small. (135570)
  • Fixed that the capture robot rocket was shown in the technology bonus tooltip. (135628)
  • Fixed that reordering shortcuts did not work correctly when some were hidden. (135658)
  • Fixed tile buildability rules would not check all rules for rule overlaps when building entities in some cases. (135178)
  • Fixed blueprint library quickbar interaction when the player inventory is 100% full. (131285)
  • Fixed that confirming the maximum value field in orbital requests did not always work. (132071)
  • Fixed that Factoriopedia wouldn't show fluid recycling recipes if not merged with a recipe. (135491)
  • Fixed that chart rendering did not render all layers. (135368)
  • Fixed that underground belt contents would get counted twice in deconstruction planner tooltips. (135587)
  • Fixed a crash when mods replace cargo bays during cargo bay fast-replace. (135586)
  • Fixed a soft-lock when dying while the undo-confirmation GUI is open. (135665)
  • Fixed that multiplayer latency would think your main inventory had items from your ammo/weapons/armor. (134278)
  • Fixed a crash when crafting machine with burner energy source is deactivated by script during update. (135736)
  • Fixed recipe crafting speed prediction was not accounting for quality upgrades. (135764)
  • Fixed that the graph widget did not handle negative values. (135583)
  • Fixed remotely driven car in latency colliding with character with mecharmer causing a crash. (134544)
  • Fixed a crash when super force building modded enemy spawners using blueprints. (135804)
Modding
  • Added EntityPrototype::ghost_build_sound.
  • RocketSiloPrototype::rocket_parts_storage_cap accepts all values down to 0. This can be used to disable crafting of second rocket.
  • Added CircuitConnectorSprites::render_layer and secondary_draw_order.
  • Circuit connector for inserter no longer defaults to drawing on "floor" render layer.
  • Circuit connector for train stops no longer defaults to drawing on "train-stop-top" render layer.
  • Circuit connector for asteroid collector no longer defaults to drawing on "higher-object-under" render layer.
  • Circuit connector for rocket silo no longer defaults to drawing with secondary draw order of 70.
  • Removed LoaderPrototype::circuit_connector_layer. Use CircuitConnectorSprites::render_layer instead.
  • Removed RailSignalPictureSet::circuit_connector_render_layer. Use CircuitConnectorSprites::render_layer instead.
  • Removed CraftingMachineGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
  • Removed MiningDrillGraphicsSet::circuit_connector_layer and circuit_connector_secondary_draw_order. Use CircuitConnectorSprites::render_layer and secondary_draw_order instead.
Scripting
  • Changed LuaControl::opened to support reading/writing the opened tile when in the map editor.
  • Changed LuaControl::opened to support opening the permissions GUI, and server config GUI, and player management GUI when allowed.
  • Changed LuaControl::opened to support opening the alerts GUI.
  • Added LuaEntity::potential_effects read.
  • Added LuaSpacePlatform::completed_trips read/write.
  • Reworked LuaSimulation::get_widget_position() - it no longer accepts data/data2 strings and now uses 1-based indexing.
  • Added "simple-item-with-quality-slot" to SimulationWidgetType.
  • Replaced LuaGroup with LuaItemGroup and LuaItemSubGroup.
  • Added on_next_day_started event.
Previous changelog: Version 2.1.14

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.
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GregoriusT
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Re: Version 2.1.15

Post by GregoriusT »

Added technology prerequisite to "Transport belt capacity 2": it now requires "Inserter capacity bonus 7" to be researched.
I wonder if there is any technical reason for that one, or if its just Stack Inserters being awkward without it.
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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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boskid
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Re: Version 2.1.15

Post by boskid »

GregoriusT wrote: Mon Aug 24, 2026 4:09 pm I wonder if there is any technical reason for that one, or if its just Stack Inserters being awkward without it.
https://www.reddit.com/r/factorio/comme ... t/p5m0kal/
boskid wrote:This is strictly related to fix for 116018 because without this dependency those technologies could be researched in either order (transport belt capacity 2 then inserter capacity bonus 7, or inserter bonus first then belt capacity) and the tooltip for the inserter stack size effect could not be populated with the increment description (the [+2 -> +3] thing) because the technology could be researched while the modifier was not yet at +2.
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