Version 2.1.18

Information about releases and roadmap.
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FactorioBot
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Version 2.1.18

Post by FactorioBot »

Changes
  • [space-age] Custom minimum payload of a platform request is now respected by rockets carrying multiple different items. (134654)
  • [space-age] Removed "Military science pack" technology prerequisite from the "Health" technology.
  • Updated working sounds for assembling machines.
  • Updated Steamworks SDK to v1.65.
  • Changed chat coloring so only player names are colored.
Optimizations
  • [space-age] Improved performance of inserters with spoil priority.
  • Improved performance of pollution update when all trees on a chunk no longer accept pollution damage.
Bugfixes
  • Fixed that map-preview-planet would silently ignore invalid planets. (135896)
  • Fixed furnaces could void fluid product when output fluid box is occupied by another fluid. (135912)
  • Fixed that go-to-mod was off by one when searching in some cases. (135939)
  • Fixed LuaPlayer::drag_wire return value. (135292)
  • Fixed that upgrading locomotives didn't preserve colors. (135962)
  • Fixed a rare crash when removing platform requests already assigned to rocket silos. (135958)
  • Fixed electric network bars in electric pole tooltip did not match behavior of bars in network statistics gui. (135966)
  • Fixed that items would be auto-looted while flying in rockets/cargo pods. (135791)
  • Fixed offshore pump ghost being revivable before required tile ghost is revived. (119110)
  • Fixed incorrect agricultural tower tile visualisations in some modded cases. (135865)
  • Fixed debug adapter not showing correct information when tailcall is involved. (136016)
  • Fixed a crash when using swap-players while one of them had the technology GUI open. (136007)
  • Fixed that the fluid GUI would stretch vertically when it didn't need to. (136000)
  • Fixed that GPS pings would persist after using player.clear_console(). (136052)
  • Fixed that biters could fail to attack diagonal entities. (135783)
  • Fixed that the on_rocket_launch_ordered event did not contain player_index. (136077)
  • Fixed a crash when clicking the active-technology button when saving in multiplayer. (136067)
  • Fixed a crash when using LuaSimulation::control_press(). (136043)
  • Fixed that platform asteroid impacts didn't work correctly when hitting platforms from the sides. (136047)
  • Fixed a crash when segmented unit node count is small. (136081)
  • Fixed that LuaEntity::set_fluid and add_fluid would put fluid into ghosts. (136066)
  • Fixed a desync related to setting tree progress using LuaEntity::tree_stage_index.
  • Fixed automatic rocket requests not ordering extra items when custom minimum payload was equal to the requested amount.
  • Fixed a desync when spidertrons are killed and rebuilt in some cases. (136114)
  • Fixed that construction robots in a network with full storage chests and holding items rocket silos used for crafting were blocking automated rocket silos which wanted items held by the robots. (135478)
  • Fixed color signal order in GUI to match order in color signal mapping. (136095)
  • Fixed that remote-removal requests didn't show properly in the inserter GUI. (136126)
  • Fixed that blueprint selection counts didn't account for entities to be upgraded. (136106)
  • Fixed that upgrade planners let entities bypass surface conditions. (136102)
  • Fixed that LuaRendering::dash_offset did not work nicely for short lines. (136006)
  • Fixed that hidden technologies still made some visible noise when researched. (135997)
Modding
  • Added "migrates_from" to info.json, allows mod to take ownership of storage, script inventories, gui elements and render objects of removed mod.
  • Added ItemPrototype::science_capacity.
  • Added QualityPrototype::science_capacity_multiplier.
  • Added ItemPrototype::quality_affects_spoil_ticks.
  • Removed PollutionSettings::max_pollution_to_restore_trees.
Scripting
  • Added LuaGuiElement::secondary_number read/write.
  • Added LuaTransportLine::get_item_position().
  • Added LuaRenderObject::tall read/write.
Previous changelog: Version 2.1.17

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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worph
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Re: Version 2.1.18

Post by worph »

FactorioBot wrote: Wed Sep 16, 2026 10:47 am [space-age] Custom minimum payload of a platform request is now respected by rockets carrying multiple different items. (134654)
I would really like to know: Are you actively working on platform-to-platform requests still or are you getting ready to release 2.1 with essentially the current implementation? Thanks.
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Re: Version 2.1.18

Post by AntiElitz »

[space-age] Custom minimum payload of a platform request is now respected by rockets carrying multiple different items. (134654)
Awesome! With this fix we now we can speedrun 2.1 again :) ! Thank you!
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Re: Version 2.1.18

Post by SwagPotato345 »

Are there any plans to update the mod menu?
I feel like it is missing alot of QOL features compared to other game's mod menu
ex: easier modpack creations
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Re: Version 2.1.18

Post by picklock »

FactorioBot wrote: Wed Sep 16, 2026 10:47 am Fixed that the on_rocket_launch_ordered event did not contain player_index. (136077)
Thank you for fixing this.
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters | Picklocks QuickBar Import/Export | Picklocks Nauvis Cliff-Explosives
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Usul
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Re: Version 2.1.18

Post by Usul »

FactorioBot wrote: Wed Sep 16, 2026 10:47 am [*]Changed chat coloring so only player names are colored.
OMG I suggested exactly this 10 years ago! Readability was so baaaaaaad before! You are so awesome Wuuuube! I love you! But you could have listened back then. ;)
Last edited by Usul on Wed Sep 16, 2026 3:47 pm, edited 4 times in total.
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Re: Version 2.1.18

Post by Usul »

FactorioBot wrote: Wed Sep 16, 2026 10:47 am [*]Updated working sounds for assembling machines.
But why this change to staple SFX? More hissing high pitch now is better?! I think not. Crunching sound is over-emphasized now. Classic "legacy" sound engraved in brains of millions of players was perfect, no need to change it.
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Re: Version 2.1.18

Post by phy6geniux_FC »

Hello, I cannot throw my items, such as grenades, poison, defenders, etc.
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Re: Version 2.1.18

Post by Panzerknacker »

Looks like a good amount of bug fixes.
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Re: Version 2.1.18

Post by Usul »

What is this new "Alerts configuration" feature that is not mentioned in the release notes? Please describe the new feature.
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Re: Version 2.1.18

Post by Rseding91 »

Usul wrote: Wed Sep 16, 2026 3:34 pm What is this new "Alerts configuration" feature that is not mentioned in the release notes? Please describe the new feature.
What would you like described about it? It was added several versions ago but this release added a button to show it instead of showing using the /alerts command.
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Re: Version 2.1.18

Post by mmmPI »

If there is no ingame tooltip i suggest : The "alert configuration pannel" allows the user to configure which alerts are "muted" or "disabled" using the corresponding tickbox. A "muted" alert will be silent, only the icon will be visible. If the icon's presence is still too disturbing, then "disabling" the alert will get rid of it. "Latest" indicate when the alert was last active.

I like this feature, in multiplayer some monsters players just leave unbuilt blueprint requesting loads of unavailble material that generated useless clutter, now one can safely disable the icon and just peak at the menu from time to time, leaving the room for more meaningful alerts.

There is no way to ignore only the alerts from failing space platform or another surface though, so i think i will ignore them all in those games when it feels necessary ^^
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Re: Version 2.1.18

Post by Usul »

Rseding91 wrote: Wed Sep 16, 2026 4:12 pmWhat would you like described about it?
What the difference is between disabled and muted. And why most types of alerts have a greyed out checkbox in the muted column.
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Re: Version 2.1.18

Post by Alfonse215 »

Usul wrote: Wed Sep 16, 2026 6:45 pm
Rseding91 wrote: Wed Sep 16, 2026 4:12 pmWhat would you like described about it?
What the difference is between disabled and muted. And why most types of alerts have a greyed out checkbox in the muted column.
"Muted" means "does not make a noise". The ones that are greyed don't make noises regardless.
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Re: Version 2.1.18

Post by Usul »

New assembling machine sound is more high crunchy and therefore machines sound "cheaper", like the gears "rattle" more.
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Re: Version 2.1.18

Post by peternlewis »

Alfonse215 wrote: Wed Sep 16, 2026 6:48 pm "Muted" means "does not make a noise". The ones that are greyed don't make noises regardless.
Wouldn't it be better if they were disabled and also ticked then, since they are muted?
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