Version 2.1.20

Information about releases and roadmap.
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FactorioBot
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Version 2.1.20

Post by FactorioBot »

Bugfixes
  • Fixed that un-checking the 'parameter' checkbox would forget the quality of the parameter. (135937)
  • Fixed improperly scaled technology sub-icons being drawn outside of widget bounds in research progress button. (129378)
  • Fixed main menu background simulation vignette not being visible. (133955)
  • Fixed '--report-quantities' command line parameter ignoring non-ore entities. (133592)
  • Fixed that hovering space connection lines didn't work nicely for some angled connections. (134992)
  • Fixed warning caused by icc profile on greyscale PNGs. (136038)
  • Fixed that undo/redo around fuel in entities did not work nicely. (132089)
  • Fixed that script changes to platform hub settings didn't show in the GUI until re-opened. (136163)
  • Fixed that it was no longer possible to walk between rocket silos that are horizontally next to each other. (136182)
  • Fixed that the vanilla binary would attempt to install space-age only mods. (136178)
  • Fixed rocket silo was launching too fast causing circuit network to miss something happened. (136185)
  • Fixed inventory slot filter menu showing on inventories that don't support filters. (136205)
  • Fixed unable to change building modes while dragging. (136180)
  • Fixed performance problems related to artillery reaction unit groups. (136211)
  • Fixed scripts for transport belt madness campaign were not updated when loading an old save file. (136206)
  • Fixed power switch gui did not disable toggle when entity is controlled by circuit network or frozen. (136136)
  • Fixed hub inventory sorting would not wake up inserters causing genuine stuck situations to appear as a deadlock. (136232)
  • Fixed transport belts marked as tall would not render as tall when hide tall entities is enabled. (136237)
  • Fixed science production was not reported to production statistics of corresponding surfaces. (136236)
  • Fixed a crash when construction robot brings empty stack of items to a tank in some cases. (136222)
  • Fixed that enabling light occlusion disabled light rendering for all blend modes except "normal" (premultiplied alpha) blending. (132555 and 135903)
  • Fixed a game freeze when mods kill tiles under entities actively dying on space platforms. (136245)
  • Fixed a crash when mods invalidate turrets while they kill things using beams. (136224)
  • Fixed that several environmental entities did not show in the signals list. (136240)
  • Fixed a crash when a space platform which didn't have enough inventory space requested more items which didn't fit into the rocket and the item had custom minimum payload equal to wanted count. (136213)
Modding
  • Removed utility constants zoom_to_world_can_use_nightvision, zoom_to_world_effect_strength and zoom_to_world_daytime_color_lookup.
  • Added SpaceConnectionPrototype::shape.
  • Added SpaceConnectionPrototype::origin.
  • Added SpaceLocationPrototype::origin.
  • Replaced ItemPrototype::fuel_category with ItemPrototype::fuel_categories.
Scripting
  • Removed LuaPlayer::spectator because it did nothing.
  • Replaced LuaItemPrototype::fuel_category read with fuel_categories read.
Previous changelog: Version 2.1.19

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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boskid
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Re: Version 2.1.20

Post by boskid »

not so fast, deploy script is still running and was in the process of updating docs.
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y.petremann
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Re: Version 2.1.20

Post by y.petremann »

Added SpaceConnectionPrototype::shape.
Added SpaceConnectionPrototype::origin.
Added SpaceLocationPrototype::origin.
This is not SpaceLocationPrototype::parent, but to what it looks like it seems that it would work the same way
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boskid
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Re: Version 2.1.20

Post by boskid »

I was trying to make SpaceLocationPrototype able to depend on another location but that adds complexity on factorio side (resolving chains of parent locations and throwing an error if loop is detected) and creates some extra problems for mods if they want to compute position of a space location on map during data stage, so a decision was made that it will be limited to just star map position.
infinitizm
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Re: Version 2.1.20

Post by infinitizm »

So thats why every mod was broken... (fuel categories)
burninghey
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Re: Version 2.1.20

Post by burninghey »

Oh wow this is why i play experimental here. Quick fix when someone has serious issues like frequent crash. Thank you for your work!
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Re: Version 2.1.20

Post by cackling.fiend »

boskid wrote: Tue Sep 22, 2026 12:16 pm I was trying to make SpaceLocationPrototype able to depend on another location but that adds complexity on factorio side (resolving chains of parent locations and throwing an error if loop is detected) and creates some extra problems for mods if they want to compute position of a space location on map during data stage, so a decision was made that it will be limited to just star map position.
Can you elaborate what it can be used for? I fail to understand what origin does.
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boskid
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Re: Version 2.1.20

Post by boskid »

For SpaceLocationPrototype, origin sets where center of the orbit is and where distance/orientation puts the planet. For SpaceConnectionPrototype, origin is only used by shape="arc" as a center point. (oh no, i failed to update docs for distance/orientation, it is still referencing the sun)
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y.petremann
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Re: Version 2.1.20

Post by y.petremann »

cackling.fiend wrote: Tue Sep 22, 2026 12:45 pm
boskid wrote: Tue Sep 22, 2026 12:16 pm I was trying to make SpaceLocationPrototype able to depend on another location but that adds complexity on factorio side (resolving chains of parent locations and throwing an error if loop is detected) and creates some extra problems for mods if they want to compute position of a space location on map during data stage, so a decision was made that it will be limited to just star map position.
Can you elaborate what it can be used for? I fail to understand what origin does.
Basically this permit to have space location orbits not around sun but any place you want
and space connection to be around that place too instead of being placed to match the sun.
09-22-2026, 14-54-41.png
09-22-2026, 14-54-41.png (38.87 KiB) Viewed 2004 times
09-22-2026, 14-56-01.png
09-22-2026, 14-56-01.png (64.88 KiB) Viewed 2004 times
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y.petremann
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Re: Version 2.1.20

Post by y.petremann »

boskid wrote: Tue Sep 22, 2026 12:48 pm For SpaceLocationPrototype, origin sets where center of the orbit is and where distance/orientation puts the planet. For SpaceConnectionPrototype, origin is only used by shape="arc" as a center point. (oh no, i failed to update docs for distance/orientation, it is still referencing the sun)
Please update the docs to to indicate that setting origin will make distance and orientation to be around that origin, not simply changing orbit
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