Version 2.1.21

Information about releases and roadmap.
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FactorioBot
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Version 2.1.21

Post by FactorioBot »

Minor Features
  • Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
  • [space-age] Added "quality select" mode to selector combinator.
  • Added "Read launched" option to rocket silo's control behavior.
  • Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
  • [space-age] Added "Read empty slots" option to space platform hub's control behavior.
  • Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.
Balancing
  • [space-age] Retuned asteroid damage.
  • [space-age] Adjusted space platform drag to be based on weight rather than width.
Changes
  • Adjusted working sounds for assembling machines.
Bugfixes
  • Fixed music resuming when it shouldn't while in game menu. (136151)
  • Fixed a crash when using async saving and closing the game. (135003)
  • Fixed a deadlock when using async saving and quitting to the main menu. (135423)
  • Fixed a crash when using async saving and leaving a multiplayer game. (136246)
  • Fixed a crash related to fusion reactors removed due to migration.
  • Fixed combinator description was not updated in open gui when changed by script. (136267)
  • Fixed that logistic networks with no logistic robots accepted automated rocket requests from space platforms. (136150)
  • Fixed requests satisfied refused pipetted items when space platform has requests set by circuit network. (136286)
  • Fixed possible furnace input tooltip could list same item multiple times. (136275)
  • Fixed decider combinator gui would highlight conditions and outputs when hovered signal was not a valid signal-each substitute due to all instances of signal-each in conditions being 0. (136104)
  • Fixed excessive doppler effect being applied when leaving remote view. (115407)
  • Fixed that space platforms requested only one repair pack which slowed down repairs when delivered from other platforms. (136048)
  • Fixed that space platforms where an entity deconstruction was cancelled requested an incorrect count of items. (135763)
  • Improved Factoriopedia <> Technology GUI interaction when closing with escape. (136283)
  • Fixed more cases of rocket silo launching too fast causing circuit network to miss something happened. (136341)
  • Fixed that the roboport robot request selection GUI title mentioned signals. (136343)
  • Fixed selector combinators quality selection flickering. (136330)
  • Fixed that blueprints would count fuel in machines as fuel in vehicles. (136342)
  • Fixed that setting parameter names could cause drag building grid-set blueprints to not be grid-aligned. (135567)
  • Fixed fusion reactor being incorrectly considered active for working sound purposes in some cases. (136313)
  • Fixed tips and tricks for heating mechanic could show before researching aquilo when skip trigger conditions were met. (135269)
  • Fixed menu simulation for nauvis tank building where tank would stop where blueprint was placed. (135884)
  • Fixed base built notifications were raised for chunks without active coverage if they happened to be charted by other means. (135689)
  • Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed. (135377)
  • Fixed turrets prioritising targets in prepare range but outside of attack range. (131848)
  • Fixed fluid energy sources would show status as 'Low power' when working nominally. (136304)
  • Fixed electric turrets could consume energy even if they failed to shoot due to range condition. (136349)
  • Fixed that large numbers of mods would cause https trafic to fail on MacOS. (136326)
  • Fixed that GUI elements with negative margins wouldn't stretch to fill their parent. (118119)
  • Fixed that boilers with no output fluid filter could generate a fluid with a temperature outside of the fluid's limits, causing a crash.
  • Fixed that unit groups set to 'wandering' could ignore new commands. (135511)
  • Fixed logistic section multiplier floating point math caused numbers to be 1 smaller in some cases. (136355)
  • Fixed issues with 'drop item' hotkey and dynamic inventories. (135951)
  • Fixed that rocket silos launched to orbit automatically when they still had inventory space. (129708)
  • Fixed a crash when character is in vehicle when forces are merged. (136351)
  • Fixed cargo pod shadows were misaligned when landing in cargo bays. (121648)
  • Fixed some signals with quality had no corresponding chat icon. (120044)
  • Fixed colored lines in water transitions of Gleba deadskin tiles. (134963)
  • Fixed Technology GUI "Research is being set by a lab" showing when no technologies are shown. (135886)
  • [space-age] Fixed recycle time of items that recycle into themselves did not scale with item result count. (135548)
  • Fixed cursor item stack swap when an inventory with weight limit (like Space Age rocket silo) was full. (134169)
  • Fixed anti-aliased screenshots of space platforms having wrong scale of shader effects. (132320)
  • Fixed electric energy source's buffer_capacity was not affecting buffer size for crafting machines, agricultural towers, labs and mining drills. (136107)
  • Fixed that nightvision with a darkness_to_turn_on of 0 was not always on. (134908)
  • Fixed that "Not enough to fill one rocket" message was visible in the tooltip of space platform requests when the platform was full. (134733)
  • Fixed that "Waiting on a higher priority request" message was visible when it shouldn't and reworded it to match slot reservation behavior. (135641)
  • Fixed that pending automated rocket requests were counted towards to-be-delivered items on all space platforms instead of just the target. (135820)
Modding
  • Added checks for FluidWagonPrototype's offset_when members to not produce unwanted behaviour. (135580)
  • Added CraftingMachinePrototype::animation_random_start_frame.
  • Added ProxyContainerPrototype::direction_count. Changed ProxyContainerPrototype::circuit_connector into an array.
  • Added NightVisionEquipmentPrototype::sunglasses.
  • Specifying a BoilerPrototype::target_temperature which is outside of the allowed temperature range of the output fluid will cause a prototype error.
Scripting
  • Added TechnologyModifier::hidden read.
  • LuaPlanet::associate_surface now works for planets that require heating.
  • Boiler fluid filters can no longer be adjusted at runtime.
  • Renamed LuaEntityPrototype::building_grid_bit_shift to build_grid_size to match the prototype stage name.
  • Added LuaGameScript::player_death_notifications_enabled and space_platform_death_notifications_enabled.
  • Added LuaEntity::get_signals_changed().
Previous changelog: Version 2.1.20

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.
Orum
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Re: Version 2.1.21

Post by Orum »

FactorioBot wrote: Tue Oct 06, 2026 11:06 am [space-age] Adjusted space platform drag to be based on weight rather than width.
So now we have to build fat rockets instead of pencil thin ones? Can't we just have a balance of both weight and width?

Yes, I know that is technically how it was before this change, but let's not kid ourselves—width mattered way more than weight.
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Re: Version 2.1.21

Post by crimsonarmy »

Orum wrote: Tue Oct 06, 2026 11:42 am
FactorioBot wrote: Tue Oct 06, 2026 11:06 am [space-age] Adjusted space platform drag to be based on weight rather than width.
So now we have to build fat rockets instead of pencil thin ones? Can't we just have a balance of both weight and width?

Yes, I know that is technically how it was before this change, but let's not kid ourselves—width mattered way more than weight.
Wide platforms need more ammo production so pencil thin rockets may still have a place.
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Re: Version 2.1.21

Post by Tertius »

Orum wrote: Tue Oct 06, 2026 11:42 am
FactorioBot wrote: Tue Oct 06, 2026 11:06 am [space-age] Adjusted space platform drag to be based on weight rather than width.
So now we have to build fat rockets instead of pencil thin ones? Can't we just have a balance of both weight and width?
I see this a good change, because it opens up designs that are not pencils. If you wanted an acceptable speed, you always had to build tall, no choice. Now you have the choice to build whatever you like, and the most valuable resource of the space platform is again the available space, because it directly relates to platform weight. Now I can build any weird shape and still go fast.
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Re: Version 2.1.21

Post by SaboteurKiev »

What a ridiculous change, ALL platforms are now absolutely different speed, causing the whole balance wrong.
It is really too large balance change for just a minor update, should be 2.2.21
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Re: Version 2.1.21

Post by SaboteurKiev »

My multiple stacked ship, with maximum speed of ~3000, now can't reach even 800 km/sec

Who invented this new formula?
Stacked engines now doesn't work
Last edited by SaboteurKiev on Tue Oct 06, 2026 12:07 pm, edited 1 time in total.
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Re: Version 2.1.21

Post by SaboteurKiev »

Tertius wrote: Tue Oct 06, 2026 11:55 am
Orum wrote: Tue Oct 06, 2026 11:42 am
FactorioBot wrote: Tue Oct 06, 2026 11:06 am [space-age] Adjusted space platform drag to be based on weight rather than width.
So now we have to build fat rockets instead of pencil thin ones? Can't we just have a balance of both weight and width?
I see this a good change, because it opens up designs that are not pencils. If you wanted an acceptable speed, you always had to build tall, no choice. Now you have the choice to build whatever you like, and the most valuable resource of the space platform is again the available space, because it directly relates to platform weight. Now I can build any weird shape and still go fast.
Unfortunately no, new foruma not just ajust width/weignt, but also stacked engines almost useless, So even 1000 speed is almost impossible now
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Re: Version 2.1.21

Post by Walterin0 »

[space-age] Retuned asteroid damage.
I'm curious what the adjustment is here?
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Re: Version 2.1.21

Post by Bilka »

Walterin0 wrote: Tue Oct 06, 2026 12:07 pm
[space-age] Retuned asteroid damage.
I'm curious what the adjustment is here?
Less damage when the platform is stationary, less damage from small and medium asteroids, more damage from huge asteroids. In general more similar to asteroid damage in 2.0 than before.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
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Re: Version 2.1.21

Post by Nosferatu »

SaboteurKiev wrote: Tue Oct 06, 2026 12:02 pm What a ridiculous change, ALL platforms are now absolutely different speed, causing the whole balance wrong.
It is really too large balance change for just a minor update, should be 2.2.21
2.1 is still experimental. Now is time for these kind of changes.
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Re: Version 2.1.21

Post by cackling.fiend »

So now square ships are optimal for highest speed. Maybe a little bit longer to account for wider ships needing more ammo.
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Re: Version 2.1.21

Post by burninghey »

Oh wow appreciate the change in ship speed calculation. As they said before, there are going to be some balance breaking changes in 2.1

Curious why asteroid damage got changed again. I was quite happy with it in 2.1.20 because it was still a bit more of a challenge than in 2.0 and we all know "space is hard"
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Re: Version 2.1.21

Post by d_o_n_t_understand »

[space-age] Adjusted space platform drag to be based on weight rather than width.
That was one of my few "I know it's not about realism, but why?" moments with 2.0. People will complain that it's too big of a change now, but IMO that's a good and right change.
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Re: Version 2.1.21

Post by Tertius »

SaboteurKiev wrote: Tue Oct 06, 2026 12:05 pm Unfortunately no, new foruma not just ajust width/weignt, but also stacked engines almost useless, So even 1000 speed is almost impossible now
I see stacked engines as exploit/unintended behavior, so it's ok for me if it cannot be exploited any more. Cannot speak for others, that's strictly just my personal opinion.
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