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Version 2.1.9

Posted: Tue Jun 30, 2026 10:28 am
by FactorioBot
Minor Features
  • Factoriopedia "show unresearched" state is preserved separately per save file. (134114)
  • Decider combinator supports else-output.
Changes
  • Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.
  • Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".
  • Inserters dropping items into lava drop the entire stack in one go instead of one per tick.
Bugfixes
  • Fixed that TilePrototype::destroys_dropped_items did not work if the dropped item trigger was not set. (134289)
  • Fixed that upgrading trains that used interrupts and or groups did not always work correctly. (134254)
  • Fixed platforms providing to other platforms with unload unchecked would block transitional requests. (134273)
  • Fixed that rich-text fields did not accept signal cursors. (134275)
  • Fixed that asteroids would not render with some debug settings enabled. (134153)
  • Fixed that spidertron quality indicators would render tinted in map view. (132281)
  • Fixed a crash when modded mining drills without fluid output mine a resource with fluid output. (134237)
  • Fixed that LuaEntity::get_fluid_box_prototype() did not work correctly for ghosts. (134361)
  • Fixed tips and tricks simulations not scaling correctly. (134346)
  • Fixed that ghost-upgrading cargo landing pads didn't work. (134322)
  • Fixed that the production statistics GUI filter dropdown would show hidden qualities. (132877)
  • Fixed that blueprint rendering in map view would sometimes obscure not-buildable portions of the blueprint. (133644)
  • Fixed that rail signals on elevated rails when hidden as 'tall' would still be selectable. (134376)
  • Fixed that LuaControl::mine_tile() did not work for non-player-characters. (134326)
  • Fixed that moving technologies in the research queue did not always display the correct level was moved. (134047)
  • Fixed that unlocking recycler recipes would cause the rush-to-space achievement to fail. (134384)
  • Fixed legendary stack inserters became one tick slower due to floating point math errors. (134301)
  • Fixed current research info tooltip would not populate values for 1 tick. (134440)
  • Fixed enemy expansion candidate chunks were pruned with only 1 player building. (134444)
  • Fixed early game enemy expansions would spawn nests without any worms. (134446)
  • Fixed labs could stack non stackable items. (134449)
  • Fixed a crash when deleting logistic groups in multiplayer latency. (134472)
  • Fixed resource patch info did not include additional properties of mined resources. (134310)
  • Fixed that furnaces could get stuck during some migrations. (134414)
  • Fixed blueprint parametrisaion of logistic enable condition would break signal on right side of condition. (134491)
  • Fixed a hang when clearing a surface with lab tile generation, when chunks were manually marked as already generated by mods.
  • Fixed that directly changing the active recipe on a crafting machine with passthrough fluid could void connected fluid storage. (134522)
  • Fixed that hidden mining drills would show in resource entity "mined by" tooltips. (134533)
  • Fixed that upgrading ghosts on space platforms didn't update missing construction items. (134174)
  • Fixed a blueprint GUI issue when making special blueprints in the map editor. (134549)
  • Fixed that spider vehicle leg movement didn't work correctly. (134441)
  • Fixed that game-interaction didn't work in remote view while Factoriopedia was pinned. (134548)
  • Fixed that automatic rocket silos with mixed requests could get stuck when the platform didn't want any of the requests anymore. (134256 and 134411)
  • Fixed that script-created trains could be created colliding with each other which would crash the game. (134189)
  • Fixed that fast-replacing combinators would not copy the description. (133804)
Scripting
  • Added LuaPlayer::hide_locked_prototypes_in_factoriopedia read/write.
Previous changelog: Version 2.1.8

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.

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 10:29 am
by Gergely
FactorioBot wrote: Tue Jun 30, 2026 10:28 am
  • Blueprint parameter numbers with variable names that are referenced by other formulas are kept if the other formula is used by the blueprint.
:space-age: At last at last a-at long last! :space-age:
FactorioBot wrote: Tue Jun 30, 2026 10:28 am
  • Decider combinator supports else-output.
Single combinator memory cells anyone?

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 11:05 am
by Alendo
2.1.8:
Fixed that 'hide tall entities' did not hide elevated rail signals.
2.1.9:
Fixed that rail signals on elevated rails when hidden as 'tall' would still be selectable.
Trains on elevated rails are treated as "tall" for the purpose of "hide tall entities".
2.1.10 prediction:
Fixed that trains on elevated rails when hidden as 'tall' would still be selectable. 🤭

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 11:34 am
by teemu
FactorioBot wrote: Tue Jun 30, 2026 10:28 am Decider combinator supports else-output.
:danger: :danger: :danger:

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 11:37 am
by coffee-factorio
Else output you say?

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 11:45 am
by GregoriusT
Inserters dropping items into lava drop the entire stack in one go instead of one per tick.
FINALLY! it was so slow to use Lava for Item disposal because of that!

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 11:51 am
by Walterin0
GregoriusT wrote: Tue Jun 30, 2026 11:45 am
Inserters dropping items into lava drop the entire stack in one go instead of one per tick.
FINALLY! it was so slow to use Lava for Item disposal because of that!
I was feeding from foundry to assembler making landfill to recycler which output directly into lava. Not sure if it's more efficient that way.

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 11:59 am
by GregoriusT
Walterin0 wrote: Tue Jun 30, 2026 11:51 am
GregoriusT wrote: Tue Jun 30, 2026 11:45 am
Inserters dropping items into lava drop the entire stack in one go instead of one per tick.
FINALLY! it was so slow to use Lava for Item disposal because of that!
I was feeding from foundry to assembler making landfill to recycler which output directly into lava. Not sure if it's more efficient that way.
1. Direct Insert from Foundry to Lava is best.
2. Direct Insert from Foundry to Landfill Assembler and from there to Lava in any way you want.
3. Insert onto Belt that goes towards Inserters at Lava, which takes longest.

or you can just use the Stone to upcycle Concrete, which will result in Quality Iron Ore being created alongside.

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 12:45 pm
by radical_larry
Really nice addon to the combinator, I love it
GregoriusT wrote: Tue Jun 30, 2026 11:59 am or you can just use the Stone to upcycle Concrete, which will result in Quality Iron Ore being created alongside.
I don't see the point in that. It takes a lot more machines and modules to get a trickle of quality ore, compared to setting up some foundries next to lava, casting whatever and voiding items that didn't make the cut.
A single foundry with quality modules can either make 4.8 concrete/s or 3 iron plates/s. 4.8 concrete grind down into 0.12 iron ore, in a lot of recyclers mind you. Even with the hazard concrete step in between it gets you 3 steps with 4 modules each + the furnace with 2 modules, so 1.25^3 x 1.125 ~ 2.2 quality gained x 0.12 ore ~ 0.264 quality units of iron plates. Compared to 3 * 1.25 = 3.75 quality units of iron plates, with just a single foundry + one set of modules.
I think you're trying to squeeze quality from a stone here.

I forgot that the calcite miners, molten copper foundry and electric furnace doing the stone bricks also exist in that chain. That would up it to 0.464 quality units of iron plates. But considering how much more iron plates you could cast directly with those quality modules, it's still way too slow.

Re: Version 2.1.9

Posted: Tue Jun 30, 2026 1:23 pm
by sarge945
FactorioBot wrote: Tue Jun 30, 2026 10:28 am Minor Features
FactorioBot wrote: Tue Jun 30, 2026 10:28 am Decider combinator supports else-output.
HOLY SHIT. There's no way this is a minor feature, this is a GAMECHANGER