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Version 2.1.11

Posted: Tue Jul 14, 2026 11:39 am
by FactorioBot
Changes
  • Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. (134309)
Optimizations
  • Stop drawing in-GUI simulations when the window is hidden or occluded.
Bugfixes
  • Fixed a crash when enabling pollution through the map editor 'force editor' - 'edit map settings' option. (134994)
  • Fixed that upgrading single-locomotive trains with interrupts didn't work correctly. (134997)
  • Fixed agricultural tower's harvesting and planting conditions were checked even when circuit wire was disconnected. (135023)
  • Fixed graphical issues on macOS. (135019)
  • Fixed memory usage spiking dramatically on macOS when window is hidden or occluded and in-GUI simulations are present.
  • Fixed that logistic cell connections would not render when off screen. (134929)
  • Fixed that open-prototype-gui didn't work for things in the blueprint library. (134927)
  • Fixed a crash due to incorrectly migrated automatic rocket silo requests. (134716)
Previous changelog: Version 2.1.10

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 2.1.11

Posted: Tue Jul 14, 2026 12:41 pm
by worph
I guess this was more of a hotfix type due to MacOs display issues? Or can we expect daily updates now? ;)

Re: Version 2.1.11

Posted: Tue Jul 14, 2026 1:02 pm
by StrangePan
worph wrote: Tue Jul 14, 2026 12:41 pm I guess this was more of a hotfix type due to MacOs display issues? Or can we expect daily updates now? ;)
More of a hotfix

Re: Version 2.1.11

Posted: Tue Jul 14, 2026 1:03 pm
by eugenekay
worph wrote: Tue Jul 14, 2026 12:41 pm I guess this was more of a hotfix type due to MacOs display issues? Or can we expect daily updates now? ;)
Factorio has been trending towards Monday/Tuesday releases since Space Age / 2.0 was released. This is a departure from the 1.1-and-earlier releases which showed a wider distribution of Thursday/Friday releases.... and even the occasional weekend!
07-14-2026, 09-00-28.png
07-14-2026, 09-00-28.png (4.76 KiB) Viewed 11012 times
The lack of Weekend releases indicates a healthy Work-Life balance is being pursued as the project matures. Good news for the development team! :lol:

Re: Version 2.1.11

Posted: Tue Jul 14, 2026 6:21 pm
by tegirvaru
worph wrote: Tue Jul 14, 2026 12:41 pm I guess this was more of a hotfix type due to MacOs display issues? Or can we expect daily updates now? ;)
that passthrough fix was a pretty big change as well though, since pipes weren't drawing evenly down the line (it was behaving like satisfactory pipes :lol: )

Re: Version 2.1.11

Posted: Tue Jul 14, 2026 6:28 pm
by fardshid420
The macOS issue appears to be unchanged from 2.1.10. Still appears entirely pink on the main menu and in-game.

Re: Version 2.1.11

Posted: Tue Jul 14, 2026 6:29 pm
by eugenekay
fardshid420 wrote: Tue Jul 14, 2026 6:28 pm The macOS issue appears to be unchanged from 2.1.10. Still appears entirely pink on the main menu and in-game.
3638 How to report a bug - READ BEFORE POSTING

Re: Version 2.1.11

Posted: Thu Jul 16, 2026 11:11 am
by StrangePan
fardshid420 wrote: Tue Jul 14, 2026 6:28 pm The macOS issue appears to be unchanged from 2.1.10. Still appears entirely pink on the main menu and in-game.
A workaround has been posted to 135055

Re: Version 2.1.11

Posted: Thu Jul 16, 2026 4:24 pm
by LizardOfOz
I liked the recent addition of the wider quickbar very much, it was one thing that I in retrospect wanted for a while, and I'd've likely missed its inclusion if not for it being mentioned in a random Discord conversation. I hope it will get exposed as a proper setting in the stable release.

Re: Version 2.1.11

Posted: Thu Jul 16, 2026 10:13 pm
by worph
LizardOfOz wrote: Thu Jul 16, 2026 4:24 pm I liked the recent addition of the wider quickbar very much, it was one thing that I in retrospect wanted for a while, and I'd've likely missed its inclusion if not for it being mentioned in a random Discord conversation. I hope it will get exposed as a proper setting in the stable release.
I just wished I could export quickbars between saves, especially now. I hate setting up the quickbar for the umpteenth, knowing I have to do it again eventually.

Re: Version 2.1.11

Posted: Sun Jul 19, 2026 4:30 pm
by Hanse00
FactorioBot wrote: Tue Jul 14, 2026 11:39 am Changes
  • Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. (134309)
You can't make everyone happy of course, so maybe I just need to accept I'm in the minority here, but I liked the 2.1.7 logic. It makes *sense* that if you just connect a pipe that's 20% full to a machine without any sort of pump involved, the the equilibrium means the machine will also only be 20% full of fluid.

Forcing us to use pumps to actually bring fluid where it should be, rather than pipes being some magic "Things just show up where they need to" machine felt like a great design for a game that is fundamentally about solving engineering problems.

Re: Version 2.1.11

Posted: Mon Jul 20, 2026 11:39 pm
by Erfar
Hanse00 wrote: Sun Jul 19, 2026 4:30 pm
FactorioBot wrote: Tue Jul 14, 2026 11:39 am Changes
  • Assembling machines with passthrough ports will consider the entire fluid segment as available for crafting. (134309)
You can't make everyone happy of course, so maybe I just need to accept I'm in the minority here, but I liked the 2.1.7 logic. It makes *sense* that if you just connect a pipe that's 20% full to a machine without any sort of pump involved, the the equilibrium means the machine will also only be 20% full of fluid.

Forcing us to use pumps to actually bring fluid where it should be, rather than pipes being some magic "Things just show up where they need to" machine felt like a great design for a game that is fundamentally about solving engineering problems.
Have iu considered that machines could have inner pumps? It not like they work with freeflow liquid

Re: Version 2.1.11

Posted: Tue Jul 21, 2026 5:05 am
by computeraddict
Hanse00 wrote: Sun Jul 19, 2026 4:30 pm Forcing us to use pumps to actually bring fluid where it should be, rather than pipes being some magic "Things just show up where they need to" machine felt like a great design for a game that is fundamentally about solving engineering problems.
Generally I'd agree with you, but it's such a simple problem to solve with such an outsized performance impact that the equities weigh in favor of the rework.