Version 2.1.24 (forums.factorio.com)
 

full postVersion 2.1.24

Unread post Tue Oct 27, 2026 9:29 am Minor Features

Restored the fluid pipeline visualization when selecting an entity.
Added "show fluid pipeline visualization when selected" interface setting, enabled by default.
Added --test-save, --test-scenario, --test-ticks and --test-arg command line options.

Graphics

Tweaked icons of simple coal liquefaction and acid neutralization recipes. (118946)

Changes

When holding a wire, only entities connectable with it are selectable. (136637)
Added Quickbar section to interface settings.

Bugfixes

Fixed that tiles which changed slightly outside of the screen could draw their old state when they become visible. (136503)
Fixed that some prototype errors would not show the manage mods button. (136606)
Fixed that input and output cargo hatch counts were reversed in tooltips.
Fixed that clicking the current research button didn't always open the technology GUI to the current research. (136595)
Fixed a crash during sprite loading when a sprite path was invalid and some tile-effect prototypes were partially loaded. (136620)
Fixed that robots would try to insert modules before the machine was able to hold them. (134514)
Fixed that space platforms could get stuck trying to insert modules before the machine was able to hold them. (132457)
Fixed a crash when destroying a locomotive in a simulation while train GUI was open. (133935)
Fixed tips-and-tricks image loading when opening the tip from chat. (135555)
Fixed a crash in map view related to entity invalidation while searching. (136641)
Fixed space platform not dropping trash on arrival when all its requests were restricted to the same planet. (136368)
Fixed a crash related to raising events for units added to unit group or removed from unit group. (136670)
Fixed a crash when a unit tried to go around another unit whose target died in the same tick. (136608)
Fixed out of map tile was missing absorption of other pollutants. (136690)
Fixed tight spots level 4 had some resources too rich. (136682)
Fixed that opening search via the hotkey in multiplayer and then quickly typing didn't work well. (136687)
Fixed that the joining/loading/catching up GUI did not size correctly when mods were involved and multiple players were joining at the same time. (136698)
Fixed that crushers had emissions and heating energy defined when they never used them. (136691)
Fixed a crash when using request-to-save-and-quit in headless mode. (135796)
Fixed that migrations could mix fluids of different temperatures within crafting machines. (136678)
Fixed a performance regression with fluid flow on certain save files. (136679)

Scripting

Added LuaBootstrap::finish_test() and LuaBootstrap::test_arg.

Previous changelog: Version 2.1.23

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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Posted by Factorio team on 2026-10-23

Hello,
Welcome to another Friday.

This week marks exactly 2 years since the Space Age release.

2.1 Stable

After a long summer in experimental, 2.1 is now marked as stable. Thank you to everyone who played the experimental, reported bugs, and gave us feedback. A lot of the changes and tweaks since the first 2.1 release came directly from your reports.

We took this opportunity to update our classic Factorio trailer one last time.

As we said back in FFF-440, 2.1 isn't about new planets, enemies or research trees. Instead, it is a big collection of quality of life, small features, polish, and the things we wanted to do for 2.0 but didn't have time for. For those of you who stuck with 2.0 stable, here is a quick tour of what is waiting for you.
Space logistics - FFF-441

Space platforms are the backbone of Space Age, and in 2.1 they are a lot more capable.

   Mixed rockets: Rockets can now carry multiple different items in one launch, so no more sending a full stack of everything just to build a small platform.
   Import from Any: Leave the 'Import from' slot blank to import items from all locations, perfect for fuel, ammo, and repair packs.
   Platform to platform transfers: Platforms can request items from, and provide items to, other platforms in orbit.
   Hub set requests: Control the space platform hub requests with the circuit network.
   Radar Universe mode: Send and receive circuit signals between planets and platforms on a shared channel.

Space platform balance - FFF-448

A couple of changes to how platforms fly and take damage.

   Asteroid damage now depends on the asteroid's remaining health instead of its speed, so it is much more predictable.
   The space platform hub has more health and resistances, so it will be able to take a few more hits.
   Platform drag is now based on mass instead of width, so the 'pencil ship' is no longer the only way to go fast.

Landing pad unloading bay - FFF-443

A special cargo bay that inserters can take items out of, so you can unload your landing pad directly into trains, chests, belts or anything else inserters can interact with.

   Can be placed in a limited area around the landing pad.
   Elevated rails can now be built over cargo bays.

Circuit network - FFF-443

More things to wire up, and a clearer way to wire them.

   Input/Output split: Circuit reads and writes can be directed to different wire colors, replacing the old 'magic' self-subtraction.
   Labs can set the current research based on circuit conditions.
   Boilers and heat exchangers can be connected to the circuit network, for easy backup power setups.
   Land mines can be used as tripwires and enemy detectors.
   Pipes can be connected to the circuit network, along with a new pipe GUI (FFF-442).

Quality - FFF-442

Some changes for both lovers and haters of Quality.

   Space Age can now be played without Quality. The Recycler has been split into its own mod, and Quality is a 'Recommended' dependency that is enabled by default.
   Quality locomotives and wagons: Faster trains, bigger cargo wagons and fluid wagons.
   The 'Space casino' is closed: Quality modules can no longer be used in asteroid reprocessing.

Flipping and fluids - FFF-442

Fixing a few of the long standing annoyances.

   Pumpjacks and burner miners can now be flipped.
   The drop arrow shows which lane of a belt a machine will drop to in ambiguous situations, and flipping blueprints won't change their behavior.
   Inserters always drop to the input side of splitters.
   Fluid mixing prevention is back: Pipelines with different fluids will not merge, and give a warning instead.
   Fluid flow scales properly with high throughput (looking at you, Legendary machines).

Enemy expansions - FFF-445

A holistic review of how the biters expand.

   Expansion groups scale with evolution, so they are a meaningful challenge rather than lots of tiny annoying nests.
   Exploring the map early no longer reduces the expansions near your base.
   Biters choose more natural locations to build new bases.

New graphics - FFF-441, FFF-442, FFF-443

Our last big pass over the graphics of the game.

   New assembling machines, oil refinery, rocket silo, and heat exchanger.
   A new pump rendering system that can connect to fluid wagons no matter how cursed your station is.
   Diagonal flamethrower turret.
   Planets visible in the background of space platforms.

ARM64 Linux - FFF-446

Factorio now runs natively on ARM64 Linux, which means the game runs on Steam Frame, Raspberry Pi (headless servers), Asahi Linux on Apple Silicon MacBooks, the free VPS you claimed from Oracle that one time, and other assorted hardware.
Before you update

   2.0 save games will load, but some changes (such as the circuit Input/Output split) may break your existing factory designs.
   Once you've updated, blueprints and save games cannot be downgraded to 2.0.
   We recommend backing up any saves and blueprints you care about.
   Most popular mods have been updated during the experimental period, but some you rely on may not be ready yet.

As always, let us know your thoughts at the usual places.

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Copyright © 2015 - 2026 Wube Software - all rights reserved.

 
Bugfixes

    Fixed that mobile roboports would not generate no-storage-space alerts. (136510)
    Fixed a crash in RGBA-to-RG texture conversion logic when texture compression was disabled. (136564)
    Fixed a desync caused by enemy spawners initilisation order and attached units with varying collision masks. (136571)
    Fixed a crash when an agricultural tower with void energy source used working visualisation states. (136559)
    Fixed that radars and LuaForce::chart() would chart one chunk too far east and south on maps with limited size. (136587)
    Fixed that space platform was using the default LUT when it was traveling. (136569)
    Fixed that remote view following an entity would not fire the player changed position Lua event. (136573)
    Fixed that mining drill status didn't always match the visual status. (136475)
    Fixed that inserters could get stuck inserting fuel when using set-recipe with filtered fuel slots. (136478)
    Fixed that select from cursor signal did not work in the selector combinator quality transfer GUI. (136431)
    Fixed that util.combine_icons was creating global variables. (136598)

Scripting

    Added hide_health_bars parameter to LuaGameScript::take_screenshot.

Modding

    Added ItemPrototypeFlag "disable-logistic-overlay".

Previous changelog: Version 2.1.22

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.
 
Optimizations

    Improved turret range overlay performance on high-resolution displays. (136090)

Bugfixes

    Fixed cargo pods spilling items on ground even though they would fit into space platform hub inventory after sorting. (135765)
    Fixed selector combinator's quality select switch wrong initial state. (136435)
    Fixed equipment sprite not having default GUI flags applied. (133854)
    Fixed table sorting clickable area. (136441)
    Fixed tutorial level 1 not detecting quickbar was set. (136463)
    Fixed a crash when migration removal removes all roboport equipment while personal robots are active. (136461)
    Fixed square compression artifacts in lava shader.
    Fixed a crash when drawing mining drill in illegal direction. (136531)
    Fixed that heat-fluid-inside boilers would continue to work even if their input pipeline was overextended.

Modding

    Split WaterTileEffectParameters::textures to noise_textures and image_textures.
    Removed WaterTileEffectParameters::texture_variations_rows/columns and secondary_texture_variations_rows/columns. The numbers are now derived from image_textures dimensions.
    Added selection tool preselection events: on_player_start_selected_area, on_player_change_selected_area, and on_player_cancel_selected_area.
    Added SelectionToolPrototype::send_pre_selection_events bool to enable preselection events for that specific tool.
    Added `selection_mode`, `position`, and `cursor_position` properties to area selection and preselection events.
    Added BoilerPrototype::minimum_input_temperature and maximum_input_temperature.
    Added FluidEnergySource::minimum_input_temperature and maximum_input_temperature.
    Added FusionGeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
    Added FusionReactorPrototype::minimum_input_temperature and maximum_input_temperature.
    Added GeneratorPrototype::minimum_input_temperature and maximum_input_temperature.
    Added MiningDrillPrototype::minimum_input_temperature and maximum_input_temperature.
    Added ThrusterPrototype::minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature.
    Changed FluidEnergySource::maximum_temperature behavior: "unlimited" is now specified as nil instead of zero.
    Removed FluidBox::minimum_temperature and maximum_temperature.
    Replaced UtilityConstants::building_buildable_tint, building_buildable_too_far_tint, building_ignorable_tint and building_not_buildable_tint with build_preview_tints, which also covers tile and map view build previews.
    Added BlueprintItemPrototype::build_preview_tints.

Scripting

    Added LuaEntityPrototype::minimum_input_temperature, maximum_input_temperature, minimum_fuel_temperature, maximum_fuel_temperature, minimum_oxidizer_temperature, and maximum_oxidizer_temperature reads.
    Added LuaFluidEnergySourcePrototype::minimum_input_temperature and maximum_input_temperature reads.
    LuaFluidEnergySourcePrototype::maximum_temperature read will return nil instead of zero when the maximum temperature is unspecified.
    LuaEntity::set_fluid_filter, get_fluid_filter, and get_fluid_segment_filter now return/take a FluidID instead of a FluidFilter.

Previous changelog: Version 2.1.21

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.
 

Total Hull Unscheduled Descent.

Emergency landing: bring any space platform down to the planet it is orbiting. Aim it where you like, and the whole platform - machines, cargo and anyone aboard - comes down onto the ground, still wired and still powered. Its hub becomes a landing pad.


This looks so fun.

Edit From @lelgenio@lemmy.ml

the creator left a comment with the link but forgot to pin it: https://mods.factorio.com/mod/Thud

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