Friday Facts #442 - Flip, Flow, and Fresh Paint

Regular reports on Factorio development.
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yngndrw
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by yngndrw »

Tertius wrote: Mon Jun 22, 2026 11:34 am
zwickau wrote: Mon Jun 22, 2026 8:48 am I'd be PISSED if I had built a space casino and it'd all just need to get deconstructed.
The game had many breaking changes von 1.1 to 2.0 where old build simply didn't apply any more, and we (ok: I) were able to survive.

- Different railway curve radius: required to redo all railway blueprints
- New fluid mechanics: completely different fluid flow, redo all blueprints containing fluids
- vastly improved productivity: sophisticated railway setup and long trains no longer needed
- different smelter concept: no longer required to maintain huge smelter arrays and broad main buses
The difference is that 1.1 to 2.0 is a major version change, you'd expect breaking changes.

2.0 to 2.1 is a minor version change, you would not expect breaking changes.

It's also especially annoying that 2.1 deletes the offending quality modules, rather than disabling the buildings.
Jap2.0
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Jap2.0 »

yngndrw wrote: Fri Jun 26, 2026 4:44 pm The difference is that 1.1 to 2.0 is a major version change, you'd expect breaking changes.

2.0 to 2.1 is a minor version change, you would not expect breaking changes.

It's also especially annoying that 2.1 deletes the offending quality modules, rather than disabling the buildings.
0.X versions have always been fair game for breaking changes in Factorio (video games rarely follow semver), though I realize that may be surprising if you haven't followed development for a while.
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Tertius
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Tertius »

Jap2.0 wrote: Fri Jun 26, 2026 6:48 pm 0.X versions have always been fair game for breaking changes in Factorio (video games rarely follow semver), though I realize that may be surprising if you haven't followed development for a while.
If you play with common sense and don't min/max too much up to exploit level, the 2.1 update will not be surprising. However, there was one thing that surprised me: the recycling change of hazard concrete. But this is balanced, we got a better upcycling ratio for concrete, while we need more recyclers to actually recycle. Didn't upgrade my main map yet to 2.1 but just my sandbox, but as far as I see voiding could now be achieved by crafting/recycling cargo landing pads.
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