It is already out. https://mods.factorio.com/mod/bring-back-space-casinomotmontheinternet wrote: Fri Jun 12, 2026 8:15 pm I'm just going to keep playing 2.0 until a quality asteroid chunk mod comes out, then.
The devs should be under no illusion here, the space ships making quality materials is more interesting than everything they're putting into version 2.1, and it isn't even close.
Friday Facts #442 - Flip, Flow, and Fresh Paint
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wizcreations
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
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radical_larry
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Copy pasting blueprints someone neither made nor understands is a skill issue. It invalidates every challenge of the game and has nothing to do with space casinos.Necronium wrote: Fri Jun 12, 2026 8:16 pm And calling space casino as engaging thing when it is just copy paste bp from forum is just overreaching andhonestly a skill issue on player part.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
To be clear, I'm talking about multi-reactor setups. You need to run the reactor at 100% capacity to get the most fuel efficiency. You need more infrastructure (tons of accumulators and logic to switch the reactors on/off) to capture the higher output of the quality reactors to preserve the fuel efficiency. Two quality reactors will produce less electricity at a worse fuel efficiency than 3 non-quality reactors. Fluoroketone levels have nothing to do with fuel efficiency.nixCorvus wrote: Fri Jun 12, 2026 8:55 pm What makes you think that a low-quality fusion reactor produces more energy and takes up less space than a high-quality one? You just need fusion generators that match the reactor's quality. The efficiency also stays the same if you limit the fluoroketone supply properly.
You can use the same blueprint regardless of the quality. With higher quality, you generate more energy in the same amount of space. Thats all.
For any given target output, there is a non-quality reactor setup that will have better fuel efficiency and take up the same or less space than a quality setup. The only use case for a quality reactor is when you don't have enough space for multiple reactors, forgoing any efficiency bonus, and need more than 100 MW and less than the max output of whatever quality you have available.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I took the liberty and added some options!... But my speculation would be that the output and input channel will be selected in the way the output channel is selected in the FFF-pic... but one could hope that the enable/disable still can work somehow.Leex2k wrote: Fri Jun 12, 2026 5:20 pm Holy... last week's FF was already an answer to so many wants. And this week it just keeps going
Inserter output lanes. Always placed at splitter input side. 45° flamethrowers.Trains!
Pipe throughput fix. All GREAT!
And of course, the art updates are amazing as always. I wish they weren't pictured though, I really enjoy how those things can be such a positive surprise when discovered in the moment.
Also good decision on the no quality asteroid reprocessing. It completely diminished impact and point of any other rarity than legendary...
But the most interesting change to me at the moment is actually the "hidden" ability to select output circuit.
Any chance that there are more QOL coming to circuit logic?
Last week announced that space platforms would be able to both have 'Set Requests' and 'Read Contents'. Wouldn't this be possible to add to requester/buffer chests as well? I think it is also already a feature with 'Set Recipe' machines not counting their own contents.
I thought of something similar with 'Set Filter' inserters.
Would it be possible to add the circuit selection feature here as well? So basically you could have an inserter that reads its contents without it affecting its filter logic. Something like:
InserterFilterCircuit.jpg
I know something like that is already possible by making sure that all contents in the inserter's circuit are in the negatives (except those that should be added to filter), but I feel that this too often turns very... inelegant.
In any case, I'm super amazed so far with how much every announced improvement have aligned with my own wanted Qol features! I'm going to have to revise so many blueprints
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jackthesmack
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I'm sure you could spend dozens of more hours implementing a rail specific rotational mechanic that allows flipping while preserving the direction, or allow flipping the direction. IMO it would be a waste of time compared to other, cooler, features.boskid wrote: Fri Jun 12, 2026 11:46 amHow so?nixxquality wrote: Fri Jun 12, 2026 11:40 amSentences like this are a bit more bittersweet to read now that we're in the final stretch of development, huh?While [flipping] some things will always be impossible (Train stops, Rail signals, etc.), we do what we can.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Ummm.... the thing with inserters dropping to the input side of splitters by default is a breaking change.
Inserter lane flipping is super cool, and will enable cleaner builds for belt enthusiasts. I like this a lot. Most importantly, when loading existing saves, it can default the target lane to the old behavior so nothing breaks.
But changing the side of the splitter the inserters drop to will 100% break existing saves that relied on the old behavior, and I don't see a workaround for that. Don't get me wrong, I like the change and think it should have always been like that, but... breaking changes suck.
Curious to hear what the devs thoughts are about this.
Inserter lane flipping is super cool, and will enable cleaner builds for belt enthusiasts. I like this a lot. Most importantly, when loading existing saves, it can default the target lane to the old behavior so nothing breaks.
But changing the side of the splitter the inserters drop to will 100% break existing saves that relied on the old behavior, and I don't see a workaround for that. Don't get me wrong, I like the change and think it should have always been like that, but... breaking changes suck.
Curious to hear what the devs thoughts are about this.
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factoriouzr
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I think it's a big mistake to remove or nerf space casinos for quality. This is a super late game thing. Many things can't be upcycled with it.
This is not an mmo or persistent online game. If I want to use space casinos, let me. I shouldn't need a mod to re-enable this. Copy/pasting recycling loops for every item is boring. I beat space age twice, legendrized most items, built megabases twice. Who cares if in a mostly single player game or game with friends you can upcycle a few things in space. I build full turbo belts stacked with every science, tons of rockets instantly launching 40k of each science into space at once. I built tons of other upcycling designs, but you know what they all had in common? The recycling loop. You know what space casinos don't need? You guessed it, the recycler. Way to nerf more fun out of a mostly single player game.

This is not an mmo or persistent online game. If I want to use space casinos, let me. I shouldn't need a mod to re-enable this. Copy/pasting recycling loops for every item is boring. I beat space age twice, legendrized most items, built megabases twice. Who cares if in a mostly single player game or game with friends you can upcycle a few things in space. I build full turbo belts stacked with every science, tons of rockets instantly launching 40k of each science into space at once. I built tons of other upcycling designs, but you know what they all had in common? The recycling loop. You know what space casinos don't need? You guessed it, the recycler. Way to nerf more fun out of a mostly single player game.
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motmontheinternet
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
It's understood that major patches can break save files. And save files that depend on mods, too. Having to refactor builds due to major patches isn't anything new. I don't think it's even a big deal to refactor such a thing unless you made some very strange decisions like building 100 space ships that relied on old splitter behavior and will instantly run out of materials, meaning updating them all would be a legit pain. For everything else you just blueprint a more sane build.spacedog wrote: Fri Jun 12, 2026 10:12 pm Ummm.... the thing with inserters dropping to the input side of splitters by default is a breaking change.
Inserter lane flipping is super cool, and will enable cleaner builds for belt enthusiasts. I like this a lot. Most importantly, when loading existing saves, it can default the target lane to the old behavior so nothing breaks.
But changing the side of the splitter the inserters drop to will 100% break existing saves that relied on the old behavior, and I don't see a workaround for that. Don't get me wrong, I like the change and think it should have always been like that, but... breaking changes suck.
Curious to hear what the devs thoughts are about this.
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factoriouzr
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I agree!stillmoms wrote: Fri Jun 12, 2026 7:45 pmThat’s simply not true; if you want mass quantities of legendary carbon fiber you’re still having to do typical up-cycling work with fruit on Gleba. The only other method is up-cycling tool belts, which has all the annoyances and slowness downsides of every other up-cycling method. Space casinos don’t obviate other approaches for things like holmium or carbon fiber, which require their own approaches. They just make all the basic materials significantly easier to scale up, which—at the tail end of a long play-through, after all the central mechanics have been well-explored—feels like a satisfying reward for the time put in thus far.BanditFactory wrote: Fri Jun 12, 2026 7:33 pm the point they are trying to make is that space casino trivializes every other method for creating quality products in the game, especially gleba and its complex system for producing quality materials from fruit.
- GregoriusT
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I would like to know which scenario it was even possible to have the splitters cause issues with that. Because the whole "put on the input side of splitters" thing only ever applied to splitters facing towards or away from the Inserter, both of which being cases that were quite literally unusable in any setups before this change. So which working Setups would be broken by this "breaking" change?spacedog wrote: Fri Jun 12, 2026 10:12 pm Ummm.... the thing with inserters dropping to the input side of splitters by default is a breaking change.
Inserter lane flipping is super cool, and will enable cleaner builds for belt enthusiasts. I like this a lot. Most importantly, when loading existing saves, it can default the target lane to the old behavior so nothing breaks.
But changing the side of the splitter the inserters drop to will 100% break existing saves that relied on the old behavior, and I don't see a workaround for that. Don't get me wrong, I like the change and think it should have always been like that, but... breaking changes suck.
Curious to hear what the devs thoughts are about this.
Also 2.1 also breaks fluid setups with throughput filters, and space casinos, and a few other things, I dont think "dont break things" on principle of "not breaking things" is much of an arguable point for 2.1 anymore.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Yeah, I hoped the same. This would have allowed one more dimensions of modding options.soldans wrote: Fri Jun 12, 2026 9:53 pmI took the liberty and added some options!...Leex2k wrote: Fri Jun 12, 2026 5:20 pm Holy... last week's FF was already an answer to so many wants. And this week it just keeps going
Inserter output lanes. Always placed at splitter input side. 45° flamethrowers.Trains!
Pipe throughput fix. All GREAT!
And of course, the art updates are amazing as always. I wish they weren't pictured though, I really enjoy how those things can be such a positive surprise when discovered in the moment.
Also good decision on the no quality asteroid reprocessing. It completely diminished impact and point of any other rarity than legendary...
But the most interesting change to me at the moment is actually the "hidden" ability to select output circuit.
Any chance that there are more QOL coming to circuit logic?
Last week announced that space platforms would be able to both have 'Set Requests' and 'Read Contents'. Wouldn't this be possible to add to requester/buffer chests as well? I think it is also already a feature with 'Set Recipe' machines not counting their own contents.
I thought of something similar with 'Set Filter' inserters.
Would it be possible to add the circuit selection feature here as well? So basically you could have an inserter that reads its contents without it affecting its filter logic. Something like:
InserterFilterCircuit.jpg
I know something like that is already possible by making sure that all contents in the inserter's circuit are in the negatives (except those that should be added to filter), but I feel that this too often turns very... inelegant.
In any case, I'm super amazed so far with how much every announced improvement have aligned with my own wanted Qol features! I'm going to have to revise so many blueprints
06-12-2026, 23-51-31.png
But my speculation would be that the output and input channel will be selected in the way the output channel is selected in the FFF-pic... but one could hope that the enable/disable still can work somehow.
Still, it's a great change even if it happens only at the level presented in the FF.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I'm in agreement with the rest of the people disappointed that the "Space Casino" is being removed. Quality as a whole is a mechanic that doesn't feel like it belongs in Factorio's gameplay loop. It's a huge time investment and, now that the "Space Casino" is going away, entirely luck-based. I'd much rather have the building upgrade system expanded: having higher building tiers at the cost of more complex and expensive recipes. Or even just a way to make quality not take so much time and require copying and pasting the same upcycling setup over and over again.
Quality desperately needs a rework, and the solution isn't removing it completely either.
Quality desperately needs a rework, and the solution isn't removing it completely either.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I mean, this will definitely break a few of my saves. It's mostly in situations where you have cursed belt spaghetti, and realize that the output of something can skip a splitter if the inserter is dropping onto the far side of it, which lets you "optimize" out a bunch of extra belt routing. That kind of stuff was traditionally part of the "puzzle" of this game -- heck, all of the "transport belt madness" scenarios are exactly about this kind of stuff -- so I know I'm not alone here.GregoriusT wrote: Fri Jun 12, 2026 10:27 pm I would like to know which scenario it was even possible to have the splitters cause issues with that. Because the whole "put on the input side of splitters" thing only ever applied to splitters facing towards or away from the Inserter, both of which being cases that were quite literally unusable in any setups before this change. So which working Setups would be broken by this "breaking" change?
Also 2.1 also breaks fluid setups with throughput filters, and space casinos, and a few other things, I dont think "dont break things" on principle of "not breaking things" is much of an arguable point for 2.1 anymore.
Here's an example with everything else removed for clarity, where I need to produce one belt with iron plates and gears, and one belt with just iron plates (destined for different downstream endpoints):
I realize there are hundreds of ways to produce the same results. The part that really sucks about this though is when you've crammed something so tightly together, like on a space platform, and it's laid out like that because it just barely squeezes in around all the other existing things, it's really not as simple as "just rearrange some stuff". In my case it's just throw away and redesign from the ground up.
I guess that's one way to say 2.1 provides several additional hours of gameplay... but I wouldn't exactly market it as a feature.
For the record, I'm also not sure killing space casinos was the right thing to do. The fact that they kind of rushed 2.0 across the finish line is their own fault. I mean, if you want to truly "fix" it, then break ALL the quality cheese (like infinite LDS and circuit loops) and rebalance the RNG so people don't feel the need to cheese to produce quality products at scale. Otherwise just leave it alone at this point... they should have rebalanced that within a few weeks of launch if it was really that important.
Don't get me wrong, most of these changes are just pure awesome. But I feel like they've tried harder in the past not to break things.
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WalterVerfloats
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
At that point you're overinflating the power of space casinos. Even if you build a space casino you'd still need to gather many other materials by repeating the conventional methods across multiple production chains, so why is a bit more variety that big of a problem? I don't think people would rely nearly as much on space casinos if the other approaches were less tedious - and I don't mean challenging, just tedious - but I don't think it's reasonable to expect many changes to quality, so why bother removing a different approach from a system that already lacks variety?Necronium wrote: Fri Jun 12, 2026 4:49 pmPeople use space casino cause exactly was boring solution to logistic problem and it is easy to setup and bypass biggest points of quality. People want easy rewards without putting any work to getting them.dannyus wrote: Fri Jun 12, 2026 4:23 pmThere are actually two other approaches to quality - trickle and filter from regular production lines and then the dedicated upcycling. One is extremely boring and the other does not scale well at all. Yes, the space casino was OP, but the core reason why so many people use it is because the whole quality feels half baked and at least the space casino allows you to skip the boring "grind".ivan_349876 wrote: Fri Jun 12, 2026 4:09 pm The Space Casino nerf is extremely disappointing. It was one of the few places where you could apply a creative solution to quality.
Yes, because there is one [0] other approach to quality. Is the intended gameplay loop for quality really copying the same old recycling blueprint over and over again with a few tweaks? Awful.We don't want to be fun killers, but it just makes any other approach to quality obsolete.
[0] There's the LDS/Blue Circuit loop, but realistically you already need to have high quality buildings before you can make use of it.
I wish they would revisit the quality as a whole, for regular play through the trickle method is interesting challenge, but when you get to mid/late game or megabases you really want to be able to scale and currently the only method is copy-paste upcycling loops or making the casino. Mod allowing the casinos to continue will be my first download after the 2.1 patch.
Factorio is easy to mod so they can bring it back with mods but it always baffled my. If you use sapce casino why not just mod in everything legendary.
