Version 2.1.7

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Hurkyl
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Re: Version 2.1.7

Post by Hurkyl »

radical_larry wrote: Tue Jun 23, 2026 10:33 am
mrbaggins wrote: Tue Jun 23, 2026 10:30 am They basically locked everyone at 10 levels of research, no? I don't think this hurts as many ships as you think.
5 levels for the basic crushing recipe, 10 for the advanced one. If you consider productivity modules it's even less.
11 for basic crushing.

Old numbers, with 160% productivity each crafting cycle consumes 0.48 chunks for 52 ore, so ~108 ore per chunk.

New numbers, with 300% productivity each crafting cycle averages 0.7 chunks for 80 ore, so ~114 ore per chunk.

(specific numbers for metallic, but the ratio is the same for the other asteroids)

Edit: and note that this is a buff for when you don't have productivity. With 0% productivity, you get 25 ore per chunk with the old numbers, but ~28.6 with the new numbers.
Last edited by Hurkyl on Tue Jun 23, 2026 10:52 am, edited 2 times in total.
tjgatward@gmail.com
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Re: Version 2.1.7

Post by tjgatward@gmail.com »

Thanks for the great work, Wube.

I think the notes relating to lane dropping for inserts and miners are missing. Have they been pulled or is it an oversight on the notes?
FlyNeko
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Re: Version 2.1.7

Post by FlyNeko »

Added patrol support to spidertrons.
How does it work?
Eulenberg
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Re: Version 2.1.7

Post by Eulenberg »

Hurkyl wrote: Tue Jun 23, 2026 10:42 am
radical_larry wrote: Tue Jun 23, 2026 10:33 am
mrbaggins wrote: Tue Jun 23, 2026 10:30 am They basically locked everyone at 10 levels of research, no? I don't think this hurts as many ships as you think.
5 levels for the basic crushing recipe, 10 for the advanced one. If you consider productivity modules it's even less.
11 for basic crushing.

Old numbers, with 160% productivity each crafting cycle consumes 0.48 chunks for 52 ore, so ~108 ore per chunk.

New numbers, with 300% productivity each crafting cycle averages 0.7 chunks for 80 ore, so ~114 ore per chunk.

(specific numbers for metallic, but the ratio is the same for the other asteroids)
06-23-2026, 12-52-03.png
06-23-2026, 12-52-03.png (1.74 MiB) Viewed 1862 times
Asteroid returns do not scale with prod atm, dudo if thats a bug
SteveofDoom
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Re: Version 2.1.7

Post by SteveofDoom »

Thanks for the amazing work, the new features and QoL are great.

I have one small suggestion, the underground pipes can now be connected to the circuit network but underground belts still cannot. I would really appreciate the ability to connect underground belts to circuit networks, it would help a lot on space platforms.
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boskid
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Re: Version 2.1.7

Post by boskid »

tjgatward@gmail.com wrote: Tue Jun 23, 2026 10:45 am I think the notes relating to lane dropping for inserts and miners are missing. Have they been pulled or is it an oversight on the notes?
Second line from the top.
FlyNeko wrote: Tue Jun 23, 2026 10:51 am
Added patrol support to spidertrons.
How does it work?
If you queue a point that is near one of the previously queued points, it creates a path loop.
Rseding91
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Re: Version 2.1.7

Post by Rseding91 »

Eulenberg wrote: Tue Jun 23, 2026 10:52 am Asteroid returns do not scale with prod atm, dudo if thats a bug
It is not. That's explicitly what the changelog is referring to. The *ore* returned still scales with productivity but the catalyst does not.
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SolTom
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Re: Version 2.1.7

Post by SolTom »

Added a button to Factoriopedia to hide unresearched content.
Thanks a lot. This was a very much needed feature for those of us who didn't want to get spoiled by using the Factoriopedia.
The only problem is that it doesn't seem to remember it's state if I restart the game and it's on "Show unresearched" by default. If it's easy enough, it would be very nice to have it saved as a setting somehow and so it's hiding the unresearched stuff by default.
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Hares
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Re: Version 2.1.7

Post by Hares »

Please, PLEASE, make it so typing E in the numeric input box closes the GUI as in 1.1! Scientific notation is almost never useable in Factorio (unlike 10k which is used a lot).
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
Tertius
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Re: Version 2.1.7

Post by Tertius »

Subtle changes...
Sanqui wrote: Tue Jun 23, 2026 9:43 am
  • Shotguns no longer slow the player when shooting.
  • [space-age] Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.
  • Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
  • [space-age] Made rocket silo's rocket inventory size dynamic, so it is only weight-restricted.
  • [space-age] Allowed planting trees on Nauvis sand tiles.
Shotgun buff.
Quality concrete yield buff.
Nerf for "keeping your hands clean" exploit (no blocking of nests any more)
Nerf for rocket silo being misused as large container.
Nauvis will be greener.
Hurkyl
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Re: Version 2.1.7

Post by Hurkyl »

Tertius wrote: Tue Jun 23, 2026 11:01 am Subtle changes...
Sanqui wrote: Tue Jun 23, 2026 9:43 am
  • Shotguns no longer slow the player when shooting.
  • [space-age] Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.
  • Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
  • [space-age] Made rocket silo's rocket inventory size dynamic, so it is only weight-restricted.
  • [space-age] Allowed planting trees on Nauvis sand tiles.
Shotgun buff.
Quality concrete yield buff.
Nerf for "keeping your hands clean" exploit (no blocking of nests any more)
Nerf for rocket silo exploit as being used as large container.
Nauvis will be greener.
Huh. I caught the fact this is a nerf to easy voiding of concrete on Fulgura, but I missed the application to better quality.
Last edited by Hurkyl on Tue Jun 23, 2026 11:06 am, edited 1 time in total.
Wenihal
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Re: Version 2.1.7

Post by Wenihal »

Pumps perfectly parallel to train tracks do not connect with fluid tanker. There has to by some curve.
06-23-2026, 13-04-15.png
06-23-2026, 13-04-15.png (1.81 MiB) Viewed 1709 times
Not sure if this is a bug or intended, but I was hopping to slim-down my fluid stations.
radical_larry
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Re: Version 2.1.7

Post by radical_larry »

Hares wrote: Tue Jun 23, 2026 11:01 am Please, PLEASE, make it so typing E in the numeric input box closes the GUI as in 1.1! Scientific notation is almost never useable in Factorio (unlike 10k which is used a lot).
+1, and send whoever thought of doing that to Gleba without any supplies
Rseding91
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Re: Version 2.1.7

Post by Rseding91 »

There has long been a hidden setting to disable entering “smart” numbers in input fields. It disables it entirely but really it’s not a big deal to press 0 a few times vs pressing k.
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Walkman100
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Re: Version 2.1.7

Post by Walkman100 »

Hares wrote: Tue Jun 23, 2026 11:01 am Please, PLEASE, make it so typing E in the numeric input box closes the GUI as in 1.1! Scientific notation is almost never useable in Factorio (unlike 10k which is used a lot).
I use a mouse key (MB4) as my inventory/confirm key, it works great, i.e. confirm while typing works
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Hares
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Re: Version 2.1.7

Post by Hares »

Rseding91 wrote: Tue Jun 23, 2026 11:22 am There has long been a hidden setting to disable entering “smart” numbers in input fields. It disables it entirely but really it’s not a big deal to press 0 a few times vs pressing k.
Yeah, i know about it, but the one poor decision causes the entire cool and useful feature to be disabled. I personally bound Ctrl+E as confirm, but the muscle memory still procks quite often, and Ctrl+E is not that easy to press. M4/M5, as suggested above, is not an option either because it is used for navigation.
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
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Re: Version 2.1.7

Post by TurningGears »

h.q.droid wrote: Tue Jun 23, 2026 10:27 am
Rseding91 wrote: Tue Jun 23, 2026 10:20 am You can’t do that. You need to delete the current files if you intend to use the zip version in the same folder as simply extracting the zip does not remove any of the old files that should be deleted.
I understand the design with moving the quality mod and all, but it's the first thing lazy people would do. Just deleting the old folder would also delete all saves and configuration file. If unzipping-over can't be done, it deserves a warning in the download page.

I deleted the data folder and re-extracted the zip over and it sorta worked.
Lazy people would just use Steam ;)
Eulenberg
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Re: Version 2.1.7

Post by Eulenberg »

h.q.droid wrote: Tue Jun 23, 2026 10:23 am
Sanqui wrote: Tue Jun 23, 2026 9:43 am
  • [space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.
  • [space-age] Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.
  • [space-age] Fixed asteroid chunks were not marked as lossy catalyst.
I think you mean "Fixed asteroid chunks were now marked as lossy catalyst."

I loaded my 2.0 save and checked. Asteroid chunks in the processing recipes are no longer affected by productivity, completely killing space casino. That was unexpected and doesn't align with the FFF wording!

It's also a huge nerf to *all* space-based production. Most 2.0 spaceships blueprints would stop being self-sufficient due to the max 4x reduction of *all raw materials*, mostly ice.

I suggest an immediate reversion.
Killing space based non-casino type factories was not on the agenda but apparently it was, it was already hard to justify space factories in 2.0, because the devs didn’t find a proper way to make quality mod more interesting and fix its flaws, now everyone has to suffer because that seems to be there view of balance.
Nerfing Casinos was necessary i get that, but locking it behind a the tech was a good compromise in my opinion. I think this is a change that was made in a rush between last FFF and today, due to some people with beta access were suggesting the crushing recipe as a alternative, this is a testament to how bad and rushed the quality decisions of 2.1 are, like leaving LDS in the game etc.
Last edited by Eulenberg on Tue Jun 23, 2026 11:57 am, edited 2 times in total.
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Re: Version 2.1.7

Post by TurningGears »

SteveofDoom wrote: Tue Jun 23, 2026 10:52 am Thanks for the amazing work, the new features and QoL are great.

I have one small suggestion, the underground pipes can now be connected to the circuit network but underground belts still cannot. I would really appreciate the ability to connect underground belts to circuit networks, it would help a lot on space platforms.
This would be fantastic, it would help in a lot of automation and is the last thing that is missing from the circuit network for a long time.
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Re: Version 2.1.7

Post by jabbablob »

Is it not starting for anyone else on Steam on Linux?
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