Version 2.1.7

Information about releases and roadmap.
radical_larry
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Re: Version 2.1.7

Post by radical_larry »

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.
Where is that setting? I guess it's a compromise, but I still don't think it's a good idea to hijack the 'e' key like that.
jabbablob wrote: Tue Jun 23, 2026 12:35 pm Is it not starting for anyone else on Steam on Linux?
Yes, I had to manually delete the base mods and let steam verify file integrity. After redownloading it works.
Amarula
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Re: Version 2.1.7

Post by Amarula »

Rseding91 wrote: Tue Jun 23, 2026 10:20 am
h.q.droid wrote: Tue Jun 23, 2026 10:07 am I decompressed it over 2.0.77. It failed to start: "Failed to load mods: __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)".

I'm on Linux. I think it's a leftover file causing trouble or something.
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.
It would be really helpful if the download page had a warning that you need to remove the old version before installing the new, and I am guessing this is why the automatic update was disabled.
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Prommah
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Re: Version 2.1.7

Post by Prommah »

jabbablob wrote: Tue Jun 23, 2026 12:35 pm Is it not starting for anyone else on Steam on Linux?
Yep: viewtopic.php?t=134100
EDIT: and viewtopic.php?t=134112
Last edited by Prommah on Tue Jun 23, 2026 12:54 pm, edited 1 time in total.
baberg
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Re: Version 2.1.7

Post by baberg »

A few months ago, Kovarex mentioned the possibility of new achievements and a 100% achievement. Is that still coming? I intended to do a 100% single-map run in 2.1 and was looking forward to new complications.

viewtopic.php?p=669490#p669490
Erfar
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Re: Version 2.1.7

Post by Erfar »

So you unreasonably nerfed concrete recycling (It should really take 1/10th of time it took now)
And have not added quality mixing

It is impressive how developers doesn't want to make Quality fun to work with.

Like really whole quality is now just "ignore mechanics exist untill you get to legendary quality" and all inbetween steps just full of misery
Zijkhal
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Re: Version 2.1.7

Post by Zijkhal »

[space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.
With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total of 1.2 asteroid chunks gained for every asteroid chunk used.
robot256
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Re: Version 2.1.7

Post by robot256 »

Zijkhal wrote: Tue Jun 23, 2026 12:48 pm
[space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.
With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total of 1.2 asteroid chunks gained for every asteroid chunk used.
It's been said in this thread or the FFF thread several times that the asteroid chunk itself is not multiplied by productivity. It is marked as a "catalyst" in the recipe. This means that you can continue getting resources out of the same chunk for several cycles before it is consumed, but never get more chunks than you started with.
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Zijkhal
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Re: Version 2.1.7

Post by Zijkhal »

robot256 wrote: Tue Jun 23, 2026 12:57 pm
Zijkhal wrote: Tue Jun 23, 2026 12:48 pm
[space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.
With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total of 1.2 asteroid chunks gained for every asteroid chunk used.
It's been said in this thread or the FFF thread several times that the asteroid chunk itself is not multiplied by productivity. It is marked as a "catalyst" in the recipe. This means that you can continue getting resources out of the same chunk for several cycles before it is consumed, but never get more chunks than you started with.
I see, I must have missed that. Thanks for the correction.
j_matya
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Re: Version 2.1.7

Post by j_matya »

Is the inserter flipping be supposed to be working when holding the inserter in the hand?
update: yes it works. PEBKAC. Try "h" :D
Last edited by j_matya on Tue Jun 23, 2026 1:09 pm, edited 2 times in total.
Hurkyl
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Re: Version 2.1.7

Post by Hurkyl »

Erfar wrote: Tue Jun 23, 2026 12:47 pm So you unreasonably nerfed concrete recycling (It should really take 1/10th of time it took now)
...

The craft-recycle loop with hazard concrete we have now can grind 32 concrete per second into 8 concrete per second with a single (common, unmoduled) recycler and an assembler 3 running part time, and you think recycling should run 10 times faster than that?!?!
TheSmiddy
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Re: Version 2.1.7

Post by TheSmiddy »

Quality modules that were in asteroid crushers were just straight up deleted on my save. I was expecting them to be transferred to the hub or spilt onto the ground if couldn't fit.

So make sure if you update to 2.1 you remove your quality modules from your space casinos prior to updating!
radical_larry
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Re: Version 2.1.7

Post by radical_larry »

Hurkyl wrote: Tue Jun 23, 2026 1:06 pm The craft-recycle loop with hazard concrete we have now can grind 32 concrete per second into 8 concrete per second with a single (common, unmoduled) recycler and an assembler 3 running part time, and you think recycling should run 10 times faster than that?!?!
The recycling time for recipes like concrete aren't calculated correctly. They only use the base crafting time, and since concrete is made in batches of 10, the recycling time is 10 times longer than it should be, per item, compared to items with recipes that only output a single item.
Wube first doubled down on that by closing bug reports as not bugs and now tripled down on it by also making hazard concrete as annoying to recycle.
waterBear
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Re: Version 2.1.7

Post by waterBear »

Does anyone know the hotkey to change which side of the belt a recycler outputs on? They changed the default side apparently (at least in some cases) and it has deadlocked some of my designs.
wizcreations
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Re: Version 2.1.7

Post by wizcreations »

Too short, didn't read. Please give me more Friday Facts :D
Hurkyl
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Re: Version 2.1.7

Post by Hurkyl »

radical_larry wrote: Tue Jun 23, 2026 1:22 pm
Hurkyl wrote: Tue Jun 23, 2026 1:06 pm The craft-recycle loop with hazard concrete we have now can grind 32 concrete per second into 8 concrete per second with a single (common, unmoduled) recycler and an assembler 3 running part time, and you think recycling should run 10 times faster than that?!?!
The recycling time for recipes like concrete aren't calculated correctly. They only use the base crafting time, and since concrete is made in batches of 10, the recycling time is 10 times longer than it should be, per item, compared to items with recipes that only output a single item.
Wube first doubled down on that by closing bug reports as not bugs and now tripled down on it by also making hazard concrete as annoying to recycle.
Huh. I had convinced myself that at some point I verified recyclers did adjust for number of products, but I guess not. And they positively asserted 'working as intended on the 15th.
Sleepy86
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Re: Version 2.1.7

Post by Sleepy86 »

Since the update my EM plants making science on Fulgora (previously slowly ~60spm) now don't hold on to the holmium solution being piped in. So if there isn't enough holmium solution to craft a science pack straight away then it slowly drains out back into the fluid system (for the holmium plate foundry to gobble up).
momumi
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Re: Version 2.1.7

Post by momumi »

Patch notes don't mention that railgun shooting speed got a significant buff from: viewtopic.php?p=689876#p689876

After loading in my mega base with level 22 railgun shooting speed researched, lots of my platforms start exploding, lol
Loewchen
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Re: Version 2.1.7

Post by Loewchen »

momumi wrote: Tue Jun 23, 2026 1:46 pm Patch notes don't mention that railgun shooting speed got a significant buff
It's a bugfix:
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Eiermann
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Re: Version 2.1.7

Post by Eiermann »

So far, everything has been working just fine. I had a few minor issues with circuit networks no longer working, but overall they were easy to fix. The Space Casino has already been deconstructed—it was a broken mechanic anyway.

I am a bit disappointed with the research automation, though. We can't read the currently active research, which makes it difficult to implement any advanced logic for the research lab. On top of that, each research can only have a single condition, forcing us to build almost all of the logic externally using combinators.

I was hoping for something closer to what this mod provides: https://mods.factorio.com/mod/research- ... rom=search

Edit
Added fluidbox_index to simple coal liquefaction in the same way basic oil processing has.
This little change killed my vulcanus base. :-D
Walterin0
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Re: Version 2.1.7

Post by Walterin0 »

Can we revisit the hazard concrete change? Seems an odd one to pick out as something worth changing, considering all it does is require you to stamp down more recyclers. Doesn't serve to make gameplay more interesting or balanced either. Otherwise, good stuff!
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