Version 2.1.7
Re: Version 2.1.7
Can't wait to get back home to try this out! 
Re: Version 2.1.7
It's pretty great.
There are some small breaking changes. Certain recipes on the refinery no longer output the way they used to. The recycler outputs to a different lane of belts, depending on how it's oriented. I'm sure there are other things.
But seeing the planets and being able to auto-queue infinite mining prod is already worth the price of admission.
- zergologist
- Burner Inserter

- Posts: 10
- Joined: Tue Aug 29, 2023 11:09 pm
- Contact:
Re: Version 2.1.7
Just a consistency thing that I'd like to see fixed, the calcite icons used in the simple coal liquefaction and acid neutralization are still the old recolored uranium ore chunks instead of the new calcite chunks. The other recipes that use calcite in their icons use the updated sprites, just those two are still using the old calcite.
Re: Version 2.1.7
Mod that reverts hazard concrete recycling nerf in 3... 2... 1...
Re: Version 2.1.7
I used "h" for flipping horizontal.waterBear wrote: Tue Jun 23, 2026 1:37 pm 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.
-
FutureSpec
- Inserter

- Posts: 34
- Joined: Mon Nov 06, 2017 2:48 am
- Contact:
Re: Version 2.1.7
Is there any hint of a chance of getting new achievements with 2.1? Earlier one of the devs had talked about wanting to add some but no mention in this changelog 
Re: Version 2.1.7
Absolutely loving the new update so far!
I kind of wish there was a hidden "Force allow incompatible mods" setting so that mod authors can try seeing how things play with experimental updates.
I kind of wish there was a hidden "Force allow incompatible mods" setting so that mod authors can try seeing how things play with experimental updates.
Re: Version 2.1.7
Nerfing hazard concrete recycling feel a bit like a dick move, no offense. It was a technique that felt really smart to use instead of samey recycling. Also, it was kinda fixing what felt like an oversight of recycling recipes not taking in account amount of items per craft and concrete recycling taking more time than crafting same amount of it. I feel like you should've at least change recycling recipes to account for items per craft if you are nerfing hazard concrete recycling.
Re: Version 2.1.7
I hate this change. In my opinion, it caused too much collateral damage just to fix a minor issue.Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.
One collateral damage it caused is that it's no longer possible to use dynamic fluid pipe setup with filtered input-output ports, even if the setup does not rely on the bug it intend to fix.
Another collateral damage is:
Sleepy86 wrote: Tue Jun 23, 2026 1:45 pm 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).
Any mod to revert this change?
-
malventano
- Filter Inserter

- Posts: 367
- Joined: Thu Apr 27, 2017 4:31 pm
- Contact:
Re: Version 2.1.7
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)
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
radical_larry wrote: Tue Jun 23, 2026 1:22 pmThe 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.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?!?!
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.
Walterin0 wrote: Tue Jun 23, 2026 2:13 pm 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!
This was previously a fun workaround for the player to discover during gameplay. If the recipe properly accounted for the items per craft, it would at least only be 6.2x as painful instead of the current 62x as painful. If the devs care so much about balancing then they should do it properly instead of stacking a nerf on top of a previously ignored bug/inconsistency.TamTamTam wrote: Tue Jun 23, 2026 3:46 pm Nerfing hazard concrete recycling feel a bit like a dick move, no offense. It was a technique that felt really smart to use instead of samey recycling. Also, it was kinda fixing what felt like an oversight of recycling recipes not taking in account amount of items per craft and concrete recycling taking more time than crafting same amount of it. I feel like you should've at least change recycling recipes to account for items per craft if you are nerfing hazard concrete recycling.
Allyn Malventano
---
Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.
---
Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.
Re: Version 2.1.7
As an alternative to a mod you can use
Code: Select all
/c game.player.insert("infinity-chest")If you want to get ahold of me I'm almost always on Discord.
Re: Version 2.1.7
I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)
Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)
Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?
Re: Version 2.1.7
viewtopic.php?p=695026#p695026Alendo wrote: Tue Jun 23, 2026 4:22 pm I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)
Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?
Re: Version 2.1.7
I believe you can hotfix EM plant issue with usage pump as one-way valvevemusa wrote: Tue Jun 23, 2026 3:51 pmI hate this change. In my opinion, it caused too much collateral damage just to fix a minor issue.Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.
One collateral damage it caused is that it's no longer possible to use dynamic fluid pipe setup with filtered input-output ports, even if the setup does not rely on the bug it intend to fix.
Another collateral damage is:Sleepy86 wrote: Tue Jun 23, 2026 1:45 pm 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).
Any mod to revert this change?
Re: Version 2.1.7
Aha, ok, thanks! Didn't even see that postEiermann wrote: Tue Jun 23, 2026 4:35 pmviewtopic.php?p=695026#p695026Alendo wrote: Tue Jun 23, 2026 4:22 pm I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":
0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)
Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?
Re: Version 2.1.7
Maybe this is an issue because of the 2-way connections of the EM plant? If so, this sounds more like a new "bug" because of the fluid changes. Which means it should be handled internally instead of the player needing to use mods / hotfixes or workarounds imo.
-
radical_larry
- Long Handed Inserter

- Posts: 81
- Joined: Wed Dec 04, 2024 1:52 am
- Contact:
Re: Version 2.1.7
How will that help with the fluid buffer changes on EM-plants?Rseding91 wrote: Tue Jun 23, 2026 4:21 pmAs an alternative to a mod you can useand configure it to void items.Code: Select all
/c game.player.insert("infinity-chest")
Re: Version 2.1.7
Are you sure you wanted to quote my post, not those complaining about hazard concrete recycling recipe?Rseding91 wrote: Tue Jun 23, 2026 4:21 pmAs an alternative to a mod you can useand configure it to void items.Code: Select all
/c game.player.insert("infinity-chest")
As far as I know, an infinity chest voiding items can't solve the pipeline problem, but it can solve the Fulgora concrete problem.
Re: Version 2.1.7
Well, SHIT. My base is so cooked - I have "captured" so many nests in my save with walls to block their spawns (greatly prevents evolution by avoiding nest kills) that I haven't bothered to put anything more than token defences. As soon as I load the save, there are like 100+ nests within pollution cloud. RIP.Sanqui wrote: Tue Jun 23, 2026 9:43 am Changes
- Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
IT student that likes modding in his free time.
Shameless self-promotion:
http://steamcommunity.com/sharedfiles/f ... =555765765
http://steamcommunity.com/sharedfiles/f ... =575758597
Shameless self-promotion:
http://steamcommunity.com/sharedfiles/f ... =555765765
http://steamcommunity.com/sharedfiles/f ... =575758597


