I just hope if any feature comes of this, it wont ruin my "NUMPAD1 to confirm", because I am an Arrow Keys user.Hares wrote: Tue Jun 23, 2026 11:41 amYeah, 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.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.
Version 2.1.7
- GregoriusT
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Re: Version 2.1.7
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: Version 2.1.7
Oops yeah that was what i meant to quote.vemusa wrote: Tue Jun 23, 2026 5:11 pmAre 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.
If you want to get ahold of me I'm almost always on Discord.
Re: Version 2.1.7
1. Please make the combinators fast replaceable.
2. Please add visualization of broken wires when moving entities (Ctrl+X and move). Currently, complex diagrams have many wires, and it's difficult to visually determine whether all the wires reach the entity's new location.
2. Please add visualization of broken wires when moving entities (Ctrl+X and move). Currently, complex diagrams have many wires, and it's difficult to visually determine whether all the wires reach the entity's new location.
Re: Version 2.1.7
Yeah, this bothers me too. The only logical reason for this change I was able to find is the fact "paint washing" makes little sence with the current recycler graphics.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!
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
Re: Version 2.1.7
I'd also love if we could hold CTRL while placing a power pole to not automatically connect it to nearby poles, for the rare times we want to do wiring manually.
Re: Version 2.1.7
Sure, requested many times (83042). In 1.1, there was a mod by CodeGreen which worked perfectly fine, and its port for 2.0 by O5MO which worked with replacement from inventory but not from map view and/or ghosts. Not good.
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
Re: Version 2.1.7
Then it is done in bad taste. People don't complain about cheesy exploit like lds shuffle (which unfortunately still in the game), they complain that you removed workaround for what felt like a bug (concrete taking several time longer to recycle than it took to craft) without addressing initial problem. Btw, it works the same way as steel to steel chest recycling trick, you sure you don't want to remove that also? After all, by your logic it is basically the same as using infinity chest cheat.
Re: Version 2.1.7
I can only think of one argument which is that it just makes sense, since there is no real difference in concrete in those two.Hares wrote: Tue Jun 23, 2026 6:00 pmYeah, this bothers me too. The only logical reason for this change I was able to find is the fact "paint washing" makes little sence with the current recycler graphics.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!
BUT having said that, then why do some items still recycle into itself rather than their ingridients? Like superconductors for example. I guess there was a reasoning like, so that one does not get quality holmium with this way? So at least you should be consistent accross the game no? Having arbitrary reasons as to why one item can be recycled into ingridients and some not makes no sense at all imho.
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malventano
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Re: Version 2.1.7
Nerfing the concrete one specifically, with it also being one of the recipes where 10x wasn't accounted for, while leaving the other recycling loops all intact, comes off as troll-level 'balancing'. The thing that used to have a workaround to make the 10x issue more easy to deal with now puts that issue front and center. I'm not sure they intended to shine such a spotlight on the prior issue, but it's certainly the case now.TamTamTam wrote: Tue Jun 23, 2026 6:11 pmThen it is done in bad taste. People don't complain about cheesy exploit like lds shuffle (which unfortunately still in the game), they complain that you removed workaround for what felt like a bug (concrete taking several time longer to recycle than it took to craft) without addressing initial problem. Btw, it works the same way as steel to steel chest recycling trick, you sure you don't want to remove that also? After all, by your logic it is basically the same as using infinity chest cheat.
Allyn Malventano
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Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.
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Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.
- GregoriusT
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Re: Version 2.1.7
Concrete is now even more amazing at upcycling Iron Ore on Vulcanus thanks to this change (one more quality step for painting), so I guess I wont need to use Underground Pipe upcycling anymore which was the previous best option for Quality Iron on Vulcanus.
So yeah, this change is a significant Concrete BUFF and not a nerf.
So yeah, this change is a significant Concrete BUFF and not a nerf.
Last edited by GregoriusT on Tue Jun 23, 2026 6:36 pm, edited 1 time in total.
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...
- _CodeGreen
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Re: Version 2.1.7
I can update that mod, I had forgotten about it as I was busy with other things, and by the time I got around to it o5mo had already done something close enough.Hares wrote: Tue Jun 23, 2026 6:05 pmSure, requested many times (83042). In 1.1, there was a mod by CodeGreen which worked perfectly fine, and its port for 2.0 by O5MO which worked with replacement from inventory but not from map view and/or ghosts. Not good.
edit: better yet, might as well see if I can make it vanilla.
My Mods | If you can't make it perfect, make it adjustable
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coffee-factorio
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Re: Version 2.1.7
You might want to read the fine print on the recycling recipes. They all aren't a straight 25%. Which is why people are fans of pipes and underground belts but not straight belts. Concrete returns 3% iron ore.GregoriusT wrote: Tue Jun 23, 2026 6:33 pm Concrete is now even more amazing at upcycling Iron Ore on Vulcanus thanks to this change (one more quality step for painting), so I guess I wont need to use Underground Pipe upcycling anymore which was the previous best option for Quality Iron on Vulcanus.
So yeah, this change is a significant Concrete BUFF and not a nerf.
It really, really doesn't actually work out over time.
Re: Version 2.1.7
I think something is broken with targeting algorithm on gun turrets in this version.
They jump up and down too much instead of shooting reliably like before, so my shattered planet station got overwhelmed by medium asteroids in <50k to shattered planet, while it was reliably flying to 300k+ before.
They jump up and down too much instead of shooting reliably like before, so my shattered planet station got overwhelmed by medium asteroids in <50k to shattered planet, while it was reliably flying to 300k+ before.
- GregoriusT
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Re: Version 2.1.7
Oh I am well aware of how it works out, i tried both methods at the same time, and Concrete needed TONS of recyclers to even work at all. However, you get a ton of Stone from high Quality calcite, and Concrete has so many Steps involved that dont need anything but Stone and molten Iron, that it can actually be quite decent for supplying Iron Ore at Quality now that we got the paint trick on our side for that one extra quality Step.coffee-factorio wrote: Tue Jun 23, 2026 7:04 pmYou might want to read the fine print on the recycling recipes. They all aren't a straight 25%. Which is why people are fans of pipes and underground belts but not straight belts. Concrete returns 3% iron ore.GregoriusT wrote: Tue Jun 23, 2026 6:33 pm Concrete is now even more amazing at upcycling Iron Ore on Vulcanus thanks to this change (one more quality step for painting), so I guess I wont need to use Underground Pipe upcycling anymore which was the previous best option for Quality Iron on Vulcanus.
So yeah, this change is a significant Concrete BUFF and not a nerf.
It really, really doesn't actually work out over time.
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: Version 2.1.7
I think he's referring to the fact concrete now has a craft-craft-recycle loop rather than the standard craft-recycle loop.coffee-factorio wrote: Tue Jun 23, 2026 7:04 pmYou might want to read the fine print on the recycling recipes. They all aren't a straight 25%. Which is why people are fans of pipes and underground belts but not straight belts. Concrete returns 3% iron ore.
And... is it actually 3%? Or is it just rounding 2.5%? Because if it's 3% that's an independent buff where you get 30% of the resources you spent crafting the 10 concrete.
- GregoriusT
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Re: Version 2.1.7
Nah you get as much iron out as you put in, the real good part is that you use MOLTEN iron, which doesn't have quality, regardless of which quality of concrete you are making.Hurkyl wrote: Tue Jun 23, 2026 7:21 pmI think he's referring to the fact concrete now has a craft-craft-recycle loop rather than the standard craft-recycle loop.coffee-factorio wrote: Tue Jun 23, 2026 7:04 pmYou might want to read the fine print on the recycling recipes. They all aren't a straight 25%. Which is why people are fans of pipes and underground belts but not straight belts. Concrete returns 3% iron ore.
And... is it actually 3%? Or is it just rounding 2.5%? Because if it's 3% that's an independent buff where you get 30% of the resources you spent crafting the 10 concrete.
And yeah the Buff is that its craft+craft+recycle now instead of craft+craft+recycle+recycle or craft+recycle
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: Version 2.1.7
Thanks for the 2.1 update, I think overall it's great. I do have one question on inserters and it seems like we've now got some inconsistency in their design principle. In 2.1 notes:
1. Inserters can be flipped to make blueprint flipping reliable
2. Inserters dropping items onto splitter always insert on the input lines.
In 2.0 the inserter placement principle was that it always outputted to a fixed side of a belt. In 2.1 and as you set out in FFF you've introduced ability to toggle that when outputting onto a parallel belt which has wider implications on belt design flexibility than just blueprint flipping. But you stopped short of letting us toggle which side of a perpendicular belt an inserter outputs on to. I'm assuming this is because of the belt design challenge which is inherently a major part of the game. I agree, but that's in conflict with the first change on inserter flipping? Also, the 2.1 change that now allows inserters dropping items onto a splitter input line, directly breaks the logic that an inserter has to deposit onto the far side of a belt (in the examples shown in the FFF it's clearly depositing onto the near side?). This again seems to be breaking the core design principle.
IMO I think we either have a core part of the game, where belt+inserter design is a logical problem to solve, or we have flexibility to fully optimise a design. I feel like we are in a half-way house here now with some 2.1 compromises to fix specific issues.
I'd hope you could consider going the full way and allow inserters to be toggled to deposit on both a near and far side of a belt. I think that's the best way to keep consistency in principle with the 2.1 changes and also gives us plenty of new design optimisations. It also seems to align with the flexibility you've built into the rest of the game now with how many other items can be flipped.
Thanks for considering.
1. Inserters can be flipped to make blueprint flipping reliable
2. Inserters dropping items onto splitter always insert on the input lines.
In 2.0 the inserter placement principle was that it always outputted to a fixed side of a belt. In 2.1 and as you set out in FFF you've introduced ability to toggle that when outputting onto a parallel belt which has wider implications on belt design flexibility than just blueprint flipping. But you stopped short of letting us toggle which side of a perpendicular belt an inserter outputs on to. I'm assuming this is because of the belt design challenge which is inherently a major part of the game. I agree, but that's in conflict with the first change on inserter flipping? Also, the 2.1 change that now allows inserters dropping items onto a splitter input line, directly breaks the logic that an inserter has to deposit onto the far side of a belt (in the examples shown in the FFF it's clearly depositing onto the near side?). This again seems to be breaking the core design principle.
IMO I think we either have a core part of the game, where belt+inserter design is a logical problem to solve, or we have flexibility to fully optimise a design. I feel like we are in a half-way house here now with some 2.1 compromises to fix specific issues.
I'd hope you could consider going the full way and allow inserters to be toggled to deposit on both a near and far side of a belt. I think that's the best way to keep consistency in principle with the 2.1 changes and also gives us plenty of new design optimisations. It also seems to align with the flexibility you've built into the rest of the game now with how many other items can be flipped.
Thanks for considering.
- GregoriusT
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Re: Version 2.1.7
That one is definitely part of the design challenge of Inserters. Those other changes were not just for blueprint consistency, but also to eliminate a rather ridiculous right-hand-rule kind of thing that made plenty of setups utterly impossible for no reason.Breys wrote: Tue Jun 23, 2026 7:39 pm but that's in conflict with the first change on inserter flipping? Also, the 2.1 change that now allows inserters dropping items onto a splitter input line, directly breaks the logic that an inserter has to deposit onto the far side of a belt (in the examples shown in the FFF it's clearly depositing onto the near side?). This again seems to be breaking the core design principle.
And it does NOT break the "far side of belt" rule at all to drop into the input of a Splitter, since it only influenced the one stupid case of trying to insert into a Splitter that faces away from the inserter, and therefore nothing causing inserting on the close side of a perpendicular belt.
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...
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jackthesmack
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Re: Version 2.1.7
Just wanna say I am so happy for this release!
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coffee-factorio
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Re: Version 2.1.7
I'm thinking about it. I make videos about this stuff. My gut instinct is to be cautious about it because it's in a space where the analysis gets ugly, because the input of fluids can hide that you're wasting as many normal resources as you normally would spend or more when the objective is to make legendary parts.GregoriusT wrote: Tue Jun 23, 2026 7:33 pm Nah you get as much iron out as you put in, the real good part is that you use MOLTEN iron, which doesn't have quality, regardless of which quality of concrete you are making.
And yeah the Buff is that its craft+craft+recycle now instead of craft+craft+recycle+recycle or craft+recycle
But I'm going to be on film casting uncommon LDS from uncommon plastic at some point so that'll be fun explaining.
The part about casting bricks is something where, I believe that happens next to casting LDS at a certain point. Part of the reason why the analysis is ugly is that underground pipes is a living example of when that doesn't hold. It's also a thing where... I don't think I'll be famous for it because it won't ring as a 100% win.
And like, I'm not superman wonderstreamer. This got reviewed and someone playtested it, possibly wrote a unit test to make sure they could break it if they really needed to in the future.


