Version 2.1.7

Information about releases and roadmap.
Eulenberg
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Re: Version 2.1.7

Post by Eulenberg »

vemusa wrote: Wed Jun 24, 2026 1:12 pm
Eulenberg wrote: Wed Jun 24, 2026 1:06 pm is there some context on why we needed a centrifuge stack nerf? seems very arbitrary
viewtopic.php?t=132946
i usually use circuit/ logistics conditions to limit the chest because it allows bots to put deconstructed buildings back in, so i never had that issue, but seems reasonable for new players etc.
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Re: Version 2.1.7

Post by thedoh »

A minor nitpick for circuit designers: It was very nice and handy to have the circuit number(s) for an entity visible when you clicked on it. Now, you must hover over the appropriate checkboxes to see the circuit number for that wire. As a person with carpal tunnel syndrome, it was nice to have minimal mouse movements to see the circuit numbers.
cbtmessageman
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Re: Version 2.1.7

Post by cbtmessageman »

I like how the current power info is seen while hovering over a power pole.
06-24-2026, 09-48-15.png
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raiguard
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Re: Version 2.1.7

Post by raiguard »

KuuLightwing wrote: Wed Jun 24, 2026 8:45 am
raiguard wrote: Tue Jun 23, 2026 9:30 pm The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.

You can use a pump to restore the EM plant's ability to "suck" fluids.
Maybe there's any way to fix that with less disruptive methods? You seem to be fixing some fringe cases and as a collateral just make the normal behavior way less intuitive and convenient. Using extra pumps for crafters just so the can actually draw the fluid from the system is not the best choice.

Hell, you reworked the entire fluid system to make it easier to use and more intuitive, and now make these changes that also necessitate additional pumps in random locations.
The EM plant has a bidirectional port. The fluid level inside is equalized with the fluid level of the whole segment. That feels completely intuitive to me. If the EM plant could suck from the whole segment then it would be able to run when there is only 0.0001 fluid "inside" of it, which feels completely wrong.
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raiguard
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Re: Version 2.1.7

Post by raiguard »

GregoriusT wrote: Wed Jun 24, 2026 4:31 am
Yeah this makes me think of why exactly factorio is even interacting with wayland, since wayland can handle factorio just fine without any issues. Like there should be no reason to interact with wayland from a game perspective, since wayland exists purely to make sure random programs such as videogames are not fucking with the graphics in any unintended user hostile way.

Steams Gamescope exists for a reason afterall.
It feels like you have some misconceptions about what Wayland is? It's not just some thing to "make sure games don't fuck with graphics", it's a completely new desktop stack. Not adding Wayland support (which, for us, is relatively easy thanks to SDL) would mean the game is forever stuck on the deprecated X11 stack which pretty much every distro is moving away from.

PopOS and Ubuntu 22.04 LTS both end in less than a year, so you should be upgrading soon anyways.
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husnikadam
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Re: Version 2.1.7

Post by husnikadam »

Have you considered train stops on curved rails? With everything now supporting operations on curved rails the train stops are the last outliers.

Also, has there been a discussion on the topic of rounding quality productivity modules productivity bonus? It seems so arbitrary while quality modules have no problem with decimal bonuses. This is an issue for prod modules 1 and 2 for uncommon through epic qualities.
KuuLightwing
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Re: Version 2.1.7

Post by KuuLightwing »

raiguard wrote: Wed Jun 24, 2026 5:06 pm The EM plant has a bidirectional port. The fluid level inside is equalized with the fluid level of the whole segment. That feels completely intuitive to me. If the EM plant could suck from the whole segment then it would be able to run when there is only 0.0001 fluid "inside" of it, which feels completely wrong.
What's intuitive is that if I have 1000 units of fluid in the segment, and the craft that requires 200 units, I will be able to make that craft using the fluid from the system, aka the previous behavior.

What's not intuitive is figuring out what kind of port does the EM plant have, and how does the internal logic of the fluid mechanics work to justify the current behavior.

EDIT: This equalization logic isn't intutitve to begin with. If you have 2 identical tanks connected with a pipe at the bottom, and you fill one tank to full, the tanks will equalize and will be roughly half full. But the pipe will not be half full, it will probably be just full.
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Re: Version 2.1.7

Post by DmitriiP »

pic
Something wrong:)
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Re: Version 2.1.7

Post by Loewchen »

DmitriiP wrote: Wed Jun 24, 2026 6:35 pm
pic
Something wrong:)
Nothing is wrong, if you send an item signal it will set a recipe that produces that item, and now it will not set a recipe that requires that item itself.
Open a Gameplay help topic instead if you want more details.
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Platform to Platform improvement

Post by Firestorm253 »

To the devs:

When it comes to Platform to Platform transfer,
Plsss take inspiration from the IPL mod.

As player, i have to be able to select which items i wanna provide to the orbit, not just all/none.

Otherwise it’s simply worse than the mod and won’t be able to use it.
malventano
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Re: Version 2.1.7

Post by malventano »

raiguard wrote: Wed Jun 24, 2026 5:14 pm would mean the game is forever stuck...
Along these lines, you guys should consider offering 2.1 as an Arm build, given newer platforms are coming out on that architecture, it would help Factorio's long-term viability in the ecosystem. That and there are asks about this going back a couple of years...
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Want to improve fluid flow between pumps / across longer distances? Try my Manifolds mod.
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Re: Version 2.1.7

Post by Merssedes »

raiguard wrote: Wed Jun 24, 2026 5:14 pm
GregoriusT wrote: Wed Jun 24, 2026 4:31 am
Yeah this makes me think of why exactly factorio is even interacting with wayland, since wayland can handle factorio just fine without any issues. Like there should be no reason to interact with wayland from a game perspective, since wayland exists purely to make sure random programs such as videogames are not fucking with the graphics in any unintended user hostile way.

Steams Gamescope exists for a reason afterall.
It feels like you have some misconceptions about what Wayland is? It's not just some thing to "make sure games don't fuck with graphics", it's a completely new desktop stack. Not adding Wayland support (which, for us, is relatively easy thanks to SDL) would mean the game is forever stuck on the deprecated X11 stack which pretty much every distro is moving away from.

PopOS and Ubuntu 22.04 LTS both end in less than a year, so you should be upgrading soon anyways.
"Soon" does not mean "now" :(

Also, X11 stack will never go away entirely.
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Re: Version 2.1.7

Post by mtfreitasf »

mtfreitasf wrote: Wed Jun 24, 2026 1:02 am Congratulations for the game and thanks for all the hard work! It is awesome! I was already playing before and updated to this version and everything seems ok. The only thing I can't find is: [space-age] Added ruins and decoratives to Fulgora oil sands. The other graphics changes (Vulcanus demolisher and rocks, Gleba stromatolites) are there. I even went to ungenerated chunks but wasn't able to find them. What should I do? Thank you and best regards.
Complementing this question. I started a game in the new version and entered editor mode. I can see the ruins in the oil sands. Is the issue because my game is being loaded from a previous version? Should I submit a bug? Best regards
phantomlemon
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Re: Version 2.1.7

Post by phantomlemon »

I can't seem to request foundations from other platforms. I assume this is intentional, but if it is it's not communicated well. Maybe instead of "Available on platforms: 0" it could say N/A or something to make it clear it's blacklisted?
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Re: Version 2.1.7

Post by gridstop »

raiguard wrote: Wed Jun 24, 2026 5:06 pm The EM plant has a bidirectional port. The fluid level inside is equalized with the fluid level of the whole segment. That feels completely intuitive to me. If the EM plant could suck from the whole segment then it would be able to run when there is only 0.0001 fluid "inside" of it, which feels completely wrong.
I feel like this is conflating two different things? The ports are bidirectional in that it can connect to a fluid network on either side and the fluid can "flow through", but that doesn't change that the fluid boxes are inputs to a machine/recipe. Is the 'fluid sink' behavior controlled by the pipe connection flow_direction, or by the production_type, or is it more complicated than that? The reason I bring it up is, I can't see any reason why it has to be different than say, an assembly machine with a fluid input. It's just a fluid box attached to a pipe network/extent, right?

If I have two assembly machines connected by pipes both set as a barreling recipe, they'll both sink fluid into the input box and be available for the recipe, even if the pipe network's average level is low. And fundamentally that's just two fluid boxes attached to a network. If I chain two EM plants together making superconductors from light oil, that's still just two fluid boxes attached to a network. Why can't they both 'sink' fluid and fill from the same pipe network the same way two assemblers can from the same pipe network?

Also, when there's no input pass through on the EM plant, (such as for science or electrolyte with two different fluid inputs) it still shows those fluid boxes as bidirectional and has the same behavior, even though in that case they are very explicitly input only fluid boxes, which feels really off.

I think this mechanic works great for stuff like space thrusters, but I feel for EM plants (and to a lesser extent, fusion reactors) it is just not quite right yet. I guess I can't quite accept that it must behave so radically different than any other assembling machine fluid input box just in order to have two connections.
minno
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Re: Version 2.1.7

Post by minno »

It is a bit odd that machines without pass-through can take input fluid if there's only a trickle but machines with pass-through need to wait for the fluid level to rise before they can function. Fuel/oxidizer isn't affected because it only has one type of consumer, but holmium solution going to EMPs and foundries can be completely hogged by the foundries now.
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Re: Version 2.1.7

Post by kinokura »

It also feels strange that this allows the input ingredient to be taken out which crafting machines generally don't allow.
gridstop
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Re: Version 2.1.7

Post by gridstop »

kinokura wrote: Thu Jun 25, 2026 1:43 am It also feels strange that this allows the input ingredient to be taken out which crafting machines generally don't allow.
Yeah it feels like the system right now behaves as if it's truly necessary for the flow to be bidirectional because it has two ports. But unless my understanding of the new fluid system is way off (and it could be) these are separate issues. There's no modelling of flow in the 2D geometry of the pipes, it's just a list of fluid boxes all linked together, some of which are output sources, some are input sinks, and some are buffers/storage. Having two 'physical' connections on either side seems like it should be a totally separate concern from whether the fluid box is a sink, source or part of the overall buffer.

Maybe the technical details are way more complex than that, though, like if the sources & sinks are separate from the network in a particular way, but even then seems like the fluid network could sort of 'skip past' the EM plant and connect the pipes on the other side without requiring the EM plant itself to be a bidirectional storage in the middle.
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Re: Version 2.1.7

Post by JackTheSpades »

Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks' x1000 science cost are now completely impossible.
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Re: Version 2.1.7

Post by Walterin0 »

JackTheSpades wrote: Thu Jun 25, 2026 8:36 am
Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Was there a reason the "neutralizing spawners" was changed? It looked like the original stance was for this to be intended.
It's a bit of a shame since certain challenge runs like Michael Hendriks' x1000 science cost are now completely impossible.
Looks like they just changed their minds. I agree though, this was fairly niche and in 99% of default map settings playthroughs, it's just easier to destroy the bases then bother blocking them. I guess it devalued the Clean Hands achievement, though game updates making achievements simpler is also just a thing inherent with Space Age and 2.0.
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