Version 2.1.7

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JackTheSpades
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Re: Version 2.1.7

Post by JackTheSpades »

Walterin0 wrote: Thu Jun 25, 2026 8:42 am
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.
I agree that Clean Hands achievement becomes a lot easier with this but my bigger question is for Space Age since prior to unlocking the Captive Biter Spawner crafting you have to actually capture bases and since you have to supply them with food it is beneficial to have them close by.
Hence why in my playthrough I "capture" a base like this early and properly convert it once Gleba tech is unlocked.

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
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Re: Version 2.1.7

Post by Hurkyl »

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.
Note that Michael Hendriks took the exploit dramatically further: he manipulated enemy expansion AI so that they would try to expand from the neutralized spawners, which fails because there aren't any biters available, and so he dramatically decreased the rate of enemy expansion and disabled expansion towards his base entirely.
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Re: Version 2.1.7

Post by Walterin0 »

JackTheSpades wrote: Thu Jun 25, 2026 8:57 am
Walterin0 wrote: Thu Jun 25, 2026 8:42 am
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.
I agree that Clean Hands achievement becomes a lot easier with this but my bigger question is for Space Age since prior to unlocking the Captive Biter Spawner crafting you have to actually capture bases and since you have to supply them with food it is beneficial to have them close by.
Hence why in my playthrough I "capture" a base like this early and properly convert it once Gleba tech is unlocked.

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
A system for toggling which alerts you want and don't want would be very nice.
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Re: Version 2.1.7

Post by Khaylain »

JackTheSpades wrote: Thu Jun 25, 2026 8:57 am -snip-

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
AFAIK turrets do not alert the player when firing in 2.x. They only alert the player when they are damaged. Unless you've used the chat command to turn alerts for turrets shooting back on.
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GregoriusT
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Re: Version 2.1.7

Post by GregoriusT »

Kinda wish the Labs would leave the manual science queue alone and only set their Combinator Science if nothing manual was selected. Because right now the solution is the same as the Science Combinator Mods that existed prior, which was quite bad.

Would be nice if there was a second science "queue" (one slot) that only the labs could add to via the wiring, and that second queue would only be active while the manual queue is inactive, making it possible to spontaneously decide to do a random tech or level of an infinite tech as a one-off without needing to turn off the Wiring on the Labs.

Basically having the combinator tech selection be "Do this if the player didnt select anything themselves"

This would have made it far smoother for the end user than "ERROR: YOU CANT SELECT MANUAL SCIENCE"
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...
JackTheSpades
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Re: Version 2.1.7

Post by JackTheSpades »

Khaylain wrote: Thu Jun 25, 2026 9:43 am
JackTheSpades wrote: Thu Jun 25, 2026 8:57 am -snip-

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
AFAIK turrets do not alert the player when firing in 2.x. They only alert the player when they are damaged. Unless you've used the chat command to turn alerts for turrets shooting back on.
I guess they do.
I checked the wiki before posting and since it had the turret warning listed I just figured it would still be a thing but they mention at the bottom that "2.0.7: Disabled the turret shooting alert by default." so I guess there's that.
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Omnifarious
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Re: Version 2.1.7

Post by Omnifarious »

Prommah wrote: Wed Jun 24, 2026 12:39 am
Omnifarious wrote: Wed Jun 24, 2026 12:13 am Are you absolutely sure you need glibc 2.36?
They explained here: viewtopic.php?p=695277#p695277
Thanks. :-/ Well, that's a bit disappointing to learn. I'm going to have to install something new on my laptop it seems.
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Re: Version 2.1.7

Post by mtfreitasf »

mtfreitasf wrote: Wed Jun 24, 2026 7:56 pm
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
Update: it was solved for 2.1.8. They will appear in ungenerated chunks. Thanks
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Re: Version 2.1.7

Post by spacedog »

Rseding91 wrote: Tue Jun 23, 2026 4:21 pm
vemusa wrote: Tue Jun 23, 2026 3:51 pm Any mod to revert this change?
As an alternative to a mod you can use

Code: Select all

/c game.player.insert("infinity-chest")
and configure it to void items.
Am I misunderstanding this reply, or is the "solution" that's being suggested here for people to use a cheat instead of previously valid gameplay? That sounds a lot like a "don't care, get over it" kind of response. Not sure if that was intended.

This is a valid question being asked, about a change that seems not only arbitrary but inconsistent with other recipes, and it doesn't look like there's really been any kind of reasonable justification for it. Even if it seems people are being annoying about it, it's valid feedback.

Don't get me wrong, I'm super appreciative of all the work that's gone into this game, and continues to go into it for free. But this update has broken an order of magnitude more stuff than any other update I can remember in the past. I have one planet completely in shambles, and enough other things to fix that I'm seriously considering abandoning it all and starting a new game. More measured and respectful replies would be appreciated.
beltnoob12
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Re: Version 2.1.7

Post by beltnoob12 »

Shotgun buff?

Is this a prelude to a shotgun chain gun turret?

Pls. :mrgreen:
Hurkyl
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Re: Version 2.1.7

Post by Hurkyl »

spacedog wrote: Fri Jun 26, 2026 10:38 am
Rseding91 wrote: Tue Jun 23, 2026 4:21 pm
vemusa wrote: Tue Jun 23, 2026 3:51 pm Any mod to revert this change?
As an alternative to a mod you can use

Code: Select all

/c game.player.insert("infinity-chest")
and configure it to void items.
Am I misunderstanding this reply, or is the "solution" that's being suggested here for people to use a cheat instead of previously valid gameplay? That sounds a lot like a "don't care, get over it" kind of response. Not sure if that was intended.
The intent comes off to me as an alternative to using a mod.

There are a number of debug items that can obviate the need to find a mod to customize the game for yourself. Or using the map editor or console commands to change things.
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Nova
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Re: Version 2.1.7

Post by Nova »

Wait wait wait...
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Does that mean the railgun animation limitation is gone?
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Re: Version 2.1.7

Post by thedoh »

Nova wrote: Fri Jun 26, 2026 12:27 pm Wait wait wait...
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Does that mean the railgun animation limitation is gone?
Yes, and boy howdy you have to be careful with what you shoot at now, because if you're not careful, you'll blow your railgun ammo production AND you power budgets!!
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Re: Version 2.1.7

Post by mr00anderson »

JackTheSpades wrote: Thu Jun 25, 2026 8:57 am
Walterin0 wrote: Thu Jun 25, 2026 8:42 am
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.
I agree that Clean Hands achievement becomes a lot easier with this but my bigger question is for Space Age since prior to unlocking the Captive Biter Spawner crafting you have to actually capture bases and since you have to supply them with food it is beneficial to have them close by.
Hence why in my playthrough I "capture" a base like this early and properly convert it once Gleba tech is unlocked.

I suppose you can still do so by just surrounding the nests with turrets with priorities enabled but it certainly becomes a much bigger hassle now.
ESPECIALLY if you constantly get the "turrets are firing" warning flashing on your screen. If this has become an intentional gameplay mechanic then I really wish we could finally select turrets to not alert the player when firing.
I created my own personal mod for this. Linked here to my GitHub. You can check the code. Find the mods directory, create a folder, and drop the contents of the GitHub repo into that folder. The readme explains how to configure alert notifications.

Mod Tiers
Tier 1 - Fully silent. No alerts of any kind on damage or destruction. Both audio and visual were suppressed.
Tier 2 - Damage-silent / destruction custom Damage alerts suppressed (no audio, no visual). On destruction, a custom alert fires.

I, for example, ignore damage to the Gleba components but care if they are destroyed (Biolab, connected power, ect). While on Nauvis, I don't want to be alerted to wall/mine death/damage, as well as ignore turret damage.

I uploaded it for anyone who wants it. I hacked it together quickly, so it may not be perfect. Note that my GitHub upload contains my mod settings. Be sure to set them according to the mod in-game settings. `settings.lua`, though, contains my game settings as an example.
https://github.com/Mr00Anderson/factorio_alerts_mod
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Re: Version 2.1.7

Post by Heureka »

- Locomotives will auto-pull fuel from passengers if needed.

This one scares me.
I will never travel with that train.
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GregoriusT
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Re: Version 2.1.7

Post by GregoriusT »

Heureka wrote: Fri Jun 26, 2026 3:00 pm - Locomotives will auto-pull fuel from passengers if needed.

This one scares me.
I will never travel with that train.
I wonder if that means "the one driving the train manually" or if it means "anyone in the entire train". If it is the former, then it makes sense since Cars and Tanks do that too now, if it is the latter then uhhh, well at least not all wooden items are marked as fuel like back in the days.
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...
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Re: Version 2.1.7

Post by emty »

spacedog wrote: Fri Jun 26, 2026 10:38 am
Rseding91 wrote: Tue Jun 23, 2026 4:21 pm
vemusa wrote: Tue Jun 23, 2026 3:51 pm Any mod to revert this change?
As an alternative to a mod you can use

Code: Select all

/c game.player.insert("infinity-chest")
and configure it to void items.
Am I misunderstanding this reply, or is the "solution" that's being suggested here for people to use a cheat instead of previously valid gameplay? That sounds a lot like a "don't care, get over it" kind of response. Not sure if that was intended.
I guess the reply is "don't be lazy", because there are other means of voiding concrete on Fulgora, not requiring the hazard concrete loop.

Which are centrifuge, recycler or cargo landing pad loops, depending on whether you want to erase lots of excessive reds/blues or not.
As a bonus, they are slightly more efficient, and they help you to void some of excessive gears/steel plates as well.
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Re: Version 2.1.7

Post by KuuLightwing »

emty wrote: Fri Jun 26, 2026 3:48 pm I guess the reply is "don't be lazy", because there are other means of voiding concrete on Fulgora, not requiring the hazard concrete loop.

Which are centrifuge, recycler or cargo landing pad loops, depending on whether you want to erase lots of excessive reds/blues or not.
As a bonus, they are slightly more efficient, and they help you to void some of excessive gears/steel plates as well.
I don't like the implication here that if you were using the previous method, you are lazy and deserve it somehow? A lot of gameplay involving the recycler is about finding the 'good' recipes to cycle and using them to your benefit. Well you even suggested some, but there's also others for different materials.

Those who used the hazard concrete recycling were simply using game mechanics to their advantage, just like you are suggesting now. That's why the nerf feels a bit off, especially considering that rebuilding Fulgora base might not be very easy given how constrained the islands are.
emty
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Re: Version 2.1.7

Post by emty »

KuuLightwing wrote: Fri Jun 26, 2026 4:13 pm I don't like the implication here that if you were using the previous method, you are lazy and deserve it somehow? A lot of gameplay involving the recycler is about finding the 'good' recipes to cycle and using them to your benefit. Well you even suggested some, but there's also others for different materials.

Those who used the hazard concrete recycling were simply using game mechanics to their advantage, just like you are suggesting now. That's why the nerf feels a bit off, especially considering that rebuilding Fulgora base might not be very easy given how constrained the islands are.
This is a half-nerf/half-buff, probably aimed at simplifying quality upcycling of the stone-derived resources after the casino removal.

The result for Fulgora is a bit annoying, sure, but the solution is easy. There is no need for a big rebuild. In the simplest form you literally swap one recipe for another and provide two additional half-belts of resources.
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Re: Version 2.1.7

Post by Filcius »

FactorioBot wrote: Tue Jun 23, 2026 9:43 am Features
[*][space-age] Reworked asteroid damage - asteroids take damage when they collide with entities and tiles, and they no longer slow down.
This one is more brutal than expected. A bullet free platform without ammunition has no chance against medium asteroid. My older design worked well with repair pack in 2.0.77.
06-26-2026, 13-42-22.png
06-26-2026, 13-42-22.png (988.01 KiB) Viewed 39 times
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06-26-2026, 13-45-05.png (1.66 MiB) Viewed 37 times
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Also, a wall ship at 40km/s against a medium asteroid used to remove half the HP of walls. Now, 4 walls are destroyed on impact, and some are damaged.
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