Version 2.1.7

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GregoriusT
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Re: Version 2.1.7

Post by GregoriusT »

Filcius wrote: Fri Jun 26, 2026 5:44 pm 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.
Four walls horizontally, right? As in 1 Wall deep 4 Walls wide, on impact, right?

Just asking if Walls are at least useful to precent ONE impact of a medium Asteroid.

Wondering how well Quality Walls would do.
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...
thedoh
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Re: Version 2.1.7

Post by thedoh »

GregoriusT wrote: Fri Jun 26, 2026 5:48 pm
Filcius wrote: Fri Jun 26, 2026 5:44 pm 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.
Four walls horizontally, right? As in 1 Wall deep 4 Walls wide, on impact, right?

Just asking if Walls are at least useful to precent ONE impact of a medium Asteroid.

Wondering how well Quality Walls would do.
Not much better.
stoicfaux
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Re: Version 2.1.7

Post by stoicfaux »

thedoh wrote: Fri Jun 26, 2026 1:09 pm
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!!
Yeah, the power draw has jumped dramatically, if not excessively. From 10.94MW @ 0.84 shots/s to 77.5MW @ 1.09 shots/s. That's a 7x jump in power draw for a 30% increase in rate of fire.

If it's not a bug or a side effect (e.g. arbitrarily hard coded value) of the old cap on railgun firing speed, then I'm curious as to what the formula for power use is.
Filcius
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Re: Version 2.1.7

Post by Filcius »

GregoriusT wrote: Fri Jun 26, 2026 5:48 pm
Filcius wrote: Fri Jun 26, 2026 5:44 pm 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.
Four walls horizontally, right? As in 1 Wall deep 4 Walls wide, on impact, right?

Just asking if Walls are at least useful to precent ONE impact of a medium Asteroid.

Wondering how well Quality Walls would do.
An asteroid coming from the front will destroy 4 walls wide.
vybornak
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Re: Version 2.1.7

Post by vybornak »

h.q.droid wrote: Tue Jun 23, 2026 10:23 am
Sanqui wrote: Tue Jun 23, 2026 9:43 am
  • [space-age] Increased asteroid crushing asteroid chunk yield from 20% to 30%.
  • [space-age] Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.
  • [space-age] Fixed asteroid chunks were not marked as lossy catalyst.
I think you mean "Fixed asteroid chunks were now marked as lossy catalyst."

I loaded my 2.0 save and checked. Asteroid chunks in the processing recipes are no longer affected by productivity, completely killing space casino. That was unexpected and doesn't align with the FFF wording!

It's also a huge nerf to *all* space-based production. Most 2.0 spaceships blueprints would stop being self-sufficient due to the max 4x reduction of *all raw materials*, mostly ice.

I suggest an immediate reversion.
I Actually never liked space casino as it feels like a workaround. I am glad that they decided to make this change.
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Re: Version 2.1.7

Post by traycer »

mrbaggins wrote: Tue Jun 23, 2026 10:29 am If you're just wanting to update in place, open the game and hit the update button.
On a headless server?
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Re: Version 2.1.7

Post by traycer »

h.q.droid wrote: Tue Jun 23, 2026 10:27 am I deleted the data folder and re-extracted the zip over and it sorta worked.
I'm glad I found this thread, as I was having the exact same problem updating my headless instance. It simply untars over top of the existing installation, and that has always worked in the past. Why would an unreferenced file cause problems, though? I assume the bootstrap process iterates through all the Lua scripts in a folder and executes them.

Removing the data/ folder should work nicely, as it is the only subfolder created during the extraction that contains more than one file, and there are a number of other files that no longer exist moving from 2.0 to 2.1.
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CheeseMcBurger
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Re: Version 2.1.7

Post by CheeseMcBurger »

How do I change the lane that the inserters drop the items?
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GregoriusT
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Re: Version 2.1.7

Post by GregoriusT »

CheeseMcBurger wrote: Sat Jun 27, 2026 8:34 am How do I change the lane that the inserters drop the items?
Using the flip keybinds while holding cursor over the inserter

Do note that the Belt does need to be pointing towards or away from the inserter for this to work.
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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