Friday Facts #444 - 2.1 Experimental release

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GregoriusT
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Re: Friday Facts #444 - 2.1 Experimental release

Post by GregoriusT »

I wonder what happens if you use circuitry to set the recipe of a crusher to one that doesnt allow quality modules, will it delete the modules too in that case, or is it only when a save file is migrated between versions?
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...
Rseding91
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Re: Friday Facts #444 - 2.1 Experimental release

Post by Rseding91 »

GregoriusT wrote: Sun Jun 28, 2026 5:19 pm I wonder what happens if you use circuitry to set the recipe of a crusher to one that doesnt allow quality modules, will it delete the modules too in that case, or is it only when a save file is migrated between versions?
Only when migrated between versions.
If you want to get ahold of me I'm almost always on Discord.
quineotio
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Re: Friday Facts #444 - 2.1 Experimental release

Post by quineotio »

eloepp wrote: Sun Jun 28, 2026 8:28 am It would exist. because they made it, not us.
Actually no. Thousands of bug reports and suggestions and feedback and mods that were integrated into the game. This is many hours of unpaid labour. It was a collaboration. And without people buying the game there wouldn't be a company, and less people would have bought the game without youtube videos and mod developers. And less people would have continued playing through the learning phase without guides and the community answering questions, because the official documentation and tutorials are extremely lacking.

If Wube want to just do their own thing, ok. They can do it for themselves without all the community support. But if they appreciate the community, they should acknowledge and foster and reward those contributions. They are doing a good job of driving people away with the silence and snarky comments and middle finger "balancing".

The seeds you sow you will also reap.
mmmPI
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Re: Friday Facts #444 - 2.1 Experimental release

Post by mmmPI »

quineotio wrote: Mon Jun 29, 2026 8:44 am The seeds you sow you will also reap.
I like metaphoras !

When you gp to the restaurant and you give positive feedback on what you like and you ask them to add more salt or less pepper or whatever, you're also doing it for yourself, it's not like you're teaching the chef how to cook, more like telling them what you like, but the chef could still cook just fine if they wanted to. Even if the chef discover a recipe thanks to you and start cooking it, they are still the one doing the cooking. You're not the one labouring.

And you can still get paid for making mods , you enter a random restaurant, you start adding a bit of pepper on people's meal and get some extra money for this ? :lol: It's not as one sided as you make it sound in my opinions, to give feedback or make mods, or help debugging ( that's burnt , that's undercooked ... ). The main difference to me is that when it's not your job you can do it when you want, and just the part you think are funny or will earn you patreons, you don't have to be "profesionnal" in your communication or risk repercussion on social media, do you get paid extra as a dev you think for spending sundays answering the bad review from maybe the few players around millions having such a bad day they decided to raise a shitstorm on the internet about it ?

If you want more dev to take the risk upsetting the mob when expressing in public or more often, you gotta be thankful it's not always the same almost broken record of calibrated coorporate apology without follow up. Chef are never going to try anything new ever if you pretend to throw up because there lack a tad bit of salt somewhere, you can always add it for yourself, trust me :D the chef will rarely ban you because you are dessacrating the food with your ketchup, it's your food, worse case they issue warnings, but devs talking in public, they don't have that.
Check out my latest mod ! It's noisy !
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DanGio
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Re: Friday Facts #444 - 2.1 Experimental release

Post by DanGio »

Dear Factorio devs, what a truly outstanding achievement. Even after, like, 12 years of playing this game, I still haven't found a game that will replace Factorio on the top of my podium of life's greatest hobbies. It is a gem and it deserved 100% the time you spent polishing it. Congratulations and thank you !
dalindes
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Re: Friday Facts #444 - 2.1 Experimental release

Post by dalindes »

GregoriusT wrote: Fri Jun 26, 2026 1:24 pm
Sanqui wrote: Fri Jun 26, 2026 1:22 pm
GregoriusT wrote: Fri Jun 26, 2026 1:08 pm
As a part of the update of our graphics and audio systems, we have raised the minimum operating system requirement on Linux. The minimum version of the system's GLIBC is now 2.36 (released in 2022). If Factorio doesn't launch on your system, you may need to update. Headless and Steam versions are not affected.
Waaait a second 2.1.7 did NOT launch for me on Steam, did that get fixed in 2.1.8 or why does this say steam versions not affected?
We were able to flip a switch to make these releases use Steam Runtime 4.0. Steam now runs the game in a special container which comes with a recent enough glibc if your system doesn't have it.
Already in the process of downloading 2.1.8 to see if that works! Glad you found a solution that should work at least for Steam Users!

Edit: IT WORKS!!!
Oh, interesting... I don't use Steam these days, but I am on an old (but still under Long-Term Support for another almost-a-year) version of Ubuntu, and like having stability for my underlying OS... is it reasonable to expect, though, that I could perhaps containerize the game in some kind of way, without Steam (maybe using their linked-above steam-runtime package, either directly or as a model for something simpler), that would still allow me to play it on a system with glibc (libc6-)2.35(-0ubuntu3)? I'm willing to do some work to try to get this going, but would be great to know if I should plausibly expect success...

Or, maybe even just building a more recent glibc, and putting it in `LD_LIBRARY_PATH` would do the trick?? Any guidance would be welcome. (Or, if this requirement could be re-considered without too much difficulty by statically linking something or other, or whatever, in some future 2.1.x release, that would also be most acceptable to me... though I'd understand if it wasn't to WUBE. :D)
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Re: Friday Facts #444 - 2.1 Experimental release

Post by YadanHubclan »

What I find sad is that Space casino made you built nice spacecraft. I built a few that would produce around 30k legendary iron per minute when reaching maximum rate. Was it optimal ? I have no idea, but hell it was fun to build. 6k asteroid crushers, I would launch them toward that pulverized planet.
Now it's just space cargo and that's sad.
My first playthrough I did quality on nauvis with trains and miners and recycler and that was not fun (no real novelty). It was also very slow
my 2nd playthrough I did quality on Fulgora and oh lord that was a mess, but fun. It was most likely slower than on nauvis but less complicated to get some of the stuff directly
then space casino and I had a lot of fun designing things around legendary. I still don't really understand why it is considered as broken, but anyway.
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Re: Friday Facts #444 - 2.1 Experimental release

Post by Hurkyl »

YadanHubclan wrote: Tue Jun 30, 2026 2:23 pm What I find sad is that Space casino made you built nice spacecraft. I built a few that would produce around 30k legendary iron per minute when reaching maximum rate. Was it optimal ? I have no idea, but hell it was fun to build. 6k asteroid crushers, I would launch them toward that pulverized planet.
Now it's just space cargo and that's sad.
My first playthrough I did quality on nauvis with trains and miners and recycler and that was not fun (no real novelty). It was also very slow
my 2nd playthrough I did quality on Fulgora and oh lord that was a mess, but fun. It was most likely slower than on nauvis but less complicated to get some of the stuff directly
then space casino and I had a lot of fun designing things around legendary. I still don't really understand why it is considered as broken, but anyway.
Here's what convinced me. I sat down in the editor, made a chest/loader emit a yellow belt of asteroid chunks, and a trivial amount of effort making a not very big factory with reprocessors in two loops to grind them down into something like 10 legendary iron plates per second. I was testing with 0% productivity research -- it would be more like 94 legendary plates per second with 300% productivity research.

Then I wondered the effort would be to do something with foundries. I crushed the asteroids... and then realized I was dealing with two and two thirds fully stacked turbo belts of iron ore. That's a crazy amount of material! And it would be 25 belts if I was at 300% productivity research!

Just setting up a factory to allow me an initial quality roll -- not even trying for legendary yet -- on all that material was already a fair bit larger than the reprocessing loop.
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