Version 2.1.7

Information about releases and roadmap.
coffee-factorio
Filter Inserter
Filter Inserter
Posts: 409
Joined: Thu Oct 17, 2024 10:56 pm
Contact:

Re: Version 2.1.7

Post by coffee-factorio »

Hurkyl wrote: Fri Jul 10, 2026 6:20 pm The one that really flummoxes me is people talking like asteroid collectors are worthless without being higher quality. I mean, sure I can see that the arms would give them a lot more throughput, and maybe that would be important in specialized industrial platforms, but my platforms are drowning in asteroids with just the common variety collectors and I'd gain almost nothing by making them higher quality.
I... don't actually get that either. I'm usually pretty good at figuring out at least a story for someone's odd ideas.

Like for the quality parts, I have a real adverse reaction to upgrading from more than 2 grades of quality because at that point, you free up so much space that what you're looking at no longer seems fit for purpose. And you can end up in a situation where you have a lot of foundation in orbit, looking pretty.

The only place where collectors are truly valuable is in promethium operations, because you can usually overwhelm crushers everywhere else. Crushers also cover more space at higher quality but that's a situation where, that shouldn't be worth it.
mmmPI
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

meganothing wrote: Mon Jul 20, 2026 12:17 am
mmmPI wrote: Sun Jul 19, 2026 12:58 am
meganothing wrote: Thu Jul 16, 2026 1:17 pm I don't consider fluid voiding an exploit that needs a fix. This is complicated enough that 98% of factorio players need to copy a solution and once they do that I would say "let them do it, who cares?".
lol
https://www.youtube.com/watch?t=1157&v= ... e=youtu.be
Which is not what I am arguing. Space casino seems easy enough to build that you don't need to copy a blueprint or watch a video to do it.
It's quite the subjective appreciation of what is difficult, are you saying that using the single combinator connected to the foundy is too complicated for 98 % of the player and at the same time space casino seem easy enough to build that you don't need to copy a blueprint ?

Space Casino are similar to recycling loops in difficulty imo albeit there was a lot of back and forth with player insisting about the difficulty label, it doesn't really matter in the end, you can just compare, you have to deal with the same puzzle/ math and risk of clogging, it's little moroe constraint because you have to do it on a space platform imo. You can throw away stuff in space like in Lava in Vulcanus, but you can't use robots. You can surely use blueprints for anything, and although some are more difficult to use than others if you don't read the description in the end you can blueprint anything, so this is missing the point.

What was mentionned in the FFF was the yield, it gives "too much" for a single puzzle. If the difficulty was the problem i imagine it's easy enough to add byproducts or make it harder. But the "yield" was increasing with research, so it was changed much more severly, no more scaling with research on top of the removal of the productivity modules. At least that's how i understand it. If you consider the difficulty and not the yield, then currently you can make easy legendary material from space, the yield is just very bad and the scaling just give you more iron and copper ...

I feel the options that are "optimal" currently for quality are "less challenging" than a space casino, it's LDS shuffle, and sometimes fluid voiding , and recycling iron chest or underground pipes. and i'm saying that beyond my personnal preferences, i'm seeing what is being now proposed on tutorial and guides. You don't have to follow them, like you didn't have to do a space casino. I feel they are also "exploitish" even if the yield is lower, to me it still feels like there is something left to do.
Check out my latest mod ! It's noisy !
SerhiiS
Inserter
Inserter
Posts: 21
Joined: Sun Sep 18, 2022 11:18 am
Contact:

Re: Version 2.1.7

Post by SerhiiS »

You guys are bringing up some conspiracy theories and YouTubers here. Actually, the removal of Space Casino and LDS Shuffle was discussed over a year ago on Reddit, and the developer made their final decision that both options would be removed in 2.1. YouTubers have nothing to do with it. This was a final and irrevocable decision over a year ago.
Removing Space Casino is just a single line of code. Balancing it requires thought and time...
It's unclear how to remove the LDS Shuffle from the game. Quality modules aren't used in the recipe. It uses legendary plastic. Therefore, even if LDS productivity were removed from the game, it would still give a +150% bonus with productivity modules, which wouldn't solve the problem. It would simply consume more plastic. And we won't get away from the fact that copper and steel are crafted from plastic, which sounds rather illogical. Therefore, the only way to ban the LDS Shuffle is to ban crafting LDS from legendary plastic. Apparently, the developers didn't have time to think about how to do this...

Regarding fluid voiding, it hasn't been discussed as a problem anywhere before. Personally, I see a problem here. It's solved in the same way as canceling a crafting item: if the factory can't empty the items inside, it doesn't change the recipe. For some reason, this only works with items. I don't see a problem with doing the same with liquids. Naturally, we're talking about automatic recipe changes. In a manual version, the items from the assembler will fall into your inventary, and the liquid will be destroyed. We're focusing on automatic fluid voiding here.
Also, if a game designer believes that automatic fluid voiding should be implemented, they should simply add a special building, for example, one that can be placed like an offshore pump, but instead of produces fluids, it draining it back in. Such buildings have long been available in the Bob Angel and Pianadon mods.
Hurkyl
Filter Inserter
Filter Inserter
Posts: 325
Joined: Mon Dec 02, 2024 10:54 am
Contact:

Re: Version 2.1.7

Post by Hurkyl »

SerhiiS wrote: Mon Jul 20, 2026 5:46 am You guys are bringing up some conspiracy theories and YouTubers here. Actually, the removal of Space Casino and LDS Shuffle was discussed over a year ago on Reddit, and the developer made their final decision that both options would be removed in 2.1. YouTubers have nothing to do with it. This was a final and irrevocable decision over a year ago.
Citation needed.

I mean this unironically; I heard this rumor ages ago and spent some time trying to track down where it came from to know what was actually said, but I couldn't find anyone who actually knew anything. I would like to know what the devs have actually said on the issue, if anything.
coffee-factorio
Filter Inserter
Filter Inserter
Posts: 409
Joined: Thu Oct 17, 2024 10:56 pm
Contact:

Re: Version 2.1.7

Post by coffee-factorio »

Hurkyl wrote: Mon Jul 20, 2026 8:07 am
SerhiiS wrote: Mon Jul 20, 2026 5:46 am You guys are bringing up some conspiracy theories and YouTubers here. Actually, the removal of Space Casino and LDS Shuffle was discussed over a year ago on Reddit, and the developer made their final decision that both options would be removed in 2.1. YouTubers have nothing to do with it. This was a final and irrevocable decision over a year ago.
Citation needed.

I mean this unironically; I heard this rumor ages ago and spent some time trying to track down where it came from to know what was actually said, but I couldn't find anyone who actually knew anything. I would like to know what the devs have actually said on the issue, if anything.
https://www.reddit.com/r/factorio/comme ... erf_in_21/
I saved the thread. The only thing that's much different from what I can tell from reality is that "It was discussed sometime after this leak".
meganothing
Filter Inserter
Filter Inserter
Posts: 376
Joined: Thu Sep 15, 2016 3:04 pm
Contact:

Re: Version 2.1.7

Post by meganothing »

mmmPI wrote: Mon Jul 20, 2026 3:51 am
meganothing wrote: Mon Jul 20, 2026 12:17 am
mmmPI wrote: Sun Jul 19, 2026 12:58 am
meganothing wrote: Thu Jul 16, 2026 1:17 pm I don't consider fluid voiding an exploit that needs a fix. This is complicated enough that 98% of factorio players need to copy a solution and once they do that I would say "let them do it, who cares?".
lol
https://www.youtube.com/watch?t=1157&v= ... e=youtu.be
Which is not what I am arguing. Space casino seems easy enough to build that you don't need to copy a blueprint or watch a video to do it.
It's quite the subjective appreciation of what is difficult, are you saying that using the single combinator connected to the foundy is too complicated for 98 % of the player and at the same time space casino seem easy enough to build that you don't need to copy a blueprint ?
I've read posts here where people said they don't use circuits at all because they are too complicated for them. A combinator is quite complex and I still have to consult the wiki whenever I need to understand each, anything and everything.

But even if most players do use circuits, how many of them will have ever used them with a feedback loop or to set recipes dynamically? That is, irrespective of number of combinators you need, a step above their simply usage, for example to compare two numbers statically.

Compare that to a space casino that needs to be built without robots. Duh, Factorio players have to build without robots for the first hours of a game anyway. Working without chests does not complicate the design, a single belt is just a chest with minimal storage.
Space Casino are similar to recycling loops in difficulty imo albeit there was a lot of back and forth with player insisting about the difficulty label, it doesn't really matter in the end, you can just compare, you have to deal with the same puzzle/ math and risk of clogging, it's little moroe constraint because you have to do it on a space platform imo. You can throw away stuff in space like in Lava in Vulcanus, but you can't use robots. You can surely use blueprints for anything, and although some are more difficult to use than others if you don't read the description in the end you can blueprint anything, so this is missing the point.

What was mentionned in the FFF was the yield, it gives "too much" for a single puzzle. If the difficulty was the problem i imagine it's easy enough to add byproducts or make it harder. But the "yield" was increasing with research, so it was changed much more severly, no more scaling with research on top of the removal of the productivity modules. At least that's how i understand it. If you consider the difficulty and not the yield, then currently you can make easy legendary material from space, the yield is just very bad and the scaling just give you more iron and copper ...
Which will mean that players may find the space casino still fun to build (if it is the fun of designing they seek and not the "fun" of yield), but it would not be the end. In time they might look for specialized methods that only produce specific items or materials in legendary quality, but faster. If some of them are better done on specific planets that also means they have to be transported. All in all more to do, more to organize, in a positive sense.
I feel the options that are "optimal" currently for quality are "less challenging" than a space casino, it's LDS shuffle, and sometimes fluid voiding , and recycling iron chest or underground pipes. and i'm saying that beyond my personnal preferences, i'm seeing what is being now proposed on tutorial and guides. You don't have to follow them, like you didn't have to do a space casino. I feel they are also "exploitish" even if the yield is lower, to me it still feels like there is something left to do.
User avatar
CheeseMcBurger
Fast Inserter
Fast Inserter
Posts: 114
Joined: Sun May 19, 2019 9:57 pm
Contact:

Re: Version 2.1.7

Post by CheeseMcBurger »

Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move items around!
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 459
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Version 2.1.7

Post by GregoriusT »

CheeseMcBurger wrote: Thu Jul 23, 2026 6:21 am Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move items around!
wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the 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...
mmmPI
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

SerhiiS wrote: Mon Jul 20, 2026 5:46 am You guys are bringing up some conspiracy theories
Nothing remotely related to a conspiracy was mentionned :roll:
SerhiiS wrote: Mon Jul 20, 2026 5:46 am Actually, the removal of Space Casino and LDS Shuffle was discussed over a year ago on Reddit, and the developer made their final decision that both options would be removed in 2.1. YouTubers have nothing to do with it. This was a final and irrevocable decision over a year ago.
That's non sensical imo, you can see LDS shuffle is still here, so your claim is obviously wrong about what is "final and irrevocable". You later proceed to explain yourself reasons for why it is not irrevocable, but "a plan" that necessarily adapts to the situation imo lol. There's no reason to anticipate full stubborness from Wube there i feel, on the contrary, i feel it's just one more step of back and forth in the balancing of the game. What is sure though is that devs are still working on the game, bugs are fixed, and all, current version isn't "final", there may very well be a change in LDS or fluid-voiding, and/or in space casino. It's not like a random player on the internet can let you know "no devs will ever change opinion in the future because there was this discussion last year" x). There are plenty of examples for things devs initially didn't do, only after some more careful reconsiderations and time passing and game evolving.
SerhiiS wrote: Mon Jul 20, 2026 5:46 am Regarding fluid voiding, it hasn't been discussed as a problem anywhere before.
More likely you missed the discussions. Back in the days devs made it so the steam engine can only consume steam, when before it could use any liquid as input and could be exploited to void oil-byproduct. So there was already a fluid-void exploit that was removed from the game because it was considered a problem and there were renewed discussions about it since SA was released ^^. Maybe it is being discussed more because it gained visibility with youtubers using it more since the removal of space casinos, that's just a theory, not a conspiracy one lol. Some players in this thread already said and demonstrated they were using youtuber blueprint which indicate some truth in the theory to me ^^
SerhiiS wrote: Mon Jul 20, 2026 5:46 am Personally, I see a problem here. It's solved in the same way as canceling a crafting item: if the factory can't empty the items inside, it doesn't change the recipe. For some reason, this only works with items. I don't see a problem with doing the same with liquids. Naturally, we're talking about automatic recipe changes. In a manual version, the items from the assembler will fall into your inventary, and the liquid will be destroyed. We're focusing on automatic fluid voiding here.
Also, if a game designer believes that automatic fluid voiding should be implemented, they should simply add a special building, for example, one that can be placed like an offshore pump, but instead of produces fluids, it draining it back in. Such buildings have long been available in the Bob Angel and Pianadon mods.
That's the point, you can see a problem, something that was already removed from the game, that made it back in 2.0, probably not from an intent, but as indirect consequence, and that is now in 2.1+ more visibly discussed because it has become optimal in more situations to make stone, where you could use legendary calcite from space before. If that isn't a hint about how the current version isn't final i'm not sure what would be x). And if such indirect and unexpected consequences sneaking in are what leads to further balance change, who knows what may happen with space casino .... Only fools never change their minds, sometimes you gotta come with a new plan :D

meganothing wrote: Wed Jul 22, 2026 4:21 pm I've read posts here where people said they don't use circuits at all because they are too complicated for them. A combinator is quite complex and I still have to consult the wiki whenever I need to understand each, anything and everything.
But even if most players do use circuits, how many of them will have ever used them with a feedback loop or to set recipes dynamically? That is, irrespective of number of combinators you need, a step above their simply usage, for example to compare two numbers statically.
Compare that to a space casino that needs to be built without robots. Duh, Factorio players have to build without robots for the first hours of a game anyway. Working without chests does not complicate the design, a single belt is just a chest with minimal storage.
That makes no sense to me. You think fluid voiding is harder than space casino because fluid voiding uses 1 combinator ? have you ever seen an actual space casino ? I can assure you the logic is much more complex usually x). And it's easy enough to make a fluid voiding machine without combinator, just put an item on a circular belt loop to remove all recipe periodically, you don't even need a feedback loop unlike for space casino and all the byproducts.

I feel it's also irrelevant to mention "building the platform without robots", the part where the robots are useful is for routing the different material , logistic bots, on the space platform things builds themselves from the start as if you had construction bots. And for that part having chests is making every quality design easier, because it's what allows you on planets to handle the temporary divergence in the ratio of quality byproduct, whereas on space platform you have to handle non-stacking asteroids on belts, you can't use robots and rely on the safety of a full chest of buffer before things risk clogging. I have read post of players that never used space casino and were arguing about how they think it is based on what they saw on youtube or tutorials, when it's presented as "easy" so they repeat it, but then when you go in details with what they think is the not-so-easy-part otherwise in recycler loop that is not a space casino, one often realize they will refer to the same thing that also is present in space casino, namely the need to handle the various quality byproducts here made worse as one can't just "add more chests for robots to store stuff" like in Fulgora. x)
meganothing wrote: Wed Jul 22, 2026 4:21 pm Which will mean that players may find the space casino still fun to build (if it is the fun of designing they seek and not the "fun" of yield), but it would not be the end. In time they might look for specialized methods that only produce specific items or materials in legendary quality, but faster. If some of them are better done on specific planets that also means they have to be transported. All in all more to do, more to organize, in a positive sense.
No you don't get it, the remaining ways you can use asteroids to get legendary materials are no longer specialized, they are now to be upcycled similar as ore. You can no longer design the interesting kind of space casino because the crusher no longer accept the quality modules for the receipe that was mainly used, and because the research doesn't apply on the other receipe one could only use with a lot of research.
meganothing wrote: Wed Jul 22, 2026 4:21 pm
I feel the options that are "optimal" currently for quality are "less challenging" than a space casino, it's LDS shuffle, and sometimes fluid voiding , and recycling iron chest or underground pipes. and i'm saying that beyond my personnal preferences, i'm seeing what is being now proposed on tutorial and guides. You don't have to follow them, like you didn't have to do a space casino. I feel they are also "exploitish" even if the yield is lower, to me it still feels like there is something left to do.
That's what i wrote the first time, not sure why you'd quote it again, it's the TL DR plain and simple that to me you appear to contradict just before quoting it again. Currently, the optimal options are "exploitish" like LDS shuffling and fluid voiding. If you don't trust me to say what is optimal, because not every player is qualified, just look at what players that makes live blueprint in front of large and numerous crowd of nitpicker are doing. Surely if most of them show some kind of LDS shuffling and fluid voiding instead of space casino as they used to show before, it goes beyond my simple opinion that current state of the game leads to such "optimals" ( even if there are different specialized strategy that you think is more fun or better) AND the fun and specialized space casino part is no longer buildable, not even at a low yield, it's just gone, what i think was fun not because it was optimal but due to the building process. So i'm imagining situations where it's handled differently, where you have still have the possibility to make such machines if that is your fun, but it's limited to a point where it's not breaking the devs intent about the yield maybe with different receipes for the late game , or a different interaction with research, something that let players builds those machines if they want to i feel would benefit the game.
GregoriusT wrote: Thu Jul 23, 2026 6:50 am
CheeseMcBurger wrote: Thu Jul 23, 2026 6:21 am Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move items around!
wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.
Sounds like a good gameplay help tip; Maybe one has a habit of side loading or using splitters improperly in circular loop ^^, i'd be curious to see a pictures of such inserter controlled construction to avoid the circular belt getting stuck. That sound like the fun you have to do in space casino, and the risk you want to avoid with some mechanical magic, i'm missing those in the game, are you somewhat on Gleba ? ^^
Check out my latest mod ! It's noisy !
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 459
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Version 2.1.7

Post by GregoriusT »

mmmPI wrote: Thu Jul 23, 2026 8:39 am
GregoriusT wrote: Thu Jul 23, 2026 6:50 am wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.
Sounds like a good gameplay help tip; Maybe one has a habit of side loading or using splitters improperly in circular loop ^^, i'd be curious to see a pictures of such inserter controlled construction to avoid the circular belt getting stuck. That sound like the fun you have to do in space casino, and the risk you want to avoid with some mechanical magic, i'm missing those in the game, are you somewhat on Gleba ? ^^
Oh this is what i did on my very first spaceship to prevent the asteroid lane of my sushi loop from being stuck entirely.

Basically I had a red belt going all around my ship, inner lane = asteroids, outer lane = yellow ammo, then placed a yellow belt right before the section with the crushers, so that the crushers will ALWAYS be able to insert their output asteroid onto the belt eventually.

The one lower tier Belt prevents items that cycle through the whole loop from overflowing the return input, while at the same time ensuring that the sushi always flows even when the belt is entirely full to the max, it will at least flow at yellow belt speeds thanks to that one intentional "bottleneck" belt.

I have no idea how exactly it works for the internal factorio code, but I guess putting one belt with a different speed into the loop will do stuff to it that causes the loop to at least move the items forward as opposed to freezing in a deadlock entirely.
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...
leoric
Burner Inserter
Burner Inserter
Posts: 7
Joined: Sun Nov 24, 2024 8:40 am
Contact:

Re: Version 2.1.7

Post by leoric »

This is quite strange, GUI says I have zero Space Platform Foundations on other platforms when I have 40k of those. Other items got recognised and delivered just fine, from the same platform, so it's not a logistic issue on my part.
I've checked the changelogs and don't see anything about Space Platform Foundations being an exclusion from inter-platform logistics

Same with Fusion Power Cells

2.1.12

EDIT: when I tried it the other way around, not from A to B but from B to A, swapping their settings, it worked. But I can't transfer Space Platform Foundations or Fusion Power Cells from A to B.

Case 1:
platform A is exporter (all requests disabled), platform B is requesting
some items are transferred, like Fusion Reactors, etc
Fusion Power Cells and Space Platform Foundations aren't transferred - 'Available on platforms: 0' and that's not true.

Case 2:
now platform B is exporter, platform A is requesting
Fusion Power Cells and Space Platform Foundations are transferred!

reconfigure back to Case 1: still refuses to transfer
Last edited by leoric on Thu Jul 23, 2026 10:48 am, edited 2 times in total.
mmmPI
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

GregoriusT wrote: Thu Jul 23, 2026 10:03 am Oh this is what i did on my very first spaceship to prevent the asteroid lane of my sushi loop from being stuck entirely.

Basically I had a red belt going all around my ship, inner lane = asteroids, outer lane = yellow ammo, then placed a yellow belt right before the section with the crushers, so that the crushers will ALWAYS be able to insert their output asteroid onto the belt eventually.

The one lower tier Belt prevents items that cycle through the whole loop from overflowing the return input, while at the same time ensuring that the sushi always flows even when the belt is entirely full to the max, it will at least flow at yellow belt speeds thanks to that one intentional "bottleneck" belt.

I have no idea how exactly it works for the internal factorio code, but I guess putting one belt with a different speed into the loop will do stuff to it that causes the loop to at least move the items forward as opposed to freezing in a deadlock entirely.
I think of it as a entry toll on the highway, where the traffic jam supposedly may occurs only before it, but it keeps the highway flowing. In space you can always "throw overboard" to avoid clogging too. That's why i thought of Gleba :). That is a tip to keep the belt flowing, but it can still lead to a situation where you have a saturated belt flowing , with no gaps for any crusher to ouput their additional chunks thus leading to a deadlock of (all) the machines, despite the belt being left flowing.

This may be a problem if you have only 1 type of asteroids chunk filling their reserved lane, or lacking 1, or doing some quality related stuff ^^ That's the kind of thing i feel where micro design interact with macro objective and makes the puzzle interesting :)
Check out my latest mod ! It's noisy !
User avatar
CheeseMcBurger
Fast Inserter
Fast Inserter
Posts: 114
Joined: Sun May 19, 2019 9:57 pm
Contact:

Re: Version 2.1.7

Post by CheeseMcBurger »

GregoriusT wrote: Thu Jul 23, 2026 6:50 am
CheeseMcBurger wrote: Thu Jul 23, 2026 6:21 am Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move items around!
wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.
That's merely a shitty a workaround for a completely dumb bug.

If you have a conveyor belt, the items don't just stop moving while the belt continues to move. It's a bug or a dumb mechanic that does not belong into Factorio.
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 459
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Version 2.1.7

Post by GregoriusT »

mmmPI wrote: Thu Jul 23, 2026 10:24 am I think of it as a entry toll on the highway, where the traffic jam supposedly may occurs only before it, but it keeps the highway flowing. In space you can always "throw overboard" to avoid clogging too. That's why i thought of Gleba :). That is a tip to keep the belt flowing, but it can still lead to a situation where you have a saturated belt flowing , with no gaps for any crusher to ouput their additional chunks thus leading to a deadlock of (all) the machines, despite the belt being left flowing.

This may be a problem if you have only 1 type of asteroids chunk filling their reserved lane, or lacking 1, or doing some quality related stuff ^^ That's the kind of thing i feel where micro design interact with macro objective and makes the puzzle interesting :)
Oh yeah that can also technically help with on-belt sushi spoilage if you split spoilage off using a splitter, but what i do on Gleba is even better than that.

I just let ALL belts run into an incinerator just straight up. If the Machines cant take enough materials off of the belt before the stuff reaches the end, well i guess it is gonna get burnt to a crisp and i wont need to worry about it anymore!
(well if that does happen, i might wanna put more machines or speed beacons onto that line, so i can actually process all of its input)
CheeseMcBurger wrote: Thu Jul 23, 2026 3:09 pm That's merely a shitty a workaround for a completely dumb bug.

If you have a conveyor belt, the items don't just stop moving while the belt continues to move. It's a bug or a dumb mechanic that does not belong into Factorio.
Might be worth looking up the bug report for that and sending a message there. Or if you cant manage to find it, make a new one, since this is quite ancient behavior.
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...
meganothing
Filter Inserter
Filter Inserter
Posts: 376
Joined: Thu Sep 15, 2016 3:04 pm
Contact:

Re: Version 2.1.7

Post by meganothing »

mmmPI wrote: Thu Jul 23, 2026 8:39 am I feel it's also irrelevant to mention "building the platform without robots", the part where the robots are useful is for routing the different material , logistic bots
"building the platform without [being able to use] robots". Naturally I only meant logistic bots.

, on the space platform things builds themselves from the start as if you had construction bots. And for that part having chests is making every quality design easier, because it's what allows you on planets to handle the temporary divergence in the ratio of quality byproduct, whereas on space platform you have to handle non-stacking asteroids on belts, you can't use robots and rely on the safety of a full chest of buffer before things risk clogging.
In most cases chests just mask problematic design and delay the moment when things start clogging. Without chests you can simply create a design, watch a few minutes until it cloggs and correct the design. And with the ability to throw away stuff into space most clogging problems are easily solved.
That's what i wrote the first time, not sure why you'd quote it again, it's the TL DR plain and simple that to me you appear to contradict just before quoting it again.
I quoted your post in full and left the last paragraph in without commenting on it. Do you have the impression I quoted that twice? I don't see it.
mmmPI
Smart Inserter
Smart Inserter
Posts: 5206
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

GregoriusT wrote: Thu Jul 23, 2026 3:35 pm Oh yeah that can also technically help with on-belt sushi spoilage if you split spoilage off using a splitter, but what i do on Gleba is even better than that.

I just let ALL belts run into an incinerator just straight up. If the Machines cant take enough materials off of the belt before the stuff reaches the end, well i guess it is gonna get burnt to a crisp and i wont need to worry about it anymore!
(well if that does happen, i might wanna put more machines or speed beacons onto that line, so i can actually process all of its input)
You still have to make sure the throughput of the belt is properly dimensionned to carry all the junk to make sure all machines stay active, but this can be alleviated with robots :) Then you only have to monitor the number of machines and heat towers, and "add more bots" when you add beacons.
meganothing wrote: Thu Jul 23, 2026 3:42 pm In most cases chests just mask problematic design and delay the moment when things start clogging. Without chests you can simply create a design, watch a few minutes until it cloggs and correct the design. And with the ability to throw away stuff into space most clogging problems are easily solved.
In most cases chest offers enough buffer room that you can postpone clogging for years, but in any case, throwing stuff into lava is similar regarding avoiding clogging except you can use logistic bots and chest there making it again a less challenging puzzle that was space casino imo.
Check out my latest mod ! It's noisy !
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 459
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Version 2.1.7

Post by GregoriusT »

mmmPI wrote: Thu Jul 23, 2026 4:32 pm You still have to make sure the throughput of the belt is properly dimensionned to carry all the junk to make sure all machines stay active, but this can be alleviated with robots :) Then you only have to monitor the number of machines and heat towers, and "add more bots" when you add beacons.
The beauty of it is you DON'T have to do that, all you need to make sure of is that the incinerator is big enough to handle a whole stacked red/blue/green belt of trash!

It literally goes as follows:

Plant Farm -> Belt -> a bunch of plant processing machines next to the belt -> dedicated incinerator for any plants that did not get taken by the plant processors!

And the output of the Plant Processors is treated the exact same way, onto a dedicated belt that goes to a dedicated incinerator if you cant make use of the mash/jelly/seeds
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...
coffee-factorio
Filter Inserter
Filter Inserter
Posts: 409
Joined: Thu Oct 17, 2024 10:56 pm
Contact:

Re: Version 2.1.7

Post by coffee-factorio »

GregoriusT wrote: Thu Jul 23, 2026 5:23 pm The beauty of it is you DON'T have to do that, all you need to make sure of is that the incinerator is big enough to handle a whole stacked red/blue/green belt of trash!

It literally goes as follows:

Plant Farm -> Belt -> a bunch of plant processing machines next to the belt -> dedicated incinerator for any plants that did not get taken by the plant processors!

And the output of the Plant Processors is treated the exact same way, onto a dedicated belt that goes to a dedicated incinerator if you cant make use of the mash/jelly/seeds
I do something like that with nutrients and biter eggs. I already have power done by other means and done well enough, so I prefer that to a heat tower. So the pattern is spawners -> ( 0 .. n ) production outputs -> nutrients -> fish. On Gleba, I'm lazy. I just shut the agricultural towers off with circuit conditions, and if mash spoils on the belts it's run into a disposal strategy.
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 459
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Version 2.1.7

Post by GregoriusT »

coffee-factorio wrote: Fri Jul 24, 2026 10:47 am I do something like that with nutrients and biter eggs. I already have power done by other means and done well enough, so I prefer that to a heat tower. So the pattern is spawners -> ( 0 .. n ) production outputs -> nutrients -> fish. On Gleba, I'm lazy. I just shut the agricultural towers off with circuit conditions, and if mash spoils on the belts it's run into a disposal strategy.
FUN FACT: you might have NOT noticed yet but doing fish on Nauvis causes NEGATIVE POLLUTION, as in putting speed modules into Bio Chambers and beaconing them up for maximum inefficiency will result in the chambers absorbing huge amounts of pollution.
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...
coffee-factorio
Filter Inserter
Filter Inserter
Posts: 409
Joined: Thu Oct 17, 2024 10:56 pm
Contact:

Re: Version 2.1.7

Post by coffee-factorio »

GregoriusT wrote: Fri Jul 24, 2026 10:59 am
coffee-factorio wrote: Fri Jul 24, 2026 10:47 am I do something like that with nutrients and biter eggs. I already have power done by other means and done well enough, so I prefer that to a heat tower. So the pattern is spawners -> ( 0 .. n ) production outputs -> nutrients -> fish. On Gleba, I'm lazy. I just shut the agricultural towers off with circuit conditions, and if mash spoils on the belts it's run into a disposal strategy.
FUN FACT: you might have NOT noticed yet but doing fish on Nauvis causes NEGATIVE POLLUTION, as in putting speed modules into Bio Chambers and beaconing them up for maximum inefficiency will result in the chambers absorbing huge amounts of pollution.
It's funny because, I feel like I had the puzzle pieces but didn't honestly put them together that way! It hasn't affected my operation yet because most of the things are legendary and are overproducing. I treat security pretty seriously and I have a reasonable PC, so it takes awhile to hit the UPS boundaries on it. At a certain point, I have to say that one upgrade is tomorrows problem so I can do another. But it is a scenario where, I appreciate having the card to play, more than I appreciate having the deck I play.
Post Reply

Return to “Releases”