Version 2.1.7

Information about releases and roadmap.
meganothing
Filter Inserter
Filter Inserter
Posts: 377
Joined: Thu Sep 15, 2016 3:04 pm
Contact:

Re: Version 2.1.7

Post by meganothing »

mmmPI wrote: Thu Jul 23, 2026 4:32 pm 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.
The complexity of finding out how to throw away things is already part of the platform puzzle. I.e. to make a non-clogging spaceship most (or all) players already have to add at least a belt to drop asteroids of the ship.

So once a player attempts a space casino this doesn't add any complexity to the design challenge. It adds some more rather trivial work, sure, but it doesn't add challenge unless the player also tries to create a minimal design.
mmmPI
Smart Inserter
Smart Inserter
Posts: 5208
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

GregoriusT wrote: Thu Jul 23, 2026 5:23 pm
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!
Yes and no, to me that's another way to say almost the same thing, but i think it's missing part of the analogy in your reformulation x), if you only care about incinerator capacity needing to match a full belt, you are not seeing if you have useless machine that tries to ouput on that full belt after it is already saturated which could clog a circular belt if the merge isn't done properly or waste precious quality module !! You do need to consider the throughput of your machine and the belt on which you output stuff; not only if the sink at the end is big enough for the belt, but also, are you not trying to dump too much stuff on that belt. Like if you add beacons, or in the case of space casino, it used to be "with research", that you needed an adaptive machine.
meganothing wrote: Fri Jul 24, 2026 3:06 pm
mmmPI wrote: Thu Jul 23, 2026 4:32 pm 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.
The complexity of finding out how to throw away things is already part of the platform puzzle. I.e. to make a non-clogging spaceship most (or all) players already have to add at least a belt to drop asteroids of the ship.
So once a player attempts a space casino this doesn't add any complexity to the design challenge. It adds some more rather trivial work, sure, but it doesn't add challenge unless the player also tries to create a minimal design.
Haha that's funny, after your claim that 98% players can't use combinators to void fluid, now most players can trivially start doing quality on their platform, with no additionnal challenge compared to a regular platform x). That's not helping your argument because that appears fairly inconsistent to me, and also with observation of what players do and facts, you don't need to drop anything from your spaceship if you don't do quality, you can just filter the asteroid collector and never mess with reprocesssing. But stats shows most players don't even reach that stage of the game lol.

The reprocessing receipe is still there, but if you can't put quality module onto it, you are only made to deal with a fraction of the byproducts , so it is effectively only usable in "simpler build" than before even if you wanted to. But worse there is no point using it for this purpose anymore, because wether you want the simplest or the fastest, or the one that scale the most, every time, you end up doing all that on Vulcanus, using only simple loop with no byproducts.

Throwing stuff with lava can be done 15 items at time, carried by bots when the buffer exceed a certain threshold, which is impossible in space because buffer are harder to make since no chest, you can't use bots and add an item in the requester chest next to the lava when you realize you need it, instead you need to plan you belts smarts or redo part of the platform and also , non-stacking asteroids makes it impossible for an inserter to throw more than 1 per swing.

Besides the complexity of "byproducts" which you don't have much left currently in most guides about quality except for the module themselves.
Check out my latest mod ! It's noisy !
meganothing
Filter Inserter
Filter Inserter
Posts: 377
Joined: Thu Sep 15, 2016 3:04 pm
Contact:

Re: Version 2.1.7

Post by meganothing »

mmmPI wrote: Fri Jul 24, 2026 6:25 pm
meganothing wrote: Fri Jul 24, 2026 3:06 pm
mmmPI wrote: Thu Jul 23, 2026 4:32 pm 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.
The complexity of finding out how to throw away things is already part of the platform puzzle. I.e. to make a non-clogging spaceship most (or all) players already have to add at least a belt to drop asteroids of the ship.
So once a player attempts a space casino this doesn't add any complexity to the design challenge. It adds some more rather trivial work, sure, but it doesn't add challenge unless the player also tries to create a minimal design.
Haha that's funny, after your claim that 98% players can't use combinators to void fluid, now most players can trivially start doing quality on their platform, with no additionnal challenge compared to a regular platform x). That's not helping your argument because that appears fairly inconsistent to me, and also with observation of what players do and facts, you don't need to drop anything from your spaceship if you don't do quality, you can just filter the asteroid collector and never mess with reprocesssing. But stats shows most players don't even reach that stage of the game lol.
What can be done and what many players will do is quite different. All the interplanetary spaceships I have currently built have a drop belt. I would assume using a drop belt makes it easier to design a small spaceship for reaching the first planets because you need less asteroid collectors when they are unfiltered. Anyway, some will choose one, some the other design. Even if they don't have a drop spot though I don't see those be stumped at the "complexity" of making one after having done belt design for all of early game.

What do players who don't reach that stage or the stage of space casinos have to do with this discussion? Nothing.
mmmPI
Smart Inserter
Smart Inserter
Posts: 5208
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

meganothing wrote: Sat Jul 25, 2026 12:28 pm All the interplanetary spaceships I have currently built have a drop belt. I would assume using a drop belt makes it easier to design a small spaceship for reaching the first planets because you need less asteroid collectors when they are unfiltered.
I think for some part it's much more reasonnable worded this way than saying "most player do or don't". I am assuming it was the same about the fluid voider, you never used it yourself and assumed it was more complicated than it actually is and also similarly, none of the interplanetary spaceships you made was a space casino you are only "assuming" how it would be to build one. Correct ? It's a deduction i'm trying based on a pattern i'm seeing here.

I think the number of asteroid collector is mostly irrelevant to the complexity of the task, similar to the fluid voider an example may be useful there ( you can see other platform people post on the thread to have wider sample for opinion that your own ships ) :
complex3collectorship.jpg
complex3collectorship.jpg (669.3 KiB) Viewed 194 times
credits
meganothing wrote: Sat Jul 25, 2026 12:28 pm What do players who don't reach that stage or the stage of space casinos have to do with this discussion? Nothing.
You said 98% players can't use combinator to make a fluid voider by themselves. We are talking about space casino and quality-making methods. I tried a parralel with something similarly irrelevant lol . It's not because you never did a fluid voider that you can assume most players won't, especially when we are talking about the players that were doing space casino. Those players it's fair to assume since you can see it on almost every guide and tutorial will learn how to make fluid voider instead of space casino. Which is my point, the removal of space casino at this stage i feel leaves the game in a state where "one exploit" has been replaced with "another one", when the first one was much more interesting to build.
Check out my latest mod ! It's noisy !
coffee-factorio
Filter Inserter
Filter Inserter
Posts: 410
Joined: Thu Oct 17, 2024 10:56 pm
Contact:

Re: Version 2.1.7

Post by coffee-factorio »

meganothing wrote: Sat Jul 25, 2026 12:28 pm
mmmPI wrote: Fri Jul 24, 2026 6:25 pm
meganothing wrote: Fri Jul 24, 2026 3:06 pm
mmmPI wrote: Thu Jul 23, 2026 4:32 pm 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.
The complexity of finding out how to throw away things is already part of the platform puzzle. I.e. to make a non-clogging spaceship most (or all) players already have to add at least a belt to drop asteroids of the ship.
So once a player attempts a space casino this doesn't add any complexity to the design challenge. It adds some more rather trivial work, sure, but it doesn't add challenge unless the player also tries to create a minimal design.
Haha that's funny, after your claim that 98% players can't use combinators to void fluid, now most players can trivially start doing quality on their platform, with no additionnal challenge compared to a regular platform x). That's not helping your argument because that appears fairly inconsistent to me, and also with observation of what players do and facts, you don't need to drop anything from your spaceship if you don't do quality, you can just filter the asteroid collector and never mess with reprocesssing. But stats shows most players don't even reach that stage of the game lol.
What can be done and what many players will do is quite different. All the interplanetary spaceships I have currently built have a drop belt. I would assume using a drop belt makes it easier to design a small spaceship for reaching the first planets because you need less asteroid collectors when they are unfiltered. Anyway, some will choose one, some the other design. Even if they don't have a drop spot though I don't see those be stumped at the "complexity" of making one after having done belt design for all of early game.

What do players who don't reach that stage or the stage of space casinos have to do with this discussion? Nothing.
Screenshot 2026-07-25 184302.png
Screenshot 2026-07-25 184302.png (1.28 MiB) Viewed 107 times
The developers considered voiding with a drop belt to be such a necessary skill it's packaged in the games tutorials.

Controlling the asteroid collectors with filters is a more advanced skill, particularly since you still have to deal with material imbalances coming off advanced processing that won't be addressed by correctly filling a buffer with rocks. You'll need to void those, but that lends credence to the idea that rerolling requires skills that are acquired at normal quality. Since this lifts a speed limit imposed by the normal quality fuel/oxidizer recipes on platforms, not to mention gives you countably infinite copper and iron ores.

That could be all, but the reality is that someone also has to complete Gleba and Fulgora to really see a need to use rare+ items. Not to mention unlock the plus part of that statement. You can drive a reroller to give you iron as early as Vulcanus, but completing it requires completing those two planets and knowing how to solve puzzles that are more complex.
mmmPI
Smart Inserter
Smart Inserter
Posts: 5208
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Version 2.1.7

Post by mmmPI »

coffee-factorio wrote: Sun Jul 26, 2026 1:22 am The developers considered voiding with a drop belt to be such a necessary skill it's packaged in the games tutorials.
Necessary for what ? duuuuh Anyway that's not how it works, look devs also put tutorials for power switch. Following your reasonning it would means that using power switch is such a necessary skill ? :lol: No ! Plenty of other things are explained because they are in the game despite not being strictly required for anything. There are plenty platform without a drop-belt on the thread i linked in credits where you also posted yours, i thought you would have had the opportunity to realize for yourself , take some inspiration or learn new ideas to try and refine your own platforms ! There are different methods for this from the simplest elegance to the most bizarre spaggethi :)
coffee-factorio wrote: Sun Jul 26, 2026 1:22 am Controlling the asteroid collectors with filters is a more advanced skill, particularly since you still have to deal with material imbalances coming off advanced processing that won't be addressed by correctly filling a buffer with rocks.
I didn't explain the picture that was posted, maybe it's the source of the confusion, you may have not noticed but in the simple version you don't need to "control" the filter, you need to set them once, they won't change they are static, you don't need to use the advanced asteroid processing either to make a spaceship. That is even quite counter productive if you are going for simplicity :lol:

I believe this is the same kind of subjective arguments where because of your particular playstyle you may have overcomplicated things for yourself, missing some straightforward solution sometimes judging by your platforms but i believe it's fairly clear for players that there is a gradual increase in complexity between regular static platform, which you start with to learn stuff, then basic space ship that moves in quite safe space, then spaceship that require rockets to shoot down huge asteroids, and then it was more complex when you added quality module to them. Part of it is linear research, but not quality. Now in any case, you can sidestep all this "complexity" by just launching the ammo from Nauvis. EXCEPT for the space casino part :).

Space Casino you couldn't just side step the need to deal with all the non-stackable quality byproduct without robots nor chest for buffer. This is objective. No matter if your experience level makes it obvious or not. You need a rationnal argument here.

It was much more impressive and satisfying to me than a couple single product upcycler, LDS shuffle and fluid voider. This is subjective. I understand someone who could have a different opinion there x)
Check out my latest mod ! It's noisy !
Post Reply

Return to “Releases”