Friday Facts #442 - Flip, Flow, and Fresh Paint

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yngndrw
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by yngndrw »

Tertius wrote: Mon Jun 22, 2026 11:34 am
zwickau wrote: Mon Jun 22, 2026 8:48 am I'd be PISSED if I had built a space casino and it'd all just need to get deconstructed.
The game had many breaking changes von 1.1 to 2.0 where old build simply didn't apply any more, and we (ok: I) were able to survive.

- Different railway curve radius: required to redo all railway blueprints
- New fluid mechanics: completely different fluid flow, redo all blueprints containing fluids
- vastly improved productivity: sophisticated railway setup and long trains no longer needed
- different smelter concept: no longer required to maintain huge smelter arrays and broad main buses
The difference is that 1.1 to 2.0 is a major version change, you'd expect breaking changes.

2.0 to 2.1 is a minor version change, you would not expect breaking changes.

It's also especially annoying that 2.1 deletes the offending quality modules, rather than disabling the buildings.
Jap2.0
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Jap2.0 »

yngndrw wrote: Fri Jun 26, 2026 4:44 pm The difference is that 1.1 to 2.0 is a major version change, you'd expect breaking changes.

2.0 to 2.1 is a minor version change, you would not expect breaking changes.

It's also especially annoying that 2.1 deletes the offending quality modules, rather than disabling the buildings.
0.X versions have always been fair game for breaking changes in Factorio (video games rarely follow semver), though I realize that may be surprising if you haven't followed development for a while.
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Tertius
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Tertius »

Jap2.0 wrote: Fri Jun 26, 2026 6:48 pm 0.X versions have always been fair game for breaking changes in Factorio (video games rarely follow semver), though I realize that may be surprising if you haven't followed development for a while.
If you play with common sense and don't min/max too much up to exploit level, the 2.1 update will not be surprising. However, there was one thing that surprised me: the recycling change of hazard concrete. But this is balanced, we got a better upcycling ratio for concrete, while we need more recyclers to actually recycle. Didn't upgrade my main map yet to 2.1 but just my sandbox, but as far as I see voiding could now be achieved by crafting/recycling cargo landing pads.
kitters
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by kitters »

I got it right, you can't change the side of a belt an inserter put items on, you can only mirror and rotate it?
Am I right that there is no way to do so a recycler puts items on either of outer sides, and anyway it puts only on one of the inner sides?
Chrisdasdasd
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Chrisdasdasd »

Why you didn’t make it so flipping inserter also switched between near and far lanes of perpendicular belts.
Half implemented feature again I guess? :roll:
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Hurkyl »

Chrisdasdasd wrote: Fri Jul 03, 2026 3:20 pm Why you didn’t make it so flipping inserter also switched between near and far lanes of perpendicular belts.
Half implemented feature again I guess? :roll:
Because that isn't a flip of the inserter? In fact, it would directly undo the very thing -- it being safe to flip blueprints -- that the change was meant to achieve.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Chrisdasdasd »

Yes, I've seen that as well. Still hate how far drop is the only option you have. Make it choice, near - far - both :?
Actually lets go crazy and do the same option choices for inserter pickups! 8-)
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by LongShot338 »

RocketManChronicles wrote: Fri Jun 12, 2026 12:32 pm Getting rid of the "Space Casino" is the best thing to see here. I always viewed it as a cheaty exploit and refused to ever do it.

The increase of quality trains is a welcome addition.

But man, I am still waiting to see graphical improvements for the Assembling Machines and the Refinery....

I have 24,000 hours in this game so far, and have been really happy with the devs working on such a quality game. Thank you for so many years worth of my time enjoying your vision.
You haven't played factorio for 24k hours, That's 12 hours a day for 5.5 years, no one has the little of a life. You obviously leave your factory running 24/7 and that is WAY WAY more cheaty than building a space casino ever could be. It's also easy to understand why you wouldn't find the current quality mechanic boring if it's upcycling while you're asleep and at work.
All my playtime is actual playtime and I have just over 500 hours. I'm the average factorio player and chasing upcycling just isn't worth it. I've already beaten the game so why would I tediously go for legendary things I really don't need. On the other hand I had a lot of fun designing a space casino and once I have legendary stuff I figured what the hell, may as well use it to push my science higher. As an average player I got a lot more of the game than I would have if it wasn't an option.

Here's an idea, they should add something that kicks players out to the main menu after 15 minutes of inactivity. Don't worry, you could mod it back in.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by SerhiiS »

Guys, just turn on this mod. Consider it a hidden setting from the developers to bring back the "space casino."
https://mods.factorio.com/mod/bring-back-space-casino

There's no point in discussing this. The developers wanted to do this over a year ago and discussed it on the Megabase Discord server. And now they've officially announced it. In reality, everything was decided over a year ago.
https://www.reddit.com/r/factorio/comme ... erf_in_21/
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