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Re: Version 2.1.7

Posted: Tue Jun 23, 2026 8:33 pm
by Darkmatterx76
Newer player here.

I don't know if both of these have been brought up, but I'm sure the underground pipe one has been.

I was sad to see that quality still doesn't extend the range of underground pipes.

The other is that I truly beg for grass/ground to slowly heal after you destroy a biter base. The ugly scar staying forever sucks. :(

If I was to think of anything else it would be wanting long range electric poles to extend further then they currently do due to quality. The long range poles aren't all that long range.

Thanks for reading!

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:26 pm
by y.petremann
i would like to up about two thing I think would be interesting:
  • Improve Wire Rendering The idea is that wire would get rendered by shader instead of squeezing a sprite (which in a case where wire are straight make them strictly one pixel large)
  • Setting Parent Body for a SpaceLocation This would permit to optionnaly set a parent body so we could add moons and other planetary system without adding orbit sprite, it could also make space connection behave correctly around the parent body

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:30 pm
by raiguard
vemusa wrote: Tue Jun 23, 2026 3:51 pm
Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.
I hate this change. In my opinion, it caused too much collateral damage just to fix a minor issue.
One collateral damage it caused is that it's no longer possible to use dynamic fluid pipe setup with filtered input-output ports, even if the setup does not rely on the bug it intend to fix.
Another collateral damage is:
Sleepy86 wrote: Tue Jun 23, 2026 1:45 pm Since the update my EM plants making science on Fulgora (previously slowly ~60spm) now don't hold on to the holmium solution being piped in. So if there isn't enough holmium solution to craft a science pack straight away then it slowly drains out back into the fluid system (for the holmium plate foundry to gobble up).

Any mod to revert this change?
The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.

You can use a pump to restore the EM plant's ability to "suck" fluids.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:37 pm
by BitMapper
You guys are the best. Sooo many awesome changes!

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:38 pm
by Hares
Darkmatterx76 wrote: Tue Jun 23, 2026 8:33 pm I was sad to see that quality still doesn't extend the range of underground pipes.
That's technically complex task actually since you need to respect the mixed quality pipe connection which would be different for left and right pipes.
The other is that I truly beg for grass/ground to slowly heal after you destroy a biter base. The ugly scar staying forever sucks. :(
You can apply any paving and then remove it, that would remove creep.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:45 pm
by Hares
raiguard wrote: Tue Jun 23, 2026 9:30 pm
The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.

You can use a pump to restore the EM plant's ability to "suck" fluids.
From what I understanded, the OP states he did not used bidirectionality of I/O ports, just bidirectionality of the pipeline.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:54 pm
by Darkmatterx76
Hares wrote: Tue Jun 23, 2026 9:38 pm
Darkmatterx76 wrote: Tue Jun 23, 2026 8:33 pm
The other is that I truly beg for grass/ground to slowly heal after you destroy a biter base. The ugly scar staying forever sucks. :(
You can apply any paving and then remove it, that would remove creep.
I actually tried that and it didn't remove it. I can try again, but I know I covered it with either concrete or refined concrete.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 9:57 pm
by Hares
Darkmatterx76 wrote: Tue Jun 23, 2026 9:54 pm ...
I definitely remember it receding after some actions. Maybe build an assembler nearby, or smth like that.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 10:08 pm
by minno
baberg wrote: Tue Jun 23, 2026 12:46 pm A few months ago, Kovarex mentioned the possibility of new achievements and a 100% achievement. Is that still coming? I intended to do a 100% single-map run in 2.1 and was looking forward to new complications.

viewtopic.php?p=669490#p669490
I was also looking forward to this. I guess if they say that no new achievements are planned for 2.1 I'll just do the 100% run now, manually.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 10:39 pm
by Stargateur
minno wrote: Tue Jun 23, 2026 10:08 pm
baberg wrote: Tue Jun 23, 2026 12:46 pm A few months ago, Kovarex mentioned the possibility of new achievements and a 100% achievement. Is that still coming? I intended to do a 100% single-map run in 2.1 and was looking forward to new complications.

viewtopic.php?p=669490#p669490
I was also looking forward to this. I guess if they say that no new achievements are planned for 2.1 I'll just do the 100% run now, manually.
Maybe to avoid spoil the new achievement in the experimental they didn't include them yet.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 11:50 pm
by gridstop
raiguard wrote: Tue Jun 23, 2026 9:30 pm The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.

You can use a pump to restore the EM plant's ability to "suck" fluids.
The fluid boxes on EM plants not being a 'sink' causes really unintuitive behavior, imo.

When the input fluids get low feeding an EM plant, for example, all these are fed by a tank full of 1K fluid:

When making Electrolyte, the heavy oil and holmium will fill to ~8.4/10 and cannot craft without a pump forcing liquid in.
When making Superconductors, the light oil will fill to 17/5 and will craft.
When making Supercapacitors, the Electrolyte will fill to 17/10 and will craft.
When making Science, the electrolyte and holmium will fill to ~8.5/25 and cannot craft without a pump forcing liquid in.

So when there are two separate fluids it looks like each one gets a 200 unit buffer and when it's a single pass-through fluid it gets a 400 unit buffer. So they fill to different amounts and it affects whether the machine can get enough for a craft. Also, doesn't really explain why the two modes that aren't passthrough also use the passthrough pipe behavior?


Also please consider a way to silence the mixed fluid alarm for a machine because all my circuit-controlled crafters switch liquids frequently and cause constant global nuisance alarms while they're loading the correct fluids.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 11:51 pm
by bmenrigh
I thought the hazard concrete recycling change was going to be more of an issue but I was able to easily convert over to building and recycling Cargo Landing Pads. Scrap produces and excess of steel plates and blue chips so I skimmed some of the excess to void all the concrete.

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 12:13 am
by Omnifarious
I have a Pop_OS! 22.04 system, and it still has glibc 2.35. So Space Age won't launch on my system.

I was able to go through some contortions involving podman and a debian:12 container and get it to work, sort of. The graphics are really slow though because the nvidia drivers won't work properly inside the container.

Are you absolutely sure you need glibc 2.36?

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 12:20 am
by GregoriusT
Omnifarious wrote: Wed Jun 24, 2026 12:13 am I have a Pop_OS! 22.04 system, and it still has glibc 2.35. So Space Age won't launch on my system.

I was able to go through some contortions involving podman and a debian:12 container and get it to work, sort of. The graphics are really slow though because the nvidia drivers won't work properly inside the container.

Are you absolutely sure you need glibc 2.36?
Oh damnit, i just checked if factorio actually launches and it DOESN'T FOR ME EITHER... (same reason but different distro...)

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 12:24 am
by Ralt
It looks amazing but why aren't you deleting LDS shuffle?

I find it so incoherent to delete casinos and leave the shuffle. Apparently quality is "hardcoded" and so we cannot even overhaul it ourselves with mods? If the entire point of 2.1 was "rounding rough edges" it feels like the opposite was achieved here.

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 12:39 am
by Prommah
Omnifarious wrote: Wed Jun 24, 2026 12:13 am I have a Pop_OS! 22.04 system, and it still has glibc 2.35. So Space Age won't launch on my system.

I was able to go through some contortions involving podman and a debian:12 container and get it to work, sort of. The graphics are really slow though because the nvidia drivers won't work properly inside the container.

Are you absolutely sure you need glibc 2.36?
They explained here: viewtopic.php?p=695277#p695277

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 12:52 am
by GregoriusT
Gah, I will have to reinstall my entire OS to be able to update...

This is the second game that locked itself out of my system by updating to a graphics library version that i cannot update to...

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 1:02 am
by mtfreitasf
Congratulations for the game and thanks for all the hard work! It is awesome! I was already playing before and updated to this version and everything seems ok. The only thing I can't find is: [space-age] Added ruins and decoratives to Fulgora oil sands. The other graphics changes (Vulcanus demolisher and rocks, Gleba stromatolites) are there. I even went to ungenerated chunks but wasn't able to find them. What should I do? Thank you and best regards.

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 1:47 am
by Stargateur
Updated to SDL 3.
That amazing.

Re: Version 2.1.7

Posted: Wed Jun 24, 2026 2:22 am
by malventano
bmenrigh wrote: Tue Jun 23, 2026 11:51 pm I thought the hazard concrete recycling change was going to be more of an issue but I was able to easily convert over to building and recycling Cargo Landing Pads. Scrap produces and excess of steel plates and blue chips so I skimmed some of the excess to void all the concrete.
Shhhh! They will hear you and nerf that next.