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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
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.