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Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:42 am
by Hurkyl
radical_larry wrote: Tue Jun 23, 2026 10:33 am
mrbaggins wrote: Tue Jun 23, 2026 10:30 am
They basically locked everyone at 10 levels of research, no? I don't think this hurts as many ships as you think.
5 levels for the basic crushing recipe, 10 for the advanced one. If you consider productivity modules it's even less.
11 for basic crushing.
Old numbers, with 160% productivity each crafting cycle consumes 0.48 chunks for 52 ore, so ~108 ore per chunk.
New numbers, with 300% productivity each crafting cycle averages 0.7 chunks for 80 ore, so ~114 ore per chunk.
(specific numbers for metallic, but the ratio is the same for the other asteroids)
Edit: and note that this is a buff for when you don't have productivity. With 0% productivity, you get 25 ore per chunk with the old numbers, but ~28.6 with the new numbers.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:45 am
by tjgatward@gmail.com
Thanks for the great work, Wube.
I think the notes relating to lane dropping for inserts and miners are missing. Have they been pulled or is it an oversight on the notes?
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:51 am
by FlyNeko
Added patrol support to spidertrons.
How does it work?
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:52 am
by Eulenberg
Hurkyl wrote: Tue Jun 23, 2026 10:42 am
radical_larry wrote: Tue Jun 23, 2026 10:33 am
mrbaggins wrote: Tue Jun 23, 2026 10:30 am
They basically locked everyone at 10 levels of research, no? I don't think this hurts as many ships as you think.
5 levels for the basic crushing recipe, 10 for the advanced one. If you consider productivity modules it's even less.
11 for basic crushing.
Old numbers, with 160% productivity each crafting cycle consumes 0.48 chunks for 52 ore, so ~108 ore per chunk.
New numbers, with 300% productivity each crafting cycle averages 0.7 chunks for 80 ore, so ~114 ore per chunk.
(specific numbers for metallic, but the ratio is the same for the other asteroids)

- 06-23-2026, 12-52-03.png (1.74 MiB) Viewed 1867 times
Asteroid returns do not scale with prod atm, dudo if thats a bug
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:52 am
by SteveofDoom
Thanks for the amazing work, the new features and QoL are great.
I have one small suggestion, the underground pipes can now be connected to the circuit network but underground belts still cannot. I would really appreciate the ability to connect underground belts to circuit networks, it would help a lot on space platforms.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:53 am
by boskid
tjgatward@gmail.com wrote: Tue Jun 23, 2026 10:45 am
I think the notes relating to lane dropping for inserts and miners are missing. Have they been pulled or is it an oversight on the notes?
Second line from the top.
FlyNeko wrote: Tue Jun 23, 2026 10:51 am
Added patrol support to spidertrons.
How does it work?
If you queue a point that is near one of the previously queued points, it creates a path loop.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:56 am
by Rseding91
Eulenberg wrote: Tue Jun 23, 2026 10:52 am
Asteroid returns do not scale with prod atm, dudo if thats a bug
It is not. That's explicitly what the changelog is referring to. The *ore* returned still scales with productivity but the catalyst does not.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 10:59 am
by SolTom
Added a button to Factoriopedia to hide unresearched content.
Thanks a lot. This was a very much needed feature for those of us who didn't want to get spoiled by using the Factoriopedia.
The only problem is that it doesn't seem to remember it's state if I restart the game and it's on "Show unresearched" by default. If it's easy enough, it would be very nice to have it saved as a setting somehow and so it's hiding the unresearched stuff by default.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:01 am
by Hares
Please, PLEASE, make it so typing E in the numeric input box closes the GUI as in 1.1! Scientific notation is almost never useable in Factorio (unlike 10k which is used a lot).
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:01 am
by Tertius
Subtle changes...
Sanqui wrote: Tue Jun 23, 2026 9:43 am
- Shotguns no longer slow the player when shooting.
Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.
- Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Made rocket silo's rocket inventory size dynamic, so it is only weight-restricted.
Allowed planting trees on Nauvis sand tiles.
Shotgun buff.
Quality concrete yield buff.
Nerf for "keeping your hands clean" exploit (no blocking of nests any more)
Nerf for rocket silo being misused as large container.
Nauvis will be greener.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:05 am
by Hurkyl
Tertius wrote: Tue Jun 23, 2026 11:01 am
Subtle changes...
Sanqui wrote: Tue Jun 23, 2026 9:43 am
- Shotguns no longer slow the player when shooting.
Changed hazard concrete and refined hazard concrete to recycle into the recipe ingredients of concrete/refined concrete.
- Biter/spitter spawners will emit a cloud of damaging acid if they are blocked from spawning units.
Made rocket silo's rocket inventory size dynamic, so it is only weight-restricted.
Allowed planting trees on Nauvis sand tiles.
Shotgun buff.
Quality concrete yield buff.
Nerf for "keeping your hands clean" exploit (no blocking of nests any more)
Nerf for rocket silo exploit as being used as large container.
Nauvis will be greener.
Huh. I caught the fact this is a
nerf to easy voiding of concrete on Fulgura, but I missed the application to better quality.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:05 am
by Wenihal
Pumps perfectly parallel to train tracks do not connect with fluid tanker. There has to by some curve.

- 06-23-2026, 13-04-15.png (1.81 MiB) Viewed 1714 times
Not sure if this is a bug or intended, but I was hopping to slim-down my fluid stations.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:06 am
by radical_larry
Hares wrote: Tue Jun 23, 2026 11:01 am
Please, PLEASE, make it so typing E in the numeric input box closes the GUI as in 1.1! Scientific notation is almost never useable in Factorio (unlike 10k which is used a lot).
+1, and send whoever thought of doing that to Gleba without any supplies
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:22 am
by Rseding91
There has long been a hidden setting to disable entering “smart” numbers in input fields. It disables it entirely but really it’s not a big deal to press 0 a few times vs pressing k.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:36 am
by Walkman100
Hares wrote: Tue Jun 23, 2026 11:01 am
Please, PLEASE, make it so typing E in the numeric input box closes the GUI as in 1.1! Scientific notation is almost never useable in Factorio (unlike 10k which is used a lot).
I use a mouse key (MB4) as my inventory/confirm key, it works great, i.e. confirm while typing works
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:41 am
by Hares
Rseding91 wrote: Tue Jun 23, 2026 11:22 am
There has long been a hidden setting to disable entering “smart” numbers in input fields. It disables it entirely but really it’s not a big deal to press 0 a few times vs pressing k.
Yeah, i know about it, but the one poor decision causes the entire cool and useful feature to be disabled. I personally bound Ctrl+E as confirm, but the muscle memory still procks quite often, and Ctrl+E is not that easy to press. M4/M5, as suggested above, is not an option either because it is used for navigation.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:49 am
by TurningGears
h.q.droid wrote: Tue Jun 23, 2026 10:27 am
Rseding91 wrote: Tue Jun 23, 2026 10:20 am
You can’t do that. You need to delete the current files if you intend to use the zip version in the same folder as simply extracting the zip does not remove any of the old files that should be deleted.
I understand the design with moving the quality mod and all, but it's the first thing lazy people would do. Just deleting the old folder would also delete all saves and configuration file. If unzipping-over can't be done, it deserves a warning in the download page.
I deleted the data folder and re-extracted the zip over and it sorta worked.
Lazy people would just use Steam

Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:54 am
by Eulenberg
h.q.droid wrote: Tue Jun 23, 2026 10:23 am
Sanqui wrote: Tue Jun 23, 2026 9:43 am
Increased asteroid crushing asteroid chunk yield from 20% to 30%.
Increased advanced asteroid crushing asteroid chunk yield from 5% to 10%.
Fixed asteroid chunks were not marked as lossy catalyst.
I think you mean "Fixed asteroid chunks were
now marked as lossy catalyst."
I loaded my 2.0 save and checked. Asteroid chunks in the processing recipes are no longer affected by productivity, completely killing space casino. That was unexpected and doesn't align with the FFF wording!
It's also a huge nerf to *all* space-based production. Most 2.0 spaceships blueprints would stop being self-sufficient due to the max 4x reduction of *all raw materials*, mostly ice.
I suggest an immediate reversion.
Killing space based non-casino type factories was not on the agenda but apparently it was, it was already hard to justify space factories in 2.0, because the devs didn’t find a proper way to make quality mod more interesting and fix its flaws, now everyone has to suffer because that seems to be there view of balance.
Nerfing Casinos was necessary i get that, but locking it behind a the tech was a good compromise in my opinion. I think this is a change that was made in a rush between last FFF and today, due to some people with beta access were suggesting the crushing recipe as a alternative, this is a testament to how bad and rushed the quality decisions of 2.1 are, like leaving LDS in the game etc.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 11:55 am
by TurningGears
SteveofDoom wrote: Tue Jun 23, 2026 10:52 am
Thanks for the amazing work, the new features and QoL are great.
I have one small suggestion, the underground pipes can now be connected to the circuit network but underground belts still cannot. I would really appreciate the ability to connect underground belts to circuit networks, it would help a lot on space platforms.
This would be fantastic, it would help in a lot of automation and is the last thing that is missing from the circuit network for a long time.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:35 pm
by jabbablob
Is it not starting for anyone else on Steam on Linux?