SerhiiS wrote: Mon Jul 20, 2026 5:46 am
You guys are bringing up some conspiracy theories
Nothing remotely related to a conspiracy was mentionned
SerhiiS wrote: Mon Jul 20, 2026 5:46 am
Actually, the removal of Space Casino and LDS Shuffle was discussed over a year ago on Reddit, and the developer made their final decision that both options would be removed in 2.1. YouTubers have nothing to do with it. This was a final and irrevocable decision over a year ago.
That's non sensical imo, you can see LDS shuffle is still here, so your claim is obviously wrong about what is "final and irrevocable". You later proceed to explain yourself reasons for why it is not irrevocable, but "a plan" that necessarily adapts to the situation imo lol. There's no reason to anticipate full stubborness from Wube there i feel, on the contrary, i feel it's just one more step of back and forth in the balancing of the game. What is sure though is that devs are still working on the game, bugs are fixed, and all, current version isn't "final", there may very well be a change in LDS or fluid-voiding, and/or in space casino. It's not like a random player on the internet can let you know "no devs will ever change opinion in the future because there was this discussion last year" x). There are plenty of examples for things devs initially didn't do, only after some more careful reconsiderations and time passing and game evolving.
SerhiiS wrote: Mon Jul 20, 2026 5:46 am
Regarding fluid voiding, it hasn't been discussed as a problem anywhere before.
More likely you missed the discussions. Back in the days devs made it so the steam engine can only consume steam, when before it could use any liquid as input and could be exploited to void oil-byproduct. So there was already a fluid-void exploit that was removed from the game because it was considered a problem and there were renewed discussions about it since SA was released ^^. Maybe it is being discussed more because it gained visibility with youtubers using it more since the removal of space casinos, that's just a theory, not a conspiracy one lol. Some players in this thread already said and demonstrated they were using youtuber blueprint which indicate some truth in the theory to me ^^
SerhiiS wrote: Mon Jul 20, 2026 5:46 am
Personally, I see a problem here. It's solved in the same way as canceling a crafting item: if the factory can't empty the items inside, it doesn't change the recipe. For some reason, this only works with items. I don't see a problem with doing the same with liquids. Naturally, we're talking about automatic recipe changes. In a manual version, the items from the assembler will fall into your inventary, and the liquid will be destroyed. We're focusing on automatic fluid voiding here.
Also, if a game designer believes that automatic fluid voiding should be implemented, they should simply add a special building, for example, one that can be placed like an offshore pump, but instead of produces fluids, it draining it back in. Such buildings have long been available in the Bob Angel and Pianadon mods.
That's the point, you can see a problem, something that was already removed from the game, that made it back in 2.0, probably not from an intent, but as indirect consequence, and that is now in 2.1+ more visibly discussed because it has become optimal in more situations to make stone, where you could use legendary calcite from space before. If that isn't a hint about how the current version isn't final i'm not sure what would be x). And if such indirect and unexpected consequences sneaking in are what leads to further balance change, who knows what may happen with space casino .... Only fools never change their minds, sometimes you gotta come with a new plan
meganothing wrote: Wed Jul 22, 2026 4:21 pm
I've read posts here where people said they don't use circuits at all because they are too complicated for them. A combinator is quite complex and I still have to consult the wiki whenever I need to understand each, anything and everything.
But even if most players do use circuits, how many of them will have ever used them with a feedback loop or to set recipes dynamically? That is, irrespective of number of combinators you need, a step above their simply usage, for example to compare two numbers statically.
Compare that to a space casino that needs to be built without robots. Duh, Factorio players have to build without robots for the first hours of a game anyway. Working without chests does not complicate the design, a single belt is just a chest with minimal storage.
That makes no sense to me. You think fluid voiding is harder than space casino because fluid voiding uses 1 combinator ? have you ever seen an actual space casino ? I can assure you the logic is much more complex usually x). And it's easy enough to make a fluid voiding machine without combinator, just put an item on a circular belt loop to remove all recipe periodically, you don't even need a feedback loop unlike for space casino and all the byproducts.
I feel it's also irrelevant to mention "building the platform without robots", the part where the robots are useful is for routing the different material , logistic bots, on the space platform things builds themselves from the start as if you had construction bots. And for that part having chests is making every quality design easier, because it's what allows you on planets to handle the temporary divergence in the ratio of quality byproduct, whereas on space platform you have to handle non-stacking asteroids on belts, you can't use robots and rely on the safety of a full chest of buffer before things risk clogging. I have read post of players that never used space casino and were arguing about how they think it is based on what they saw on youtube or tutorials, when it's presented as "easy" so they repeat it, but then when you go in details with what they think is the not-so-easy-part otherwise in recycler loop that is not a space casino, one often realize they will refer to the same thing that also is present in space casino, namely the need to handle the various quality byproducts here made worse as one can't just "add more chests for robots to store stuff" like in Fulgora. x)
meganothing wrote: Wed Jul 22, 2026 4:21 pm
Which will mean that players may find the space casino still fun to build (if it is the fun of designing they seek and not the "fun" of yield), but it would not be the end. In time they might look for specialized methods that only produce specific items or materials in legendary quality, but faster. If some of them are better done on specific planets that also means they have to be transported. All in all more to do, more to organize, in a positive sense.
No you don't get it, the remaining ways you can use asteroids to get legendary materials are no longer specialized, they are now to be upcycled similar as ore. You can no longer design the interesting kind of space casino because the crusher no longer accept the quality modules for the receipe that was mainly used, and because the research doesn't apply on the other receipe one could only use with a lot of research.
meganothing wrote: Wed Jul 22, 2026 4:21 pm
I feel the options that are "optimal" currently for quality are "less challenging" than a space casino, it's LDS shuffle, and sometimes fluid voiding , and recycling iron chest or underground pipes. and i'm saying that beyond my personnal preferences, i'm seeing what is being now proposed on tutorial and guides. You don't have to follow them, like you didn't have to do a space casino. I feel they are also "exploitish" even if the yield is lower, to me it still feels like there is something left to do.
That's what i wrote the first time, not sure why you'd quote it again, it's the TL DR plain and simple that to me you appear to contradict just before quoting it again. Currently, the optimal options are "exploitish" like LDS shuffling and fluid voiding. If you don't trust me to say what is optimal, because not every player is qualified, just look at what players that makes live blueprint in front of large and numerous crowd of nitpicker are doing. Surely if most of them show some kind of LDS shuffling and fluid voiding instead of space casino as they used to show before, it goes beyond my simple opinion that current state of the game leads to such "optimals" ( even if there are different specialized strategy that you think is more fun or better) AND the fun and specialized space casino part is no longer buildable, not even at a low yield, it's just gone, what i think was fun not because it was optimal but due to the building process. So i'm imagining situations where it's handled differently, where you have still have the possibility to make such machines if that is your fun, but it's limited to a point where it's not breaking the devs intent about the yield maybe with different receipes for the late game , or a different interaction with research, something that let players builds those machines if they want to i feel would benefit the game.
GregoriusT wrote: Thu Jul 23, 2026 6:50 am
CheeseMcBurger wrote: Thu Jul 23, 2026 6:21 am
Can we please fix the issue where inserters can overload a belt causing it to get stuck? It's just not fun counting items and controlling inserters on every second bigger construction. It's a genuinely awful experience that doesn't align with the idea behind Factorio, where belts are to move items around!
wait are you talking about a belt circle of sorts? Like when doing Sushi? If so try placing ONE singular belt of a lower tier into the circle, that way this will never happen. Best spot to place it is just before the area were you start to put most things onto the belt.
Sounds like a good gameplay help tip; Maybe one has a habit of side loading or using splitters improperly in circular loop ^^, i'd be curious to see a pictures of such inserter controlled construction to avoid the circular belt getting stuck. That sound like the fun you have to do in space casino, and the risk you want to avoid with some mechanical magic, i'm missing those in the game, are you somewhat on Gleba ? ^^