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Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:36 pm
by radical_larry
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.
Where is that setting? I guess it's a compromise, but I still don't think it's a good idea to hijack the 'e' key like that.
jabbablob wrote: Tue Jun 23, 2026 12:35 pm
Is it not starting for anyone else on Steam on Linux?
Yes, I had to manually delete the base mods and let steam verify file integrity. After redownloading it works.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:41 pm
by Amarula
Rseding91 wrote: Tue Jun 23, 2026 10:20 am
h.q.droid wrote: Tue Jun 23, 2026 10:07 am
I decompressed it over 2.0.77. It failed to start: "Failed to load mods: __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)".
I'm on Linux. I think it's a leftover file causing trouble or something.
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.
It would be really helpful if the download page had a warning that you need to remove the old version before installing the new, and I am guessing this is why the automatic update was disabled.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:45 pm
by Prommah
jabbablob wrote: Tue Jun 23, 2026 12:35 pm
Is it not starting for anyone else on Steam on Linux?
Yep:
viewtopic.php?t=134100
EDIT: and
viewtopic.php?t=134112
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:46 pm
by baberg
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
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:47 pm
by Erfar
So you unreasonably nerfed concrete recycling (It should really take 1/10th of time it took now)
And have not added quality mixing
It is impressive how developers doesn't want to make Quality fun to work with.
Like really whole quality is now just "ignore mechanics exist untill you get to legendary quality" and all inbetween steps just full of misery
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:48 pm
by Zijkhal
![Space Age [space-age]](./images/smilies/factorio/space-age.png)
Increased asteroid crushing asteroid chunk yield from 20% to 30%.
With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total of 1.2 asteroid chunks gained for every asteroid chunk used.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 12:57 pm
by robot256
Zijkhal wrote: Tue Jun 23, 2026 12:48 pm
![Space Age [space-age]](./images/smilies/factorio/space-age.png)
Increased asteroid crushing asteroid chunk yield from 20% to 30%.
With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total of 1.2 asteroid chunks gained for every asteroid chunk used.
It's been said in this thread or the FFF thread several times that the asteroid chunk itself is not multiplied by productivity. It is marked as a "catalyst" in the recipe. This means that you can continue getting resources out of the same chunk for several cycles before it is consumed, but never get more chunks than you started with.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:02 pm
by Zijkhal
robot256 wrote: Tue Jun 23, 2026 12:57 pm
Zijkhal wrote: Tue Jun 23, 2026 12:48 pm
![Space Age [space-age]](./images/smilies/factorio/space-age.png)
Increased asteroid crushing asteroid chunk yield from 20% to 30%.
With maximum Asteroid Productivity research (300% productivity), wouldn't this result in infinite resources for free? Four products per crafting cycle, each with 30% chance to give the asteroid chunk back, for a total of 1.2 asteroid chunks gained for every asteroid chunk used.
It's been said in this thread or the FFF thread several times that the asteroid chunk itself is not multiplied by productivity. It is marked as a "catalyst" in the recipe. This means that you can continue getting resources out of the same chunk for several cycles before it is consumed, but never get more chunks than you started with.
I see, I must have missed that. Thanks for the correction.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:03 pm
by j_matya
Is the inserter flipping be supposed to be working when holding the inserter in the hand?
update: yes it works. PEBKAC. Try "h"

Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:06 pm
by Hurkyl
Erfar wrote: Tue Jun 23, 2026 12:47 pm
So you unreasonably nerfed concrete recycling (It should really take 1/10th of time it took now)
...
The craft-recycle loop with hazard concrete we have now can grind 32 concrete per second into 8 concrete per second with a single (common, unmoduled) recycler and an assembler 3 running part time, and you think recycling should run 10 times faster than that?!?!
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:15 pm
by TheSmiddy
Quality modules that were in asteroid crushers were just straight up deleted on my save. I was expecting them to be transferred to the hub or spilt onto the ground if couldn't fit.
So make sure if you update to 2.1 you remove your quality modules from your space casinos prior to updating!
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:22 pm
by radical_larry
Hurkyl wrote: Tue Jun 23, 2026 1:06 pm
The craft-recycle loop with hazard concrete we have now can grind 32 concrete per second into 8 concrete per second with a single (common, unmoduled) recycler and an assembler 3 running part time, and you think recycling should run 10 times faster than that?!?!
The recycling time for recipes like concrete aren't calculated correctly. They only use the base crafting time, and since concrete is made in batches of 10, the recycling time is 10 times longer than it should be, per item, compared to items with recipes that only output a single item.
Wube first doubled down on that by closing bug reports as not bugs and now tripled down on it by also making hazard concrete as annoying to recycle.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:37 pm
by waterBear
Does anyone know the hotkey to change which side of the belt a recycler outputs on? They changed the default side apparently (at least in some cases) and it has deadlocked some of my designs.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:39 pm
by wizcreations
Too short, didn't read. Please give me more Friday Facts

Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:39 pm
by Hurkyl
radical_larry wrote: Tue Jun 23, 2026 1:22 pm
Hurkyl wrote: Tue Jun 23, 2026 1:06 pm
The craft-recycle loop with hazard concrete we have now can grind 32 concrete per second into 8 concrete per second with a single (common, unmoduled) recycler and an assembler 3 running part time, and you think recycling should run 10 times faster than that?!?!
The recycling time for recipes like concrete aren't calculated correctly. They only use the base crafting time, and since concrete is made in batches of 10, the recycling time is 10 times longer than it should be, per item, compared to items with recipes that only output a single item.
Wube first doubled down on that by closing bug reports as not bugs and now tripled down on it by also making hazard concrete as annoying to recycle.
Huh. I had convinced myself that at some point I verified recyclers did adjust for number of products, but I guess not. And they positively asserted 'working as intended on the 15th.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:45 pm
by Sleepy86
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).
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 1:46 pm
by momumi
Patch notes don't mention that railgun shooting speed got a significant buff from:
viewtopic.php?p=689876#p689876
After loading in my mega base with level 22 railgun shooting speed researched, lots of my platforms start exploding, lol
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 2:06 pm
by Loewchen
momumi wrote: Tue Jun 23, 2026 1:46 pm
Patch notes don't mention that railgun shooting speed got a significant buff
It's a bugfix:
Fixed that turret shooting speed didn't work at higher speeds depending on the turret animations.
Re: Version 2.1.7
Posted: Tue Jun 23, 2026 2:13 pm
by Eiermann
So far, everything has been working just fine. I had a few minor issues with circuit networks no longer working, but overall they were easy to fix. The Space Casino has already been deconstructed—it was a broken mechanic anyway.
I am a bit disappointed with the research automation, though. We can't read the currently active research, which makes it difficult to implement any advanced logic for the research lab. On top of that, each research can only have a single condition, forcing us to build almost all of the logic externally using combinators.
I was hoping for something closer to what this mod provides:
https://mods.factorio.com/mod/research- ... rom=search
Edit
Added fluidbox_index to simple coal liquefaction in the same way basic oil processing has.
This little change killed my vulcanus base.

Re: Version 2.1.7
Posted: Tue Jun 23, 2026 2:13 pm
by Walterin0
Can we revisit the hazard concrete change? Seems an odd one to pick out as something worth changing, considering all it does is require you to stamp down more recyclers. Doesn't serve to make gameplay more interesting or balanced either. Otherwise, good stuff!