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Re: Version 2.1.7

Posted: Tue Jun 23, 2026 2:17 pm
by Alendo
Can't wait to get back home to try this out! :o

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 2:23 pm
by waterBear
Alendo wrote: Tue Jun 23, 2026 2:17 pm Can't wait to get back home to try this out! :o
It's pretty great.

There are some small breaking changes. Certain recipes on the refinery no longer output the way they used to. The recycler outputs to a different lane of belts, depending on how it's oriented. I'm sure there are other things.

But seeing the planets and being able to auto-queue infinite mining prod is already worth the price of admission.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 2:59 pm
by zergologist
Just a consistency thing that I'd like to see fixed, the calcite icons used in the simple coal liquefaction and acid neutralization are still the old recolored uranium ore chunks instead of the new calcite chunks. The other recipes that use calcite in their icons use the updated sprites, just those two are still using the old calcite.
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Re: Version 2.1.7

Posted: Tue Jun 23, 2026 3:07 pm
by Duck986
Mod that reverts hazard concrete recycling nerf in 3... 2... 1...

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 3:15 pm
by j_matya
waterBear wrote: Tue Jun 23, 2026 1:37 pm 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.
I used "h" for flipping horizontal.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 3:21 pm
by FutureSpec
Is there any hint of a chance of getting new achievements with 2.1? Earlier one of the devs had talked about wanting to add some but no mention in this changelog :-(

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 3:27 pm
by sarge945
Absolutely loving the new update so far!

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06-24-2026, 01-27-42.png (161.88 KiB) Viewed 620 times
I kind of wish there was a hidden "Force allow incompatible mods" setting so that mod authors can try seeing how things play with experimental updates.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 3:46 pm
by TamTamTam
Nerfing hazard concrete recycling feel a bit like a dick move, no offense. It was a technique that felt really smart to use instead of samey recycling. Also, it was kinda fixing what felt like an oversight of recycling recipes not taking in account amount of items per craft and concrete recycling taking more time than crafting same amount of it. I feel like you should've at least change recycling recipes to account for items per craft if you are nerfing hazard concrete recycling.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 3:51 pm
by vemusa
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?

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:10 pm
by malventano
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)
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
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.
Walterin0 wrote: Tue Jun 23, 2026 2:13 pm 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!
TamTamTam wrote: Tue Jun 23, 2026 3:46 pm Nerfing hazard concrete recycling feel a bit like a dick move, no offense. It was a technique that felt really smart to use instead of samey recycling. Also, it was kinda fixing what felt like an oversight of recycling recipes not taking in account amount of items per craft and concrete recycling taking more time than crafting same amount of it. I feel like you should've at least change recycling recipes to account for items per craft if you are nerfing hazard concrete recycling.
This was previously a fun workaround for the player to discover during gameplay. If the recipe properly accounted for the items per craft, it would at least only be 6.2x as painful instead of the current 62x as painful. If the devs care so much about balancing then they should do it properly instead of stacking a nerf on top of a previously ignored bug/inconsistency.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:21 pm
by Rseding91
vemusa wrote: Tue Jun 23, 2026 3:51 pm Any mod to revert this change?
As an alternative to a mod you can use

Code: Select all

/c game.player.insert("infinity-chest")
and configure it to void items.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:21 pm
by Tias00
Sanqui wrote: Tue Jun 23, 2026 9:43 am [*][space-age] Disallowed scheduling new deliveries to a space platform with all wait conditions fulfilled. (120285)
Love it. Easily the best change this update not announced in FFF, and top 5 when including those <3.

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:22 pm
by Alendo
I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":

0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)

Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:35 pm
by Eiermann
Alendo wrote: Tue Jun 23, 2026 4:22 pm I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":

0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)

Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?
viewtopic.php?p=695026#p695026

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:36 pm
by Erfar
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?
I believe you can hotfix EM plant issue with usage pump as one-way valve

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:39 pm
by Alendo
Eiermann wrote: Tue Jun 23, 2026 4:35 pm
Alendo wrote: Tue Jun 23, 2026 4:22 pm I just got home, but now I'm struggling to get my headless server up and running.
I get an error that it fails to load mod "quality":

0.329 Error Util.cpp:81: Failed to load mod "quality": __quality__/prototypes/recycling.lua:48: attempt to perform arithmetic on field 'default_icon_size' (a nil value)

Been troubleshooting for a bit here now, but I'm not that adept in Linux so I might be doing rookie mistakes. Anyone else having a similar problem?
viewtopic.php?p=695026#p695026
Aha, ok, thanks! Didn't even see that post :D

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 4:45 pm
by radical_larry
Rseding91 wrote: Tue Jun 23, 2026 4:21 pm
vemusa wrote: Tue Jun 23, 2026 3:51 pm Any mod to revert this change?
As an alternative to a mod you can use

Code: Select all

/c game.player.insert("infinity-chest")
and configure it to void items.
How will that help with the fluid buffer changes on EM-plants?

Re: Version 2.1.7

Posted: Tue Jun 23, 2026 5:11 pm
by vemusa
Rseding91 wrote: Tue Jun 23, 2026 4:21 pm
vemusa wrote: Tue Jun 23, 2026 3:51 pm Any mod to revert this change?
As an alternative to a mod you can use

Code: Select all

/c game.player.insert("infinity-chest")
and configure it to void items.
Are you sure you wanted to quote my post, not those complaining about hazard concrete recycling recipe?
As far as I know, an infinity chest voiding items can't solve the pipeline problem, but it can solve the Fulgora concrete problem.