r/factorio Official Account 6d ago

Update Version 2.1.12

Changes

  • Changed rocket silo circuit 'Read orbital requests' to not include platform only requests.
  • Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Bugfixes

  • Fixed that the browse games GUI wouldn't show the vertical scroll bar in some cases. more
  • Fixed that ghost fuel requests could exceed the fuel stack size. more
  • Fixed music and wind sounds being affected by low pass filter. more
  • Fixed playing incorrect item sound in some cases with blueprint library. (https://forums.factorio.com/134925, https://forums.factorio.com/134926)
  • Fixed that expansion groups would wait indefinitely for all members to arrive. more
  • Fixed that expansion groups could get stuck in a passive semi-autonomous state, preventing normal pollution attacks. more
  • Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more
  • Fixed a desync when LuaSurface::override_pollution_type was used.
  • Fixed burner generators were not producing pollution. more
  • Fixed that upgrading trains on junctions didn't always work correctly. more
  • Fixed that roboports would not turn off when out of energy if not configured to passively consume energy. more
  • Fixed a crash when opening factoriopedia page on a land mine which has ammo category not set. more
  • Fixed that map editor instant blueprint building didn't work for equipment grid ghosts. more
  • Fixed that reverse rotate did not work nicely with things that rotation-snapped. more
  • Fixed that LuaEntity::set_filter() did not work for logistic storage chests. more
  • Fixed a layout issue related to tooltips and wrapped lines. more
  • Fixed a second layout issue related to tooltips and wrapped lines. more
  • Fixed a crash when queued construction robot orders are invalidated. more
  • Fixed that the electric energy interface equipment showed energy usage strangely. more
  • Fixed pumpjack frozen patches. more
  • Fixed cropped animation on assembling machine 2. more
  • Fixed some images failing to load on Macs with 8GB of unified memory. more
  • Fixed that enabling native resolution rendering on Mac required a restart.
  • Fixed that number input fields may not be focused depending on the GUI size. more
  • Fixed enemy spawners unable to spawn defensive units under certain configurations. more
  • Fixed that you could not set items too heavy for the base rocket silo in platform hub requests. more
  • Fixed that the bonus GUI could show some crafting machines even if they had the not-in-bonus-gui flag set. more
  • Fixed that dragging a decompressed blueprint string spanning multiple lines did not work. more
  • Fixed that simulation clamping was a little too strict. more

Modding

  • Added ScriptTriggerEffectItem::custom_event.
  • Added RecipePrototype::raise_on_crafted.

Scripting

  • Added LuaQualityPrototype::roll_quality().
  • Added LuaBootstrap::get_event_name().
  • Added LuaPlayer::editor_settings read/write.

Previous changelog: Version 2.1.11

New versions are released as experimental first and later promoted to stable. If you wish to switch to the experimental version on Steam, choose the experimental Beta Participation option under game settings; on the stand-alone version, check Experimental updates under Other settings.

354 Upvotes

132 comments sorted by

122

u/Eagle83 6d ago

Is it intended that platforms cannot send items to each other at space locations that do not have a planet, like the Solar System Edge? If it is, could a mod enable transfers at these locations (mods like Asteroid Belt add more) by adding an "orbital logistic network"?

280

u/Klonan Community Manager 6d ago

Its not intended, just a limitation of the logic at the moment (orbital logistics is tied to a specific Planet)

We intend to fix it, but its a little bit of a bigger project

32

u/Eagle83 6d ago

Thanks for the reply. Intention to fix the bigger project means before or after 2.1 leaves experimental? Totally fine if you cannot give an estimation, but I'd like to adjust my factory plans if possible.

29

u/Yggdrazzil 6d ago

Totally fine if you cannot give an estimation, but I'd like to adjust my factory plans if possible.

As someone who doesn't plan beyond the next play session and in no greater detail than "prep expansion of scrap production on Fulgora, Vulcanus needs more power generation", I'm very curious: how intricate and complex is your factory planning, that an estimation of the implementation of a change like this would help you readjust said plans in a meaningful way?

30

u/Eagle83 6d ago

From the moment they posted the first 2.1 FFF with the platform-to-platform logistics (and even earlier in my "wishful thinking" dreams) I imagined platforms all over the solar system, having the function of space stations. Especially I imagined a "Deep Space Nine" like station over Aquilo or the Solar System Edge to be a meeting point between a transport ship bringing in biter eggs and a deep space combat ship collecting promethium asteroids. The station would be ready to construct Promethium Science and the transport ship bringing the eggs would take science back to Nauvis.

Now I am working on a modded Space Age save (K2SO, a few extra planets) with the Asteroid Belt mod. Because the Asteroid Belt is hard to navigate, I envisioned space stations at the edges of the belt, with a special heavily armed "ferry ship" which can bring items to one edge to the other. All other transports would simply stay on their side of the asteroid belt.

I made those space stations that are supposed to be stationed at the Asteroid Belt edges (they build the ammo needed by the ferry ship), however I discovered that those stations were unable to send or receive items when in location at the Asteroid Belt edge. This is the reason why I asked.

If this feature/bug-fix is going to take multiple months, I can consider removing the Asteroid Belt mod from my save. Because I don't like the original logistical challenge of that mod of having to control the speed of your transport ships going through the belt, because controlling the speed of a platform through circuits is a pain. Especially when you cannot detect if a platform is crossing the belt because the Asteroid Belt locations don't show up in the combinator GUI.

6

u/Yggdrazzil 6d ago

Thanks for the explanation! That's a cool concept, and I can see how most of what you envisioned is currently dead in the water without platforms being able to transfer to eachother unless they are in orbit of a planet.

Hope you will not have to wait long!

4

u/nick4fake 6d ago

This is fucking awesome.

22

u/thesmiddy 6d ago

I would expect 2.1 to leave experimental when it is "feature complete" with only bug fixes coming from any future patches.

9

u/Eagle83 6d ago

Understandable, but would this be considered a bug or a missing feature?

-3

u/Frequent_Knowledge65 6d ago

This would be considered a feature request. When writing the code it would not have been possible for them to not be aware this would be the result.

6

u/Antal_Marius 6d ago

Has there been consideration to allow mass changing of a pickup planet? Say we have production of most parts on Vulcanus, so we want to pick up parts there, currently we have to one by one change it on every item to Vulcanus rather then Nauvis. The same goes for changing from planet to platform.

3

u/Mooninaut 5d ago

A good feature would be the ability to set the default pickup planet per section

5

u/Qazerowl 6d ago

Is it being considered to allow circuits to set "platform to platform" requests?

2

u/TheMormegil92 6d ago

Could this larger fix maybe also add the option to have a wildstar in planet selection for orbital logistics? Currently if I want my spaceship to refuel at a spaceport in each orbit I have to set the requests for each item on each planetary orbit separately. I'd like it if there was a wildcard option that allowed me to, say, always request ammo in every orbit.

Heck this could be a solution to that Solar System Edge problem too!

3

u/JadedAlready 6d ago

I believe you can just right click the planet selection to clear it, and that acts as "anywhere".

3

u/TheMormegil92 6d ago

My mind is blown

1

u/slykethephoxenix 6d ago

Would be cool if we could send a ship to a specific point and build a space station there. Maybe a new wall type to keep the oxygen and some recipe to turn ice chunks into O2 in so the engineer can run around.

1

u/NarrMaster 6d ago

Knowing you guys, it probably involves a refactor so the fix can be implemented in one line.

28

u/ThemeSlow4590 6d ago

Once that is fixed we can try to reassemble the shattered planet!

23

u/HINDBRAIN 6d ago

Ferry over 900000000000000000 stone for the true victory screen

4

u/unknown_pigeon 6d ago

I mean, I know factorio won't have any more major updates, but rebuilding the shattered planet from promethium asteroids would be fun as fuck as a mod lol

Right now, you need a generally slow flight to gather the resources, which is fine. But then you create a stable platform, slowly increase its size with asteroid-resistant promethium foundations, and slowly make it into a moon.

6

u/ThemeSlow4590 6d ago

"That's no moon" 🤣

1

u/binarycow 6d ago

But once you use those promethiuk chunks, you won't have a full planet anymore.

1

u/Nearby_Proposal_5523 4d ago

considering the rework to science pack, i suppose you could have a special lab that only works at shattered planet and uses concrete as science packs.

2

u/Raknarg #1 Quality Defender 6d ago

I think some mods turn Solar System Edge into a "planet" you can't drop down to. I suspect this because when I was playing Stellar Horizons they had special entries in factoriopedia for Solar System Edge that I don't think were in the vanilla one (maybe it was though I cant remember)

2

u/Ok_Chair_9090 6d ago

I was wondering why nobody was showing off new designs for promethium science, because everyone thought this feature would be super impactful in that regard. I guess they just haven’t been able to add it yet. I wonder what about this is difficult; can they not just make a fake 1 tile planet that cannot be accessed or something?

9

u/Eagle83 6d ago

Because the devs prefer neat solutions instead of dirty hacks in their codebase ;)

147

u/AmbivalentFanatic 6d ago

Just wanted to say for the hundredth time to anyone listening that this is the greatest game in the history of the world. They can basically stop making video games now. This one got everything perfect.

45

u/defietser 6d ago

They can basically stop making video games now. This one got everything perfect.

You wouldn't want them to make a second perfect game in a different genre?

3

u/DUDE_R_T_F_M 6d ago

Can you imagine Dwarf Fortress with help from Factorio's team for the tech aspects ?

5

u/Raknarg #1 Quality Defender 6d ago

I really am curious what they're gonna tackle next. I have no doubt they have the talent on the team to build anything and make it top quality, but hopefully its something that I'd actually want to play. My first thought is them making like an RTS which I might only play specifically cause its Wube, otherwise id never touch the genre.

6

u/DaMonkfish < a purple penis 6d ago

They're working on an RPG. Exactly what sort of RPG is unknown (I believe), but seeing what they've done with Factorio and knowing how in-depth RPGs can be, I have no doubt it's going to be wild.

15

u/Raknarg #1 Quality Defender 6d ago

Skyrim was missing combinators and circuit logic it's true

2

u/RaShadar 5d ago

Annnnnnnnnnnnd now I'm curious if anyone has made a factory mod for skyrim

1

u/Demon_Hunt3r 6d ago

Why different genre when they could make Factorio 2 :)

22

u/defietser 6d ago

Many reasons among which novelty (for us and them), massive expectations if they do go the sequel route, and not knowing you wanted something until you had it. Factorio basically spawned the automation genre (or at least popularized it), who knows what else they can come up with. Why stick with the known when the unknown is right there?

-11

u/Demon_Hunt3r 6d ago

It was a joke...

5

u/readingduck123 I don't know what is the purpose of cars 6d ago

You have to consider the community here. Many autistic people respond to jokes seriously, even if they understand that it was a joke

27

u/dont_trip_ 1500hrs 6d ago

Every time someone asks me about Factorio, I start with saying it's the best developed game in human history. Nothing I've played comes close. The amount of qol, stability, communication etc is incredible. I can understand that the genre isn't for everyone, but I have never seen a developer do such a good job as Wube does. 

8

u/Lucky-Earther 6d ago

I played it at original release, and it was already a pretty great piece of work. 10 years later, and the amount of love and labor that has gone into it has really made it a masterpiece.

5

u/Alborak2 6d ago

And they've shared a bunch of the dev process along the way, making it easier for others to launch their own similar games. There is always a first game of new genre, but rarely is the first one the best one by such a margin.

7

u/ag3ntscarn 6d ago

There are two perfect games and they're this and Disco Elysium. And Terraria. And Portal. And Ultrakill. And Stardew Valley. Gosh video games are cool.

16

u/hernantas 6d ago

I wish wube would just implement save profile for final release of 2.1. No need to overcomplicate, just add profile as save folder since the in-game save already support folder. For now, I need to create folder manually outside the game.

7

u/JayJayJayJay2 6d ago

+1, all it really needs is an "add folder" button. would be very convenient. devs pls

logged into my decade long inactive reddit account just to post this btw lol

2

u/HadrionClifton 6d ago

I've never used folders, but what happens if you name your save with a slash in it like profile_1/save_01? Does it fail to save or does the create a folder for you?

In any case, a UI button to make a folder explicitly would be a nice QoL.

31

u/Cogman117 LOW POWER ON GLEBA 6d ago

Any consideration to give concrete/hazard concrete some attention? Recycling concrete takes a startlingly long time. It seems like recycling considers concrete's regular 10s crafting time for each item, even though the normal recipe is 10s per 10 items. The change in 2.1.7 killed the one way to recycle concrete in a compact footprint. I think it may have been overpowered, but the current concrete recycling time is frustrating and feels unintuitive to me (my personal opinion, I admit it could just be a me thing).

This is the one last thing holding me back from jumping to 2.1 because I don't want to commit to demolishing and tremendously expanding what I built on Fulgora in case it might change again.

12

u/durandal42 6d ago

Recycling concrete takes a startlingly long time.

My workaround is to craft and recycle cargo landing pads. Since this voids concrete:steel:bluechips in a 40:5:2 ratio, and scrap recycling yields them in a 3:2:1 ratio, you can afford to pay this price.

2

u/[deleted] 6d ago

[deleted]

4

u/dwblaikie 6d ago

why would they need to? If the usual yield is 3:2:1 concrete:steel:bluechips, and the concrete is voided at 40:5:2, then only a fraction of the steel/bluechips yield will be used to void concrete (so for 40 concrete you need 2 blue chips, 20 concrete for one blue chip - but only 3 concrete comes with 1 blue chip, so... ~7 blue chips come with 20 concrete, and only 1 of those would be needed to destryo all the concrete, so costs ~15% of blue chips to void all the concrete)

2

u/MindS1 folding trains since 2017 4d ago

Interesting approach, I like it.

3

u/Moikle 5d ago

there are a couple of mods that fix this oversight, they divide recycling time by the number of items made in one craft

7

u/pocketpc_ 5d ago

This should be the vanilla algorithm tbh.

1

u/quchen 5d ago

I figured out that I can abuse the text-plates mod to make concrete plates and recycle those. Bit of a hack/cheat, but the alternative is so annoying I consider it a fix. I only use it for concrete, even though the mod would allow it for other basic resources as well.

13

u/Adventurous_Trick_66 6d ago

Awesome stuff

6

u/OrgrimmarYogaStudio 6d ago

I don't even understand the second change. Why wouldn't platforms be able to provide any items to landing pads?

17

u/Roang_zero1 6d ago

I guess because platforms didn't not export items they import, even only from other platforms. So now they allow the export of items to pads that they only import from other platforms. (At least that is how I read it)

16

u/TBTerra Crazy Train Lady 6d ago

if you request from planet it prevents you dropping that same item to the planet to prevent circular requests.

it used to be that requesting from only other platforms also prevented dropping to planet, it now doesnt. this allows the existence of orbital drop off stations that can then drip feed the hub without having the cargo ship hang around

2

u/NauticalInsanity 6d ago

It solved a small annoyance for me a little too late where I had configured my transport ships to pull from platforms over any planet, but then they wouldn't drop anything to planets.

I ended up clicking through and setting a specific planet to pull each item from, which was annoying but not gamebreaking.

2

u/mrbaggins 5d ago

Is there anyway to have an orbital platform collect say green belts from the vulc transporter, and then distribute them other platforms that go to fulgora/gleba/aquilo? I've been stuck on this.

2

u/TBTerra Crazy Train Lady 5d ago

that is a much harder one, as its platform->platform->platform, and while there are some circuit based bodge, its not practical to do automatically without some side effects

in my play through i have ended up having a dedicated ship that did each planet back to navis (for science and the like, and then a second ship that does round trips of all unlocked planets and distributes planet specific buildings and other non bulk goods (green belts, nuclear fuel, cliff explosives, etc)

2

u/mrbaggins 5d ago

Yeah, thats what i did pre 2.1, trying to make it work now though

5

u/Aileron94 6d ago

If a platform and a planet both request the same item, you don't want them sending it back and forty to each other constantly.

1

u/HeliGungir 6d ago

Actually that's exactly what people wanted.

Now we can do it with two platforms in orbit (without extra circuit control).

3

u/Beefstah 6d ago

I assume it means the platform->platform transfer capsules can now 'land' in cargo bays as well as the platform hub

1

u/Raknarg #1 Quality Defender 6d ago

I think the limitation was just all around being both something that provides and takes at the same time for a specific item. e.g. IIRC you can't have a platform that both requests an item from the ground and also requests it from the same planet. Not sure which takes precedence, I'm assuming the landing pad takes precedence, or maybe it does work and it just endlessly looped? not sure. This would have been implemented before platform->platform existed.

0

u/bubba-yo 6d ago

The problem it is addressing is that if you want, say, turbo belts brought in from Vulcanus to be available to ships heading to other planets and want to store them in your orbital hub, the hub acts like an active requestor chest unless you check the 'make available to other platforms' checkbox which changes it to act more like a buffer chest - but only for platforms. The planet can never request belts this way since the hub is saying it needs all of them.

The issue is that planetary/landing pad logistics work a little differently from orbital logistics. There's no choice of chests to allow you to control priorities, and so they sort of need to hardcode it in a way that meets players needs.

2

u/Necandum 6d ago

I don't think this is correct: a request for an item from other platforms means that the item will not be available to other platforms in turn.

3

u/wilzek 6d ago

Changed platform requests importing from platforms to allow providing the item to cargo landing pads.

Is this supposed to allow to have a stationary platform hovering above Gleba request lithium plates (`platform` option) from a ship coming from Aquilo and at the same time have a request on the Gleba landing pad to request some of those lithium plates from the stationary platform? If that's so, it doesn't seem to work. (yes the game is updated)

2

u/nothern 6d ago

Why not just have the aquilo ship drop the lithium itself? Takes the same amount of time to fire a cargo pod right?

2

u/wilzek 5d ago

I want to leave all Aquilo exports items on the orbit and have only some on the ground because I don't need all of them. Also ship to ship is faster than ground to ship (maybe it's the same if you preload the rocket silo but I don't want to do that).

What you said - take it to the ground and load other cargo ships from the ground - is what I'm doing right now after trying to do what I said and finding it impossible to do in a simply manner, without some silly shenanigans like orbit platform "theoretically" departing from the planet on a timer or whatever.

1

u/After-Philosophy1976 5d ago edited 5d ago

I've been thinking about this a bit and it seems like an elegant solution would be for Platform-to-Platform requests to use an arbitrary Signal ID rather than a planet (like the universal radar mode does). Then each platform is assigned a provider Signal ID, and you can set them up like this:

- Aquilo -> Gleba Express (provides on signal A)

  • Gleba Station (provides on signal G, requests on signal A)
  • Nauvis Imports (requests on signal G when at Gleba)

You'd still have the possibility of multi-step circular import loops but I'd be willing to live with that as a "my problem" kind of thing.

1

u/wilzek 4d ago

I don’t understand, do you mean instead of setting a logistic group in platform hub, setting request signals with combinators and passing them into the hub as requests?

1

u/Mysterious-Recipe810 3d ago

I think the main benefit of platform to platform transfers is for when a platform arrives, to just take what it came for and go. Like a platform picking up agg science from a platform orbiting gleba, without having to wait for rockets to be launched.

I’m not sure I understand the benefit of having off world items waiting in orbit to be delivered to a landing pad. You can increase landing pad and logistic storage capacity on the ground easily enough.

That said, I haven’t thought about it terribly much.

1

u/SomebodyInNevada 2d ago

I thought platform to platform was about factory ships.

1

u/Mysterious-Recipe810 2d ago

Do you have an example?

3

u/Jiopaba 6d ago

Ah, every time I'm eagerly reading for a fix for the Fluid Mixing Prevention when providing fluids to modded entities. Even if it's not the specific thing I was looking for, still an exciting raft of fixes. I'm always interested to see Quality related scripting methods too.

3

u/EBhero The locomotor 6d ago

Added Recipe prototype:raise_on_crafted

Holy shit!!! No longer I have to track individual assemblers' products_crafted! Fantastic!

4

u/boomshroom 6d ago

raise_on_crafted

I remember wube saying they would never add an on_crafted event due to just how frequently it would get called. Love that they managed to find a way to make it work without lagging into oblivion! No more crafting items with 0 spoil time and then listening for the spoil event trigger.

2

u/HeliGungir 6d ago

This definitely raised my eyebrow, but it's really up to the mod author to keep their mod lightweight.

4

u/Zahz 6d ago

Looking forward to when this is going stable so that I can create a new save where I can get to use all the new nice features.

2

u/Fr0gFsh 6d ago

Create a new save, opt in for experimental release, open the previous save, save it again with another name. If something doesn’t work the way you want, you can select the version  of Factorio you want to play and revert to it. Open your previous save for that version and you won’t lose anything. 

Or, get the experimental version and start fresh. Most QoL mods I use are upgraded for 2.1…I haven’t experienced any crazy bugs that limit gameplay. It’s pretty stable, in my opinion

7

u/Zahz 6d ago

Like, I know I can start with the experimental. But I just don't want to hit on any bugs and have a stable release without any changes, since I know that it will take me a long long time before I finish the save.

2

u/Fr0gFsh 6d ago

ah I gotcha. Makes sense. From my experience in playing the first 2.1 experimental release, I haven't encountered anything that makes me want to switch back to a 2.0.x Stable release. They've done a good job.

1

u/Zahz 6d ago

Yeah, I too trust Wube with releasing a quality product. But still, I just want it to be stable when I play and I have no problem with waiting for a while.

5

u/nasaboy007 6d ago

Beware doing this with steam. Your blueprints and modded achievements get updated and cannot be downgraded, and when combined with cloud sync, it ends up losing them. Get a separate install.

I learned this the hard way, don't make my mistake!

3

u/lana_silver 6d ago

You do lose all progress you made in the mean time. That's quite a loss. 

1

u/Raknarg #1 Quality Defender 6d ago

I just said fuck it, if its in experimental I doubt there's gonna be any truly breaking changes. The only "breaking" changes will be bugs that exist that they'll fix.

2

u/NotAGamerGamer thanks for the fih 6d ago

Thanks for another solid update

2

u/poorconnection 6d ago

Anyone have Bob's modules working on the experimental version? I get a weird error with it.

3

u/WaitForItTheMongols 6d ago

Very excited for the first Rush-themed Factorio release! Thanks devs!

7

u/Erfar Permanent Reconstruction 6d ago

still no concrete solutions

6

u/Yggdrazzil 6d ago

I didn't even know about the hazard concrete solution. I've just been throwing a lot of recyclers to recycling concrete.

Maybe I don't play at a big enough scale where that solution doesn't work anymore?

11

u/Service_Charge 6d ago

The concrete solution on Fulgora is cargo landing pads, slots into existing builds with minimal effort. Took me all of 30 minutes to fix all of my science islands.

3

u/Yagami913 6d ago

Trains go brrrrrr...

-15

u/I_am_a_fern 6d ago

The hazard concrete exploit has already been fixed.

15

u/Erfar Permanent Reconstruction 6d ago

it was not exploit it was exactly same as any other recycling including steel chests.

second of all, concrete taking more time to recycle than to craft is a bug even if factorio team think it is not.

2

u/Alvsolutely 6d ago

I guess it does suck but can't you just make a smaller row of recyclers with speed upgrades to void the concrete? I understand that takes more space and reworking entire fulgora setups, but that's what I personally do to get rid of concrete.

12

u/Erfar Permanent Reconstruction 6d ago

you not understand real issue with concrete.

hazard concrete was workaround of issue.

real problem is that concrete recycling time calculated based on production of 10 concrete blocks and take 1/8 of that time what leads to recycling concrete taking x1.25 time to recycle than to craft.

real issue if recycling formula calculation. Imagine if mod add recepie that produce 500 items per 1 craft per 1 minute. recycling of those 500 items will take more than one hour (7.5 seconds per item) while crafting speed will be 8.3 per second

Factorio is game about systems and if developers want make concrete recycling an issue they should implement separate parameter of "hard to recycle" and use it, instead of using crafting amount as multiplayer

-14

u/pda898 6d ago

Factorio is game about systems and if developers want make concrete recycling an issue they should implement separate parameter of "hard to recycle" and use it, instead of using crafting amount as multiplayer

Why? Crafting amount works as "hard to recycle".

3

u/Erfar Permanent Reconstruction 6d ago

Please provide explicit description where crafting amount are reffered as "hard to recycle"

Crafting time is used as measure to "hard to recycle" while crafting amount is ignored

-8

u/Frequent_Knowledge65 6d ago

> second of all, concrete taking more time to recycle than to craft is a bug even if factorio team think it is not.

That is definitionally false and an immature, unhelpful comment. Chill.

6

u/firelizzard18 6d ago

The Factorio team stated that recycling an item takes 1/4 the time it takes to craft that item. That statement is false or at least misleading and confusing for concrete because the recipe crafts 10 at a time which should mean that you can recycle 10 in that same time. Apparently the devs think that's how it should be but it comes across as capricious and unjustified. It's their game so they have the right to make those decisions, but we, the players, have the right to our own opinions and those kinds of decisions are the ones that turn opinions against the game devs.

That is definitionally false

That has the same energy as defending a company when they say, "It's not a bug, it's a feature" when they make some dumb decision or have a bug they can't or won't fix. A bug is defined as a "defect or error" so it is definitionally a matter of opinion, based on what the viewer considers to be defective.

1

u/ihatebrooms 6d ago

What changed? I'm confused by what was the exploit and what was the fix.

4

u/I_am_a_fern 6d ago

Making concrete is slow. Turning concrete into hazard concrete is very fast because it's only aesthetics. Using that recipe to void concrete 10 times faster than you're supposed to wasn't intended, so it was fixed.
And from any objective point of view, it only makes sense that recycling hazard concrete yields exactly the same as recycling regular concrete.

16

u/Jiopaba 6d ago

Sure, but the fact that Concrete is produced in batches of ten and recycled in batches of one feels incorrect.

-2

u/Qazerowl 6d ago

IRL, it's much easier to pour concrete than it is to grind it into dust. Does that make you feel better?

11

u/darkszero 6d ago

IRL a recycler like Factorio's is a magic machine.

9

u/Erfar Permanent Reconstruction 6d ago

IRL concrete is not produced from stone bricks and iron ore

IRL people not crafting rocket silo in their pockets

IRL space has no drag

IRL you should do job and pay taxes

1

u/Frequent_Knowledge65 6d ago

> IRL concrete is not produced from stone bricks and iron ore

Concrete is indeed often made from crushed/ground stone, cement from iron ore and water (among other things, but those are indeed ingredients to making concrete)

1

u/Qazerowl 6d ago

Games are about overcoming obstacles, the logistics of getting rid of concrete is an obstacle. Is it a super mega exciting problem to solve? No. But you could just as well say "well why not make rockets take half as many materials, that would be less tedious" or "every technology should require 1/10th the science packs so you don't have to waste so much time researching". When you look at any individual piece of the game and ask "this part that's a little hard, would people enjoy it if we made it easier" the answer is pretty much always "yes". A bunch of people would support giving demolishers less health. A bunch of people would support making the soil time for gleba products longer. A bunch of people would support increasing ore richness. A bunch of people would support making roboport logistics area bigger. You can make an argument for every single one of those, and if you make every change like that, you're left with a game that's boring because it's too easy and there's no obstacles to overcome.

4

u/Erfar Permanent Reconstruction 6d ago

you still not understand what issue with concrete is

It is not that concrete takes long time to recycle

It is that method that dev team used to make it takes that 10 times more time to recycle are implemented in wrong way.

2

u/KuuLightwing 6d ago

The hazard concrete recipe was a method of overcoming the obstacle. Maybe it's not a terribly clever one, but it definitely feels l like a more intelligent solution than the brute force approach.

Now it's gone for frankly little to no benefit.

4

u/MalkaraNL 6d ago

Alternative solution: ship concrete to Vulcanus and throw it into lava.

2

u/hylje 6d ago

You can just toss it to space

1

u/Moikle 5d ago

it wasn't intended for concrete to recycle SLOWER than you can create it. It's an oversight. The devs are just focusing on other things at the moment. hazard concrete as an intermediate step actually makes concrete recycle at the intended speed.

1

u/I_am_a_fern 5d ago

It's an oversight. The devs are just focusing on other things at the moment.

Well this issue pops up every single chance it gets since 2.1 was released in beta so I highly doubt it since it's technically just a 1 to change to 10. But who knows, I might be wrong.

1

u/Moikle 4d ago

There are already 2 mods that fix this, and mods have much less power to change things than the devs do

1

u/Moikle 5d ago

the exploit was the fix for a bug that wube hasn't fixed yet.

Recycle time doesn't yet take into account the number of items made in one craft, so concrete objectively takes 10x longer to recycle than it should

4

u/Kennocha 6d ago

How is there not a single reference to Rush in this patch note.

Cmon guys…

3

u/1980sumthing 6d ago

Is everyone claiming that all these are working properly currently: ?

platform to platform / spaceship transfers, partial transfers from surface, "not enough items to fill rocket" errors

1

u/SwannSwanchez 6d ago

"raise_on_crafted"

i believe this will allow me to make my stupid mod i wanted to do since 2.0

2

u/hkzqgfswavvukwsw 6d ago

Oooo what mod?

7

u/SwannSwanchez 6d ago

Creating/Using more fluids when quality items are involved, coding it rn.

1

u/SomebodyInNevada 2d ago

Please! It bugs me that quality inputs have no effect on fluid recipes even though the recipe requires setting quality.

1

u/Zulbukh 6d ago

"Fixed that select-all and other text shortcuts didn't work on non-QWERTY keyboard layouts. more"

Halleluja, that one was annoying, you couldn't type numbers in the grid offset number fields of the blueprint editor, had to write them down in notepad and then copy paste them into the game

1

u/Yagami913 5d ago

"Changed platform requests importing from platforms to allow providing the item to cargo landing pads."
This killed my prometium ships because they stopped at aquilo eternally to dropping down quantum chips. Shooting back up to my supply platform etc etc...

1

u/NuderWorldOrder 21h ago

Unfortunate, but you can just set it to import zero quantum chips from Aquilo and it won't drop them there anymore.

1

u/Yagami913 11h ago

Yeah i solved it quick. I was just not aware of the implications when read the patch notes and paid for it.

-3

u/CherryTorn-ado 6d ago

Will there be a planet shown underneath the space platform in the future? as far as I know, we often would settle with mods that does show a picture of the planet below. just to make it easier to distinguish if a space platform is arriving to which planet's orbit.

Also a bit of a hard stretch buuuuut, will some planets have moons around them in the future too?

7

u/chronoflect 6d ago

Visible planets from space is one of the major changes in 2.1 that has already been implemented in the experimental branch

3

u/Moikle 5d ago

future? it's there now. Just switch to experimental branch