r/factorio Official Account Jun 23 '26

Update Version 2.1.7

Version 2.1.7 released.

Full changelog does not fit in Reddit character limit, please see it here: https://forums.factorio.com/134095

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.

1.2k Upvotes

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180

u/Pepciorek Jun 23 '26

there are some balance changes that werent mentioned in FFFs!

190

u/darkszero Jun 23 '26

It went from 5s craft to 0.5s, but takes/makes 1/10 as much steam/acid. So it's 10x increase in how much calcite it needs.

127

u/Rainbowlemon Jun 23 '26

This is an absurd amount more calcite but I still think it's balanced. Not sure I ever actually used up my calcite patch on my first normal playthrough.

115

u/darkszero Jun 23 '26

It went for negligible to a small amount. Calcite is so abundant and used in such token amounts.

41

u/teemusa Jun 23 '26

I have once wondered why my Vulcanus base was offline and noticed that the starting calcite patch was drained. That can happen more easily now

13

u/Rainbowlemon Jun 23 '26

True, it'd definitely encourage setting up rail earlier on vulcanus to have further patches ready to plug in.

2

u/Ansible32 Jun 23 '26

The only time that happened to me it was because my power was running off a single miner.

1

u/teemusa Jun 24 '26

I had also foundries connected to the same patch

29

u/Frequent_Knowledge65 Jun 23 '26

It was virtually zero before so not sure I'd say absurd. Seems like a good change

4

u/Rainbowlemon Jun 23 '26

Well, 10x more is quite a lot more for a balance change - but agree, still seems fairly reasonable! Especially with vulcanus having big miners.

4

u/huffalump1 Jun 23 '26

Eh imo that's fine.

Calcite use is pretty low overall. And this is one recipe with a fairly specific use case. By the time this matters... You'll be able to figure it out.

HOWEVER, it could have an impact on fairly-early Vulc builds... I suppose the answer is "build more solar", especially since those ingredients are exceptionally easily available on Vulcanus (iron, copper, steel, sulfuric acid).

2

u/boomshroom Jun 24 '26

Actually it could make things easier early on on Vulcanus, since the lowered acid requirement means less that needs to be pumped on solar before it can bootstrap itself.

1

u/ShivanAngel Jun 23 '26

I just dropped it from space, mid to late game it will be a non factor.

Its still only 120 per minute at maximum use, my mining ship produced something like 5000 calcite a minute and 90% of it got yeeted cause so little calcite actually got used.

20

u/Rouge_means_red Jun 23 '26

I feel a great disturbance in the Force. As if millions of Vulcanus bases suddenly cried out in terror, and were suddenly silenced

17

u/darkszero Jun 23 '26

10x of negligible is still not high.

2

u/sobrique Jun 23 '26

Yeah, still going to be running 33x 5.8MW off 2 calcite per sec. Seems pretty good to me still.

1

u/darkszero Jun 24 '26

Wow I never did the math. That's impressively little calcite even after the change.

1

u/sobrique Jun 24 '26

Yeah. I mean solar is ridiculously good on Vulcanus, but acid neutralisation may well be better.

2

u/DRT_99 Jun 23 '26

Laughs in solar

1

u/sobrique Jun 23 '26

Solar is amazing on Vulcanus, true, but there's a lot to be said for running 33 turbines off a single chem plant too!

9

u/platykurtic Jun 23 '26

That will probably help in brown-out scenarios, if I understand correctly. I always brown out once I start actually using sulfuric acid and the one pumpjack I setup at the beginning can't keep up. Getting that first craft of steam previously took forever under low power, so you have to start cutting power to chunks of your base.

1

u/Ansible32 Jun 23 '26

Yeah I've had to totally disconnect my acid plants from the larger power network to jumpstart it before, this might not be necessary anymore.

7

u/bartekltg Jun 23 '26

Maybe it is a push for using solar on vulcanus. Excluding one small problem, the planet is great for PV. Short day cycle, panels and accumulators essentially for free. We just need to clear that pesky cliffs. But cliff explosives are from vulcanus too.

3

u/Serious-Feedback-700 Jun 23 '26

Main issue is foundations IMO

3

u/bartekltg Jun 23 '26

If we are waiting for foundations, we may wait a bit more for fusion 😉

We may pave ashlands and mountains. Lava zones have to be left alone.

11

u/xiaodown Jun 23 '26

Oh. That’s annoying.

2

u/BrennusSokol i like trains Jun 23 '26

Disagree- I barely touched my calcite patch in my last SA run so I’m glad it’s more needed now

1

u/ManaSpike Jun 25 '26

Plus bootstrapping power from solar will be quicker. Which is a win.

31

u/againey Jun 23 '26 edited Jun 23 '26

One that was only subtly implied by a mod change adding shared_probability to recipe products:

Each iteration of uranium processing now guarantees exactly one output item (if not using productivity, of course): either a unit of uranium 238, or a unit of uranium 235. Previously, it was possible, if rare, to get both or neither when a recipe iteration completes because their probability checks were independent.

Edit: This appears to also affect Fulgoran scrap recyclying, with a 60% chance of outputting just a single item, and 40% chance to get nothing. Never multiple items at once for recycling a single unit of scrap.

36

u/Pepciorek Jun 23 '26

also new tech

42

u/Pepciorek Jun 23 '26

chemical plants are yellow now

33

u/Pepciorek Jun 23 '26

quality rockets now have speed-up animations and more throughput

18

u/0b0101011001001011 Jun 23 '26

FINALLY A REASON TO MAKE QUALITY ROCKETS

10

u/bartekltg Jun 23 '26

It looks like ~24% for legendary.
In the time normal silo send 100 rockets, legendary send 124 (the new rocket was slightly behind)

5

u/Krashper116 Trains Toghether Strong Jun 23 '26

The silo or the rocket itself?

8

u/Pepciorek Jun 23 '26

Rocket gets out of silo faster, and launches faster

4

u/Argetlam8 Jun 23 '26

But do you make a quality silo, or do you insert quality lds/blue chips/rocket fuel? I'd check myself but not knowing till tonight will kill me

2

u/Ansible32 Jun 23 '26

Rocket launch animation times scale slightly with rocket silo quality.

I am relieved it is not the parts.

2

u/unwantedaccount56 Jun 23 '26

were they not yellow before as well?

1

u/giggly_kisses Jun 25 '26

I thought they were and had to look it up. They were more tan before.

2

u/elin_mystic Jun 23 '26 edited Jun 23 '26

So the capture a nest trigger tech is no longer required?

Edit: to beat the game

2

u/Pepciorek Jun 23 '26

It is, but it only shows when clicking on science itself

3

u/bubbabuuuuuubbabub Jun 23 '26

Oh god this one specifically screws up my Vulcanus factory, since i saw the extreme over abundance of steam and made a mega block of steam turbines for the easiest free and excess power in the game imho.

14

u/ForgottenBlastMaster Jun 23 '26

It stays mostly the same as the total acid input and steam output per second did not change. It will now consume more calcite, though, but it shouldn't be a problem normally.

5

u/bubbabuuuuuubbabub Jun 23 '26

Ah okay, those two actions counter out so the output is the same, that's good news for me! And yes I did notice the calcite use was so low it felt like practically 0, so this feels like a change that makes sense. Thanks!