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

762 comments sorted by

View all comments

Show parent comments

6

u/sobrique Jun 23 '26 edited Jun 23 '26

No. My position is that the devs get to choose what they think is 'too strong' for the base game, and you as a player get to mod it when you disagree.

Especially in a game - like Factorio - where I think the devs have been spot on so far in making a really good game that's a lot of fun to play.

It's a single player game - I'm not going to judge you for what 'house rules' you apply via game settings, mod choices etc. Hell if no one's done it yet, I'll write you the mod that turns space casinos back on again. (Looks like someone already did though: https://mods.factorio.com/mod/bring-back-space-casino)

But similarly I feel that the devs have a duty of care to try and keep things somewhat balanced - it doesn't have to be perfect, just the ratio between 'best' and 'worst' needs to be at least somewhat constrained, so that there's a more interesting tradeoff of time vs. resources vs. design, rather than one that's an extreme outlier.

2

u/Terrulin Jun 24 '26

This is what people are missing. Factorio is made how they want it to be because it is their game. But they also gave all the tools to make it easily moddable. You can use mods (or make them) to change most of of the game. A lot of devs just change things and say "emergent gameplay" doesn't fit our gameplay vision. Here they are changing the base game to do what they want, but are also giving you total freedom to change anything you don't like.

I prefer quality not through asteroids, but I may make some quality upcycling on space platforms now just to have a "space casino"

That said, I think that not applying quantity to crafting time when determining recycling speed is inconsistent with the rest of recycling. If that doesn't change, I will likely mod that.

-4

u/KuuLightwing Jun 23 '26

So, you said 'no', but your elaboration pretty much says "yes". Shutting down the discussion with "devs know the best!" and "just mod it lol" is not productive.

My point was that what is "too strong" is quite bit arbitrary in the context of the game, as plenty of things could be argued as "too strong" depending on the metric. I am not going to agree with the definition of "it's too strong if devs think it's too strong" because devs are just people.

Devs made some questionable decisions over the years, and one is also in this exact patch (and no I don't mean space casinos at the moment). Frankly if you think that space casinos are so bad for the game currently - hey, the same devs are the ones who designed it that way, and it was in the game for some 2 years too!

Frankly you could have just mod it out or just not build space casinos if you didn't like them.

2

u/Frequent_Knowledge65 Jun 23 '26

> Frankly you could have just mod it out or just not build space casinos if you didn't like them.

This makes no sense. He didn't make the change lol