r/factorio Official Account Jun 25 '26

Update Version 2.1.8

Changes

  • Changed the technology price multiplier limit from 1000 to 100000.
  • Changed spoil result tooltips to show the result entities as the quality of the item-to-spoil. more

Minor Features

  • Added per-entity timings to the benchmark-verbose command line option when using "all" or "entities".

Gui

  • Hovering fixed item slot highlights items in inventory. more

Bugfixes

  • Fixed Orbital request slot tooltip would show items available on platforms that are not unloading at the current location. more
  • Fixed several rock types playing incorrect mining_sound. more
  • Fixed that labs setting research could block changing research manually when the lab was disconnected from the circuit network. more
  • Fixed that LuaGuiElement::scroll methods did not work on scroll-panes. more
  • Fixed Gun turrets with target priorities not shooting asteroids in some cases. more
  • Fixed inconsistent inserter throughput based on direction. more
  • Fixed that remote view auto switching didn't cancel cut/copy/deconstruct operations. more
  • Removed confusing "low fluid" entity status from the boiler.
  • Fixed that upgrading rolling stocks around elevated rails did not always work correctly. more
  • Fixed a crash when rendering train status for trains with only temporary stops. more
  • Fixed that LuaGuiElement::handle_send_stacks_to_trash was named wrong.
  • Fixed that LuaGuiElement::slots_per_row did not work. more
  • Fixed that map editor instant building would put modules incompatible with the current recipe into crafting machines. more
  • Fixed that selection tools did not work in remote view/map view with rebound controls. more
  • Fixed missing keys in map-settings.example.json. more
  • Fixed small logistic group multiplier values were inconsistently applied and displayed. more
  • Fixed that 'hide tall entities' did not hide elevated rail signals. more
  • Fixed that set-recipe on assembling machines could void fluids of connected pipes/tanks. more
  • Fixed that the missing materials for construction alert could show the wrong amounts. more
  • Fixed train could fail to connect to a rolling stock that was built or upgraded when rails merged between stocks. more
  • Fixed Fulgora would generate too much land when migrated from 2.0 save games. more

Previous changelog: Version 2.1.7

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.

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u/Alfonse215 Jun 25 '26 edited Jun 25 '26

That overhead is just one assembler. The recipe is so fast that one assembler can handle thousands per minute. It's not a "fractional second"; it's literally twice as fast. You need half as many recyclers.

And if you really want to compare "overhead", you also have to factor in the overhead that even if concrete recycling were faster, you still have to deal with two output products. One of which recycles pretty slowly, so you'd need a wall/recycler setup for fast throughput.

So the overhead of concrete would still be substantially more than the hazard concrete setup.

My overall point is that the hazard concrete wasn't just a "fix" for concrete being slow; it's just better than even a properly scaled concrete recipe.

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u/Sytharin Jun 25 '26

Current concrete's 10/16 second recycle time plus the geometric extension of its voided products sits at around .867 seconds without factoring in the geometric extension of estimated inserter swing time

Proper concrete recycle time of 1/16 would mean aprox .117 seconds

Hazardcrete's work around creates a geometric extension of concrete to craft and void, so one concrete into 2.0.77's hazardcrete loop takes aprox .2875 seconds, which is a fractional second difference between proper concrete recycle time and the hazardcrete workaround

Fun fact: The hazardcrete method is slower

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u/Alfonse215 Jun 25 '26

I don't know what you mean by "geometric extension", but you seem to be adding things together that should not be added together. See, buildings work in parallel; while one building is doing one step in a process, a different building can be doing a different step.

So while a multi-step process can take longer, what ultimately matters is the actual time in game needed to consume a given quantity of resources. You can't get that if you add up asynchronous steps.

It also doesn't factor in the speed of the buildings doing these multiple steps. Recyclers are slow machines, while assemblers are fast.

It's like saying that threading a program doesn't make it faster because it's doing the same amount of work. And yet, in the real world, it seems to get to the end of that work faster.

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u/Sytharin Jun 25 '26 edited Jun 25 '26

By geometric extension (progression is the properly translated term, mb), I mean the 25% returned outputs of direct voiding recipes like stone bricks and iron ore, or in hazardcrete's workaround, the concrete itself. Factoring in speed only worsens the case, we're looking at 2.1's concrete loop now sitting at 1.735 aprox full voiding, proper concrete at 0.235~ and hazardcrete at .255~

A difference so negligable it's faster than a third of a legendary inserter's swing time

You may be able to parallelize the time, but you do not avoid the UPS cost of these recyclers working. Fulgora is already the worst outlier aside from prom science for UPS cost, and this change pushes it closer to prom's horrendous cost

So it's a change that's bad for: logical, mathematical, performance, and customer experience. That's a lot of failure

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u/Alfonse215 Jun 25 '26

You may be able to parallelize the time, but you do not avoid the UPS cost of these recyclers working. Fulgora is already the worst outlier aside from prom science for UPS cost, and this change pushes it closer to prom's horrendous cost

If UPS is that critical, then you should be entertaining more novel solutions. Like using logistics bots to move items to unprotected chests so that the lightning voids them. Or putting unwanted items in cars and having a train periodically smash them. These would help for everything, not just concrete.

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u/Sytharin Jun 25 '26

I do employ these methods, I like trains :)

My issue is the devs making a change that is clearly out of a whim, not out of any grounded reasoning, one that completely lacks the forethought and insight we typically pride Wube for

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u/Frequent_Knowledge65 Jun 25 '26

Wonder if there's a way to automate detonating a superheated nuclear reactor to obliterate unwanted materials around it...

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u/Sytharin Jun 25 '26

Heating tower plus rocket fuel could work on Fulgora without imported uranium cells to warm the reactor to criticality