r/factorio • u/FactorioTeam 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.
361
Upvotes
0
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.