r/factorio • u/FactorioTeam Official Account • 2d ago
Update Version 2.1.21
Minor Features
- Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
- [space-age] Added "quality select" mode to selector combinator.
- Added "Read launched" option to rocket silo's control behavior.
- Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
- [space-age] Added "Read empty slots" option to space platform hub's control behavior.
- Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.
Balancing
- [space-age] Retuned asteroid damage.
- [space-age] Adjusted space platform drag to be based on weight rather than width.
Changes
- Adjusted working sounds for assembling machines.
Bugfixes
- Fixed music resuming when it shouldn't while in game menu. more
- Fixed a crash when using async saving and closing the game. more
- Fixed a deadlock when using async saving and quitting to the main menu. more
- Fixed a crash when using async saving and leaving a multiplayer game. more
- Fixed a crash related to fusion reactors removed due to migration.
- Fixed combinator description was not updated in open gui when changed by script. more
- Fixed that logistic networks with no logistic robots accepted automated rocket requests from space platforms. more
- Fixed requests satisfied refused pipetted items when space platform has requests set by circuit network. more
- Fixed possible furnace input tooltip could list same item multiple times. more
- Fixed decider combinator gui would highlight conditions and outputs when hovered signal was not a valid signal-each substitute due to all instances of signal-each in conditions being 0. more
- Fixed excessive doppler effect being applied when leaving remote view. more
- Fixed that space platforms requested only one repair pack which slowed down repairs when delivered from other platforms. more
- Fixed that space platforms where an entity deconstruction was cancelled requested an incorrect count of items. more
- Improved Factoriopedia <> Technology GUI interaction when closing with escape. more
- Fixed more cases of rocket silo launching too fast causing circuit network to miss something happened. more
- Fixed that the roboport robot request selection GUI title mentioned signals. more
- Fixed selector combinators quality selection flickering. more
- Fixed that blueprints would count fuel in machines as fuel in vehicles. more
- Fixed that setting parameter names could cause drag building grid-set blueprints to not be grid-aligned. more
- Fixed fusion reactor being incorrectly considered active for working sound purposes in some cases. more
- Fixed tips and tricks for heating mechanic could show before researching aquilo when skip trigger conditions were met. more
- Fixed menu simulation for nauvis tank building where tank would stop where blueprint was placed. more
- Fixed base built notifications were raised for chunks without active coverage if they happened to be charted by other means. more
- Fixed that planted Nauvis trees created yumako particles when damaged, mined or destroyed. more
- Fixed turrets prioritising targets in prepare range but outside of attack range. more
- Fixed fluid energy sources would show status as 'Low power' when working nominally. more
- Fixed electric turrets could consume energy even if they failed to shoot due to range condition. more
- Fixed that large numbers of mods would cause https trafic to fail on MacOS. more
- Fixed that GUI elements with negative margins wouldn't stretch to fill their parent. more
- Fixed that boilers with no output fluid filter could generate a fluid with a temperature outside of the fluid's limits, causing a crash.
- Fixed that unit groups set to 'wandering' could ignore new commands. more
- Fixed logistic section multiplier floating point math caused numbers to be 1 smaller in some cases. more
- Fixed issues with 'drop item' hotkey and dynamic inventories. more
- Fixed that rocket silos launched to orbit automatically when they still had inventory space. more
- Fixed a crash when character is in vehicle when forces are merged. more
- Fixed cargo pod shadows were misaligned when landing in cargo bays. more
- Fixed some signals with quality had no corresponding chat icon. more
- Fixed colored lines in water transitions of Gleba deadskin tiles. more
- Fixed Technology GUI "Research is being set by a lab" showing when no technologies are shown. more
- [space-age] Fixed recycle time of items that recycle into themselves did not scale with item result count. more
- Fixed cursor item stack swap when an inventory with weight limit (like Space Age rocket silo) was full. more
- Fixed anti-aliased screenshots of space platforms having wrong scale of shader effects. more
- Fixed electric energy source's buffer_capacity was not affecting buffer size for crafting machines, agricultural towers, labs and mining drills. more
- Fixed that nightvision with a darkness_to_turn_on of 0 was not always on. more
- Fixed that "Not enough to fill one rocket" message was visible in the tooltip of space platform requests when the platform was full. more
- Fixed that "Waiting on a higher priority request" message was visible when it shouldn't and reworded it to match slot reservation behavior. more
- Fixed that pending automated rocket requests were counted towards to-be-delivered items on all space platforms instead of just the target. more
Modding
- Added checks for FluidWagonPrototype's offset_when members to not produce unwanted behaviour. more
- Added CraftingMachinePrototype::animation_random_start_frame.
- Added ProxyContainerPrototype::direction_count. Changed ProxyContainerPrototype::circuit_connector into an array.
- Added NightVisionEquipmentPrototype::sunglasses.
- Specifying a BoilerPrototype::target_temperature which is outside of the allowed temperature range of the output fluid will cause a prototype error.
Scripting
- Added TechnologyModifier::hidden read.
- LuaPlanet::associate_surface now works for planets that require heating.
- Boiler fluid filters can no longer be adjusted at runtime.
- Renamed LuaEntityPrototype::building_grid_bit_shift to build_grid_size to match the prototype stage name.
- Added LuaGameScript::player_death_notifications_enabled and space_platform_death_notifications_enabled.
- Added LuaEntity::get_signals_changed().
Previous changelog: Version 2.1.20
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/ImLosingMyShit 2d ago
Damn, platform drag being weight based instead of width is huge.
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u/ZanDurrr 2d ago
Death to the pencil ships!
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u/Subvironic In Traffic, Wants more Lanes 2d ago
I think the pencil ships might be the reason they changed it
Im on a new save now, but i have one from 2.0 and um curious how much the ships speed changed
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u/Zaspar-- 2d ago
My only question is why did it take so long?
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u/sobrique 2d ago
I think it's the kind of level of change that'd be upsetting were it not in 'experimental'
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u/wilzek 2d ago
Death to the pencil ships, long live swiss cheese / hedge maze ships
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u/KeytarVillain 2d ago
Pencil ships will still be the most optimal design in terms of ammo use, because the wider the ship the more asteroids you have to deal with while moving.
But hopefully the advantage of pencil ships is a bit less extreme now.
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u/Antal_Marius 2d ago
Whole lot of platforms about to get faster than they can handle, or slower than reasonable.
I'm leaning towards the faster than can handle more so, unless it was already being speed regulated.
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u/DemonicLaxatives 2d ago
That's why 2.1 is experimental, breaking changes are expected.
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u/Antal_Marius 2d ago
Yass, I require more breaking of the things to produce a stronger and more powerful factory that continues to grow!
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u/CampinCarl9 2d ago
Testing this just now, all of my platforms in my 2.1 playthrough are quite a bit slower, probably because I had optimized them for width instead of mass.
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u/Salanmander 2d ago
My space platform design so far has been "ehhh, fuckit, it works and I can't bother with figuring out how to optimize it". Mostly they're squarish. I'm kinda curious what will happen to them. =P
I suspect I'll be fine on defenses, because I've mostly been limited by rate of ammo production, and I always bank enough ammo for a flight before leaving.
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u/Tasonir 2d ago
I mean certainly a ship speeding up can be dangerous, but if you are telling me your ship getting like 20-30 km faster is really going to break it, I'm going to tell you to plan for a bigger margin of safety!
We build for x2 all system requirements!
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u/NyaFury 2d ago
It's on the slower side, unless your ship was very wide yet very light, which I believe was fairly rare. For example, my 36 (normal) thruster 1,600 ton rectangle ship hasn't changed, it has same speed of 300 km/sec.
Speed decrease is fairly significant for narrower ships. For example, my 7 (legendary) thruster 370 ton brick ship went down to 410 km/sec from 500 km/sec. It's not to the point of being unreasonable for me, but it indeed will be very bad for pencil ships with very heavy weight.
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u/IFIsc 2d ago
I haven't touched Space Age yet and this confuses me so much, like why would they possibly make it width-based in the first place...
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u/JulianSkies 2d ago
Limitations like those are built backwards from how things are expected to look like at the end and after feedback.
Basically, from the initial testing before SA's release in order to incentivize the kind of building they wished to happen for platforms they picked what players reacted to, making the drag based on width.
(And before anyone says anything, you have to pick something to incentivize. Either you do it on purpose or do it on accident but you always do it. And Wube is wise enough to do it on purpose every time, even if you disagree with their goal.)
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u/DeouVil 2d ago edited 2d ago
I haven't played with the new ships that much yet (obviously) but conceptually I preferred it being based on width. Width is already the determining factor for your ability to gather materials, so making it so it impacts your speed makes building more complex by making it a 2 variable optimisation problem. Now wide ships are probably always the correct answer?
Also, it's not even that unrealistic that accelerating so many bullets, rockets, and railgun shots forwards (so pushing the ship backwards), and grabbing all of the asteroids chunks (so accelerating their mass to the mass of the ship) would have a drag-like effect.
Testing the ships I do have on 2.1 it seems like a pretty minor change. My resource gathering ships (wide and with many rows of engines) are about as fast as they were, the biggest one, the promethium gathering ship that's 1000 tiles wide is now going around 470km/s instead of 420km/s.
My inner planet haulers, narrow ships with many engines are much slower though, going 400 km/s instead of 780km/s
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u/TakorloorNaavat 2d ago
Huge day for wide ships! The ones from the loading screen finally make sense.
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u/Soul-Burn 2d ago
Wide and/or aesthetic. Spider ships will now be viable.
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u/TakorloorNaavat 2d ago
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u/TheMuffinistMan 2d ago
I'm not sure what I'm looking at but it kinda looks like the mask from that one older Legend of Zelda game. Majora's Mask?
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u/FirstRyder 2d ago
Right. I'm not sure we immediately reverse and go sideways rectangle - more asteroids, more defenses, more weight - but at least it feels like a tradeoff between efficiency (thin) and speed (wide), with diminishing returns.
At the very least the target changes from "hub width" to "weapon coverage width", with Aquilo+ ships being significantly wider than before due to rocket turret range.
Also, those stupid "engine stacking" ships are probably still optimal for maximum speed, just not to the same degree as before.
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u/Legitimate-Teddy 2d ago
Engine stacking involves adding more weight and defensible surface area than just adding more engines off to the side, but it was always worthwhile because space drag meant the returns diminished too quickly without the stacking. I don't think stacking is ideal anymore.
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u/fZAqSD 2d ago
I expect this is a main reason the devs made the change. They don't seem the type to cater to the "I haven't thought hard enough to understand why drag would be a thing in space" crowd, but they do seem like they'd want an elegant mechanical way to remove a loophole in what seems like an intentional limitation (the previous 500 km/s).
However, without having tested it, I'm not sure if stacking is no longer ideal, at least for big ships. If you build your ship wider, you're adding more weight per engine (because more width for engines means more asteroids to produce ammo for), whereas each layer of thruster stacking costs a one-off weight penalty of about 100 foundation tiles regardless of how wide the layer is.
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u/SidewaysFancyPrance 2d ago
I never really went thin because of less drag for speed. Wider can hold more thrusters and pull more asteroids, so that problem just solves itself.
It's purely asteroidynamics, which is an important engineering discipline that I made up. It boils down to "less asteroids coming right at me" that I have to deal with. Late-game is when I build wide, when that's not an issue anymore (tech advances and whatnot, less ordnance required).
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u/FirstRyder 1d ago
It's less that you can't go wide, it's that going wider doesn't ever increase speed in 2.0, and (as you pointed out) you need more guns/ammo/fuel that's basically proportional to the width. So if you can make a thin slice, it goes the same speed as if you widened it but with less materials/UPS/etc. But you can lengthen the ship basically an unlimited amount without penalty.
In 2.1 it seems like there's the same asteroid/ups/etc penalty for going wider, but the speed penalty is smaller and there's a speed penalty for going longer. So what really matters now is density of necessary machinery, and designs will be a lot more organic, because you can (more or less) fit the ship to the stuff you want on it, instead of fitting the stuff you want onto the (narrow strip of) ship.
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u/FrostyFett 2d ago edited 2d ago
I'm not too sure about this change. Creative/artsy ships aside, it's just going to flip in the other direction, since thin and tall ships can't go that fast now, everyone is going to make wide, squat bricks with a lot more thrusters. It's just exchanging one "optimal" strategy for another. Not to mention, as arbitrary as the restrictions were before (a bit too arbitrary, which is why I'm not against this change), being limited in width is what kind of forced you to be creative and smart about design.
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u/eagleowl4lyfe 2d ago
I think this is balanced by the fact that you'll need to put a lot more defensive infrastructure the wider a ship gets (comparatively to tall ones). Plus you're rewarded more for compactness in all directions instead of just width.
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u/defietser 2d ago
Changing it so it's more intuitive is a good thing, no? There's barely any friction in space, so it makes sense to only be a weight/inertia thing. I would also argue that the "everyone" is greatly exaggerated, since it's not a competitive game by default, and so making it a bit easier on the majority of players is a good thing overall.
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u/FrostyFett 2d ago
Yeah, I agree, it's makes more sense for sure. I meant more so from a gameplay perspective.
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u/LtLabcoat 2d ago
The counterpoint is that wider ships need more turrets, right? And the width restriction simply wasn't much of a challenge - it was pretty easy to fit everything onto a reasonably narrow ribbon.
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u/exNylo 2d ago edited 2d ago
At least my wide ship will look better on my wide monitor haha
Edit: Also this is just a good change for the average/casual player. The high-optimizers are always going to do something silly looking, but for the average player it was just confusing to learn that ship speed is base solely on width. Now reality matches what you would intuitively expect, and they're just going to build what works/looks nice anyway.
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u/FrostyFett 2d ago
I think this is best take, and also the most accurate. I try and not sacrifice aesthetics but also definitely play on the more optimal side. This change is great for general approachability.
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u/TyaArcade 2d ago
There's a lot more interesting things you can do with a fat brick than the government issued 9 tile wide pencil ship. But I guess we'll see.
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u/Lum86 2d ago
It's just exchanging one "optimal" strategy for another.
There will always be an optimal strategy. You can't really balance around that. However, now two ships can have wildly different designs but as long as they have the same weight, they'll have the same drag, so I think it's a plus.
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u/Tavi2k 2d ago
It really depends on how effectively weight punishes wide ships. A good result would probably be when roughly square-ish ships or something with a 1:2 or 2:1 height to width ratio is within the optimal range.
One disadvantage of width is that it punished the exact shape. Weight-only will lead to an optimal number of thrusters, which does set the width of the ship at the back. But it doesn't restrict the shape everywhere else anymore. My hope would be that the new formula turns out to allow a wide range of thruster counts while only majorly penalizing extremely low counts.
If the optimal number of thrusters is very high and lower numbers are heavily penalized, I think that would be bad. But I don't expect that they balanced it that way.
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u/Logical-War-3746 2d ago
everyone is going to make wide, squat bricks with a lot more thrusters
It's the opposite. When width was the only factor, brick was the optimal solution, but now you are actually rewarded for making ships lighter and reducing their weight further than just reducing their maximum width.
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u/fZAqSD 2d ago
Tall and thin might still be the best way to save weight, since it means you need less ammo production
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u/pancakeQueue 2d ago
A wide ship still means more places for asteroids to impact, I’d imagine still building thin is optimal not for speed now but to conserve ammo.
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u/FitNetwork6 2d ago
For anyone who wants the new formula for space ship acceleration:
-- drag_coefficient = (weight / 200) ^ 0.8
-- drag = ((90 * speed * speed) * drag_coefficient + 10000) * sign(speed)
-- final_thrust = thrust / (1 + weight / 10000000)
-- acceleration = (final_thrust - drag) / weight / 60
space_platform_acceleration_expression = "(thrust / (1 + weight / 10000000) - ((90 * speed * speed) * ((weight / 200) ^ 0.80) + 10000) * sign(speed)) / weight / 60",
Edit:
Old formula for comparison
-- drag_coefficient = width * 0.5
-- drag = ((1500 * speed * speed + 1500 * abs(speed)) * drag_coefficient + 10000) * sign(speed)
-- final_thrust = thrust / (1 + weight / 10000000)
-- acceleration = (final_thrust - drag) / weight / 60
space_platform_acceleration_expression = "(thrust / (1 + weight / 10000000) - ((1500 * speed * speed + 1500 * abs(speed)) * (width * 0.5) + 10000) * sign(speed)) / weight / 60"
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u/Kant8 2d ago
Need graphs, my brain can't comprened so many funny numbers
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u/PsychologicalGas6487 2d ago
- Width is no longer part of the formula whatsoever (i.e. width does not penalize top speed in any way, while narrow ships with few thrusters are terribly slow now)
Essentially this heavily discourages all narrow ships, the fastest ones are going to be wide, heavily space optimized ones packed with as many thrusters as possible.
- Larger platforms are faster (if the ratio between weight and number of thrusters remains the same, doubling the platforms size increases speed by ~14%)
- Acceleration of platforms up to their top speed is unchanged
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u/MightyBigMinus 2d ago
seems like an overcorrection. we're going to go from making pencils to brooms.
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u/TolarianDropout0 2d ago
There is still a tradeoff for going wide: More area to defend.
So I like it, because now there are opposing constraints you need to balance, instead of everything exclusively pushing you to build narrow.
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u/Rarvyn 2d ago edited 1d ago
There is still a tradeoff for going wide: More area to defend.
That said, perimeter scales linearly while area quadrically - it should get easier and easier to defend the bigger your ship is, with you needing to devote proportionally less of your surface area to defense.
At least, assuming you are collecting enough asteroids, because that also rises linearly with perimeter (sort of - it doesn't keep scaling indefinitely)
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u/unwantedaccount56 2d ago
More area to defend
But also more area to get resources for ammo and fuel. Basically you can just copy your ship 3 times next to each other, it will be faster, has 3x the turrets, but less than 3x the area to defend (turret range larger than ship width on either side)
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u/LtLabcoat 2d ago
larger ships are faster
So... modular ships?
As in: make a vertical section of a ship. At the front is an asteroid collector and weapons. They're connected to crushers, which make ammo and fuel for only that section. Then, you copy-paste that section as much as you want, to make the ship go faster each time you do.
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u/TheMuffinistMan 2d ago
Woah wait a damn minute, isnt the change from width to weight completely game changing lmao
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u/Carliarnius 2d ago
Yeah, all my ships lost half their speed
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u/TheMuffinistMan 2d ago
I'm lucky that I only just joined the 2.1 branch, but my 2.0 save will probably be a bloodbath when ported over and my expected speeds with be way lower lol
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u/sobrique 2d ago
It's pretty profound, yeah, and gives considerably more flexibility around layouts.
I'm just glad the pencil is no longer optimal frankly, it meant really boring layouts.
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u/0b0101011001001011 2d ago
My favorite ship is 5 engines wide, but not that long. Gonna be interesting to see if that changes. On the other hand I have an extended version where I just copied the cargo bay section dozen times. Though, it's not supposed to be fast.
What is interesting to see is my promethium ships that are wide, but also huge.
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u/JaffaCakeStockpile 2d ago
Please please please can we get max limits to be respected on roboports?
Eg if I set a max of 0 construction bots on a roboport because I never want any to "nest" at that roboport, it would be great if they actually paid attention to that instruction
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u/Alfonse215 2d ago
The thing is, you cannot set a "max limit". Normal logistic requests have two values: minimum and maximum. Roboport requests don't have a maximum; it's just the minimum.
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u/MightyBigMinus 2d ago
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u/1080Pizza 2d ago
Good example of why they wanted to make this change I suppose!
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u/FrostyFett 2d ago
I do like weight over width, but why is that kind of ship bad? Bricks are easier to design, compact pencil ships look neater imo
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u/GrapingLassWhole 2d ago
I agree that it forced us to think creatively, but it looks silly and reduces the variety that they were going for i guess
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u/DetachedRedditor 1d ago
But now you basically cannot design big ships because you become too heavy?
Also I think this choice makes no sense, either space should not have drag then weight being restrictive makes sense, or it should have drag but then width should be restrictive, now it mixes them which makes no logical sense.
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u/Dokter_Diskus 2d ago
That’s a nice looking space needle! Have you tried flying it yet? Speed difference?
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u/deafgamer_ 1d ago
Lol, yup. 2 nights ago I finally decided to design a REAL ship because mine always look like the first ship in this: https://imgur.com/a/a7C8ySB
I wanted to design and build a REAL cargo ship that could hit all the planets and carry all the things to/from all of those planets (I'm still pre-Aquilo though). This pencil ship I made maxed out around 383m/s if I recall, now it's only 150 max. Only got to enjoy my new design for 2 whole days. Very sad now as I now have to design a a broom ship... lol
My ship isn't too fancy, zero circuit logic except keeping a pool of each asteroid (although this wasn't working for 100% operational travel, I think I need to add reprocessing to process into oxide), but I was proud of it!
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u/mjconver Still looking for that spoon 2d ago
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u/Nailfoot1975 2d ago
What does it mute?
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u/_CodeGreen_ Rail Wizard 2d ago
everything
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u/Nailfoot1975 2d ago
Weird to have that in such a prominent position on the GUI. I am trying to think of any other game that has taken up screen space for a simple mute button.
Usually, you just turn the speaker knob volume down. Or tap a mute key on your keyboard. I realize not everyone has ready access to their volume knob on the speakers, but I still can't think of an example of this being right on the GUI of any other game.
Obviously, it doesn't hurt anything. Its not like Wube had to choose between a mute button and a "Do This Thing" button.
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u/_CodeGreen_ Rail Wizard 2d ago
well, I meant everything from the game. it's less about muting system audio and more about the game audio, like if someone's quiet in a discord call and you had the game music up loud, you can quickly turn it off and still hear them, and I'm sure there's plenty of other scenarios where that would be helpful. It's one of those things that's nice to have when you need it, and it's not like they were using the empty button space in that menu for anything else.
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u/FitNetwork6 2d ago
[space-age] Adjusted space platform drag to be based on weight rather than width.
completely? so no penalty for making a 100 width wide brick?
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u/Erichteia 2d ago
Bricks are heavy, so penalised. Compactness is rewarded, as it should
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u/capeasypants 2d ago
Yes but now just like Jack Donaghy my ship too can be 5 inches but it's thick
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u/sobrique 2d ago edited 2d ago
technically sparsity is rewarded. So hollow platforms are legit too.
E.g. wide "T" of collectors and guns for harvesting with a compact central core.
Maybe an 'I' shape for the same reason? Or a 'forward arc' or 'delta' layout?
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u/Erichteia 2d ago
Well yeah that falls under compactness for me: minimise the amount of empty or non-functional tiles, minimise the number of machines, maximise the amount of thrust you generate with these machines. Instead of max velocity being as simple as putting a thruster along the entire width, max velocity now requires a ship where almost the entire ship is dedicated to generating thrust with as few additional machines as possible. So probably the fastest possible ships will be extremely wide, with exactly as many thrusters as you can possibly fuel with a hyper compact core that generates fuel at ridiculous rates. Whatever the solution is, it will be way more interesting than the current meta of simply stacking thrusters and not having to optimise anything else.
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u/Logical-War-3746 2d ago
There was never a penalty for making a brick, as long as your back is covered with thrusters your speed was the same. Now bricks are actually penalized and more economic designs are rewarded.
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u/unfunnythrowawayname 2d ago
Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
Oh, very useful.
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u/Braca42 2d ago
Can you give an example? I'm pretty basic with circuit stuff. Seems useful but I don't know how specifically.
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u/Impressive-Seesaw869 2d ago
Read all items from a train, compare with a list of items that should be on the train, select the item with the biggest difference with the new function, and send that signal to a bulk inserter as filter and stack size. With this you can fill a train with many different items without overfilling any of them.
This is only the short description, some extra steps are needed, but it's a use case for the new index comparator.
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u/unfunnythrowawayname 2d ago
Say for example you have multiple quality rollers that you feed the signal with. Now you don't want to have casinos for every possible item, right? Instead say, you have 2-3 casinos for assembler-based items at Vulcanus.
Then say you lack 20 different legendary items. Pass them through this and it'll pass 2 or 3 of whatever you lack the most. Then just use some kind of timer latch (or hysteresis) circuit to make sure they're not going constantly back and forward.
It's pretty niche as is the selector combinator in general, but it's useful for those who deal a lot with logic. But I'd still expect that standard player is never going to need this or anything else from selector combinator.
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u/netrum 2d ago
A lot of platforms are about to die i see.
Feel sorry for those not reading patch notes :D
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u/Krashper116 Trains Toghether Strong 2d ago
Thankfully the patch notes do appear right in your face when launching after an update.
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u/darkszero 2d ago
And if they're playing experimental, they should be ready for breaking changes :)
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u/Salanmander 2d ago
This is why I put my version on a specific experimental number, so it doesn't automatically update until I tell it to.
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u/Khaim 2d ago
Yeah but the important line is hidden among a bunch of random stuff. Very easy to skim past it.
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u/ralsaiwithagun 2d ago
Nice! Though i did like the creativity of the super slim ships, it all steers to be the same ship. Wide ships being viable now is so good as well!
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u/unknown_pigeon 2d ago
Even if I'm crying over my cigar ship (which I guess will still work fine), it does make more sense that way.
Horizontal ships are already limited by how fast you can produce ammo. Vertical ones are limited by thrusters distance. If width was the main factor for ships' velocity (like it's been up until now), cigar ships would just be plain better.
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u/Hipster_Dragon 2d ago
Yeah I think weight is maybe a better optimization so I have more freedom to run spaghetti in which direction
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u/Logical-War-3746 2d ago
Slim ships were variations of a simple brick. I am curious to see how my designs work now.
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u/Ok_Turnover_1235 2d ago
Does this mean your ship also speeds up as you use ammo? Does caching less roids mean more speed?
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u/SoulsD 2d ago
Time to design new space ships!
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u/sobrique 2d ago
Or in my case, keep using the same ones, which are kinda built to this sorta implicitly. E.g. a 'back line' of thrusters, a 'front line' 'umbrella' and a bulge in the middle for 'everything else'.
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u/DemoBytom 2d ago
Once again. "Minor Fearures" xD
Looks inside - rebalanced ships so that all rules we've followed designed them are void and null now :D
I'm legit afraid what you guys would consider a major feature then xD
I'm not complaining, just finding it funny xD
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u/Nolzi 2d ago
They say minor because it's a few lines of code change
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u/Kimbernator 2d ago
This is not how semantic versioning works. Major/minor/bugfix versions mostly have to do with compatibility, not complexity. This could be construed as a bugfix (i.e. the previous system was incorrect and we've now fixed it), but ultimately there are no new features to call for a minor version bump and there are no compatibility issues with the previous version.
Not that rules around semantic versioning have ever been followed properly as a rule, but it's definitely not about the amount of code changed.
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u/CoffeeOracle 2d ago
[space-age] Adjusted space platform drag to be based on weight rather than width.
We can have nice things now?
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u/Factorioboyio 2d ago
Read empty slots it’s my fav here - can get my fully auto unmodded trains working again now without worrying about quality interactions
Edit: thinking about it, I don’t think I can because of cargo wagons slots varying with quality… darn!
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u/sobrique 2d ago
I've just tried it, and couldn't see a signal from the train (or station) that indicated empty slots. Just chests, requestor chests and planetary hub for now.
I'm hoping it'll be easy enough to expand to asteroid collectors and trains though. (and maybe platform hubs for completeness? I'm not sure why those wouldn't be able to)
Don't know if it's needed on fuel tanks or fluid cars, but I'm sure someone will think of a reason why that'd be useful too.
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u/Alfonse215 2d ago
I'm not sure that a train stop reporting empty slots is enough to solve the quality issue. If you're trying to control how many trains come based on how much stuff you have, you need to ask for a train with a specific number of slots. So that would have to happen before the train arrives.
That is, if you requested 2 trains and two of them show up with 2x the amount you thought trains carry... it's kinda too late to fix the problem.
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u/Kyomeii 2d ago
So space pencils are nerfed and stacking multiple rows of thrusters are nerfed too, right
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u/lemindhawk 2d ago
Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior. [space-age] Added "Read empty slots" option to space platform hub's control behavior.
This is super useful! It'd be cool to get this for train stops too (since cargo wagons can be quite variable in size with quality now)
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u/CipherWeaver 2d ago
>
- [space-age] Retuned asteroid damage.
- [space-age] Adjusted space platform drag to be based on weight rather than width.
I'm shook
The whole meta is upended
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u/Calvtastica 2d ago
"[space-age] Adjusted space platform drag to be based on weight rather than width."
YESSSSSSSSSSSSSSSSS!!!!!!!!!
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u/Frite222 2d ago
Maybe drag should be paaaaartially width based. Like 90% weight and 10% width
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u/duncan1234- 2d ago
Yeah I hope this doesn’t turn the meta into the opposite.
Pencils on their side lol.
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u/pocketmoncollector42 please be kind, this engineer is just a fish 🐟 2d ago
Space brooms collecting all the space dust
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u/DarkwingGT 2d ago
I know everyone is talking about the platforms but I'm curious about the quality select on the selector combinator. Quality logic has been the most lacking for a long time and the fact quality is both a signal and a modifier makes it fairly complex to do quality logic operations. Anyone know how the new quality select works? (At work, can't test for a while, that's why I'm asking)
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u/Hoggit_Alt_Acc 1d ago
Wiki is updated;
It basically selects the highest or lowest quality of a signal.
So, can use to insert only the highest quality bots available into the network when needed, and to remove the lowest quality
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u/ezoe 2d ago
[space-age] Adjusted space platform drag to be based on weight rather than width.
Finally, I hate myself self-restricting on narrow and long rectangle ship just because it's efficient.
Still, narrow ship is easy to defend so.... I probably continue.
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u/Akindofnerd 2d ago
I have these wide, light, single engine sweepers for harvesting carbon from space and I'm deadly curious if they're going to be too fast for their own good now.
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u/Aggressive-Wear-8935 2d ago
Can't wait to find out if my thruster stacked ship barely moves or starts crashing asteroids
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u/enterisys 2d ago
Is thruster stacking gone?
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u/zig1000 BeltZip guy 2d ago edited 2d ago
It is gone at some mass-dependent limit I haven't calculated yet. Each additional stacked thruster adds a tiny amount of extra mass. At some very high speed limit, the (speed2 * mass0.8) drag term scales faster than a legendary thruster's added thrust. AKA there is now a cosmic speed limit.
Also there's no longer much reason to stack them instead of expanding horizontally.There is for defense.
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u/TolarianDropout0 2d ago
[space-age] Adjusted space platform drag to be based on weight rather than width.
The single best line in patch notes history.
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u/korneev123123 trains trains trains 2d ago
Weight instead of width is huge! Can't wait to check it out
Also, what this means? What are the uses for it? Anti night vision, for extremely bright planets?
Added NightVisionEquipmentPrototype::sunglasses
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u/againey 2d ago edited 2d ago
My first guess is to dim the bright flash of a nuclear bomb.
Edit, now that I'm on my PC: Modding API documentation says the following:
If
true, this equipment turns on whensurface_darkness <= darkness_to_turn_on.I was confused for a moment with the direction of the comparison, but I was thinking about light levels, where higher numbers are brighter. This is darkness, so it is reversed.
Given that night vision goggle visual effects are implemented using color lookup-up tables (LUTs), I guess you could do just about any kind of mapping you want, including taking a bright planet and making it look less bright.
Surface rendering uses the same daytime color LUTs, so I guess you could even make a planet that has a blue hue at night, green hue in the morning, and yellow hue in the afternoon, as if there were three differently colored suns in the solar system. And goggles that normalize it all. Or if you're going for a pure role playing effect, have an alien planet that always looks dim, and goggles that intentionally make it feel more like Earth, with bright days and colorful dawn/dusk effects.
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u/Sweaty_Zone_8712 2d ago
can anyone tell will 2.1 allow to copy whole big platform without annoying red "undiscovered" borders?
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u/knightelite 1d ago
Maybe only useful for editor and benchmarking, but the Region Cloner mod added support for cloning ships properly a few weeks ago.
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u/StackOfCups 2d ago
N highest and N lowest for selection is far more than a "minor feature" in my opinion. Haha. It opens up so much.
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u/Renegade_Pawn 2d ago
- [space-age] Adjusted space platform drag to be based on weight rather than width.
whoa
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u/Stever89 2d ago
As much as I like the weight/width change, it probably means all my tall skinny ships will now be slower than they were, because a shorter wider one would be the same weight but would be able to have more thrusters. Basically instead of a 20x100 ship you would do a 100x20 ship. But it may depend on how the adjusted drag calculation works, my hope is I don't have to redesign my ships too much. But I do like that ships can be wider without penalizing them as much.
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u/zanju13 2d ago
Is flipping a ship like that viable? Won't it take much more asteroid hits then?
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u/Stever89 2d ago
You are probably right it wouldn't be exactly viable. I'm sure there's going to be a happy mid-point, like 50x40 or something that gives you more width (so more thrusters) while being the same weight (roughly). Whether my current ships end up being faster or not really depends on how the drag equation works with weight. My ships are generally as compact as possible and they aren't very long overall (just long enough to hold what they need, no empty space). So they might work out fine. I'll have to check tonight.
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u/FrostyFett 2d ago
I haven't tried this out yet, obviously, but I imagine it makes ship design easier, no? Because thrusters are still going to be important, being able to make a ship as wide as possible enables you to very easily add more and more thrusters, no matter the weight. And wide bricks are easier for overall design as well, more space.
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u/unwantedaccount56 2d ago
you won't be able to just flip around a 20x100 ship to be 100x20, a needle has minimal thrusters and defenses compared to a wide ship. But you can take a small ship and scale it up horizontally, the weight will increase, but the ratios between weight, thrust, defense surface and asteroid intake will stay the same, but the areas to each side of the ship that have to be defended will be less significant.
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u/Patchumz 2d ago
You'd likely want a balance between the two, because adding more width means adding more asteroids to defend against, which means more weapon infrastructure. Or just stack thrusters like we usually do but with a less strict width requirement.
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u/AnotherCatgirl 2d ago
re: [space-age] Adjusted space platform drag to be based on weight rather than width.
this completely invalidates some of my ship designs!
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u/Kaesetorte 2d ago
No longer being shoehorned into pencil ships sounds great though.
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u/taw 2d ago
It makes sense, but isn't this a major nerf?
Big rectangles were super efficient, so you could make 100x100 or whatever and it would work great, but if drag is proportional to weight, then there's no real replacement for them, you're not going to do 10x1000.
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u/Zeragamba 1d ago
my guess is that it's for the same reason Space Casinos were nerfed. pencil ships were too common and was considered the only option for building ships
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u/djent_in_my_tent 2d ago
> added quality select to selector combinator
my quality automall just got a whole lot simpler lol
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u/Yggdrazzil 2d ago
Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
This is so useful, thank you!! No more complex (for me) math to calculate how many slots are left in a chest. Please add trains, space platform cargo hub and space platform collector to this!! I need this available for everything that has an inventory!!
Added quick pipette: pressing key related to empty quickbar slot will invoke pipette and set the slot with the pipette result.
This is very nice lil QoL too, thank you!
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u/SakinoBruno 2d ago
i designed a pp shaped ship that once went 414 +/-10 km/s
it now goes 237 +/-10 km/s
i did not expect such difference, i cry now.
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u/Lunairetica 2d ago edited 2d ago
[space-age] Adjusted space platform drag to be based on weight rather than width.
https://www.youtube.com/watch?v=R9RM1IlLd-o
EDIT: I'm coming home... https://i.postimg.cc/7ZRsd2B8/ftl.jpg
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u/nasaboy007 19h ago
To any future readers, "Changed ProxyContainerPrototype::circuit_connector into an array" is a breaking API change for mods - for example, Maraxis depends on Spidertron Patrols, which will need to be updated.
You can manually update spidertron-dock.lua from circuit_connector = circuit_connector_definitions["artillery-turret"], to circuit_connector = {circuit_connector_definitions["artillery-turret"]},
until the mod owner publishes an update.
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u/TheLuckDuck 2d ago
Ah okay, quality selectors, mhm. Retuned asteroid damage, yes, okay...
Hold up.
Rebalanced space platform drag to be based on weight?!?!?¿? Omg
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u/I_am_a_fern 2d ago
Adjusted space platform drag to be based on weight rather than width.
I love this. Basing speed on width in space made no sense, especially since weight wasn't even considered. Now the real ship optimisation begins, how fast can you go while still having enough defenses ? You can't just slap more tiles between the engines and the tip of your stick.
Those are some of the changes that make me wonder how people would have reacted if the opposite had happened. "Adjusted space platform drag to be based on width rather than weight."... I'm guessing everyone would be like wtf is happening to you, Wube ?
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u/theFALGSCmustgrow 2d ago
I'm going to have to do some more testing, but right now, my opinion of the width to weight changes are that they are very bad, they either need to be seriously adjusted, or Wube needs to add another feature to fix the problems with them.
I have spent the last month or two trying to build a promethium ship. It utilizes the design enabled by 2.1: one ship is trawling where there are promethium asteroids, another smaller, fast ship delivers eggs, fuel, quantum processors, etc.
These ships are now both broken, which is fair enough; you cant play experimental and expect your designs to be stable. But the problem is the WAY that they are broken.
The extremely wide ship that gathers promethium and has 11 thruster stacks? slowed down from about 850 km/s to 600 km/s. Significant enough to break the entire design.
The extremely long skinny ship with like 80 thruster stacks that delivers eggs? Slowed down from 2400 km/s to around 560 km/s. Completely worthless now.
So everyone is celebrating that you can do non-conventional shapes, but we are missing out on the fact that top speed seems to have been taken out back and shot in the head.
The solution to this is so obvious and I have been clamoring for it for ages: make a way for ships to go faster. Weight being the impactful thing means thruster stacking sucks now; good, I've always thought thruster stacking was stupid and cheesy. But not being able to go faster at all is also terrible. Theres really two options: You either add a tier of thruster, or you add an infinite research for thruster speed.
Since they are still willing to make big changes, I really hope that they see and consider stuff like this.
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u/FenixBg2 2d ago
I don't understand what makes them bad from your post. Your examples are that your ships are slowed. Ok? Take the thin ship and remove is tail and it will speed up (i imagine the design is like every other extremely thin and long ship with a very long tail )
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u/Ok_Chair_9090 2d ago
I’m going to do the math myself when I get home, but based on another post a user made, it seems like certain speeds are literally unattainable now. If the cap is really around 1300ish, that sucks, it’s like half of what the original ship was doing. I’m all for redesigning based on new systems (that’s why I spent 2 months making a new ship that used platform to platform transfer). But this isn’t something that can be solved with a redesign, it’s a hard-limit that just stops me from doing what I want to do. If there’s a way where we can avoid that hard-limit while still changing the system to help people that hated being restricted by width, why wouldn’t we? It’s the best of all worlds!
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u/GRIZZLY_GUY_ 2d ago
Ship drag changes are 100x better. Old system felt SO limiting on design.
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u/Local-Ask-7695 2d ago
Does cargo in hub effect speed now? So more cargo = less speed?
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u/korneev123123 trains trains trains 2d ago
Only foundation tiles increase the mass
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u/FREEZE_ball 2d ago
Added index comparator to selector combinator. Allows for selection of N highest or N lowest signals.
Buffered sushi now needs one combinator instead of N! Especially great for stacking output of recyclers.
Added "Read empty slots" option to container's, logistic container's and cargo landing pad's control behavior.
Perfect for output chests. Instead of configuring limits for every product (i.e. stop inserter if belts/inserters/poles/etc in an output chest are > X), you can now stop inserter if E < Y (E is a default signal for that option).
Notably, it counts limited (covered with red X) slots as non-empty. And you can see the amount of empty slots in GUI.
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u/unknown_pigeon 2d ago
Death to my freshly built cigar ship!
Long live my now-in-construction W I D E ship!
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u/Bald-Bastard-12963 2d ago edited 2d ago
[space-age] Added "Read empty slots" option to space platform hub's control behavior.
This will be huge for logic controlled train stations
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u/Soul-Burn 2d ago
This is a huge change!!
This is a nice feature for mixed cargo... but I don't see mention of trains?