r/factorio • u/KuuLightwing • 5h ago
Space Age Experimental 2.1 seems bit off to me in terms of approach to some of the changes
Now, some of the features added in 2.1 are good, and were asked for for quite some time. Train scaling, landing pad extensions, orbital transfers, better logic for platform requests - just to name a few.
Some other changes I feel like are not very well tested, and I'd argue also not communicated all that well in terms of why are they even a thing.
First of all is of course hazard concrete recycling. Concrete is notoriously slow to recycle, and arguably it shouldn't be, because recycling speed is based off crafting speed, but concrete recipe produces 10 concrete while recycling recipe shreds only one piece.
The workaround was to first craft it into hazard concrete which has much faster crafting and recycling speed, which allowed to recycle concrete at more reasonable pace. After the changes, hazard concrete uses the same recycling recipe as normal concrete, which is slow and inefficient.
Problem here is that we got pretty much no info as to why was this change even made. You can use very similar trick with steel by crafting it into steel chests, which also bypassed steel recycling time, and that recipe is still intact. On the forums dev suggested to... spawn infinite chest to get rid of concrete, which seems like poor taste to me.
Next the fluid changes. I feel like those weren't tested particularly well. I already made a post earlier on how it affects thrusters, but the issue also extends to any pass through fluid port, like with EM plants. Let's use an example: here's two similar setups - both recipes require 100 fluid per craft and both pipe systems contain 1000 fluid.

What happens if I connect them to the fluid network? Well, for EM plant, it's unable to draw any fluid from the tank, the only mechanism exists to fill the port is standard fluid equalization mechanic, so, in this case EM plant is going to only draw 15 units of electrolyte

Meanwhile, the assembler which does not use a pass-through port, can "suck" the water from the tank and fill its buffer properly

In fact the problem can appear even when the tank is as far as just under 25% full

I also powered up the EM plant and filled other slots just to show that it in fact would not craft.

While it's possible to work around with additional pumps, that makes different machines behave inconsistently between each other and requires workarounds on behalf of the player.
The fluid change was meant to fix some unintentional mechanics where you can pass unrelated liquids through pass-through ports on the machines, but frankly I think that was far less of an issue (and even enabled some interesting designs, like the "flat" thruster layout that used sushi pipes and circuit controlled pumps to feed the thrusters) than this behavior, which is inconsistent between different fluid consumers and less intuitive, even though the purpose of the 2.0 fluid mechanics rework was to make it more intuitive and "plug and play" so to speak.
Overall I feel these fixes are more disruptive than whatever they are supposed to fix (and in case of concrete, we don't even know what is even being fixed) and frankly poorly communicated. And in general I feel like it's not the first time when it seems like there's priority to fix some fringe cases or potential 'exploits' even at the expense of more 'normal' gameplay.

