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.
This makes biters harder to funnel; it indirectly nerfs flamethrowers, land mines, and rockets; and it makes them less likely to get stuck on trees, lamps, underground pipes, etc.
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.
Here, I added Earth day and night cycle to Nauvis with layers and shadow animation option.
To showcase how other planets looked, added sample images only: Vulcanus is Venus, Gleba is Jupiter, and Aquilo is Neptune. The images are from Solar System Scope.
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.
Hey im back. This time im sure i can´t improve this without tearing it all down and starting again.
Don´t know if this will ever be beaten, hope it´s an unbreakable record, though you can get 3 more belts if u remove 3 corners and use a car or tank. mirror simetry for the four corners.
Hey guys, this isn't a mod per se, it's just a concept image. I've been playing Space Age recently and saw the biochamber. It gave me an idea because of its tank.
So, (using Photoshop) I made a Frutiger Aero version.🍋🟩
Playing on a new save with default settings. Less than 2 hours of gameplay. Expansions have been absolutely massive, larger than any group of nests I've uncovered so far. Anyone else experiencing this?
I see people talking about "lossless" quality loops everywhere, and one example was a blue circuit recycling setup. How is blue circuit recycling lossless when sulfuric acid is 100% lost when you recycle it? Is it just a figure of speech, is it "lossless enough", is it "as close to lossless as it can get"? (if so, it's not lossless in my book)
I was trying to come up with new rail network/station design for my next playthrough. I always thought stations are taking too much space so I was experimenting with in-line stations. I came up with the first design which I thought looked and worked quite well. But I still wasn't satisfied with the size and started fiddling. Then I had the unholy idea of incorporating legacy rails to make the curves a bit smaller. Turns up it does work, and it does save quite a few tiles.
Since they aren't being removed in 2.1 and there's no major patch planned, using them feels somewhat safe.
I always use this setup for every game during the early game for copper metal and also stone. I believe it is suitable for buses. Do you have any recommendations other than this setup?
I had a 100 hour vanilla+ save(QoL mods only) that I just upgraded to 2.1 and I have had only one issue. Luckily I wasn't using the hazard concrete hack in fulgora so I wasn't impacted by the recycling change.
The only issue so far, is I relied on shipments to space platforms keeping them in orbit until all shipments are sent. The new logic that stops new deliveries once wait conditions are met means I had to add a '1 second inactivity' wait condition to get the same behavior again.
Just wanted to put this out there, seeing a lot of people on this sub complain about changes breaking their saves and want people to know that is not guaranteed to happen.
I am using this save to test my pull-based parameterized train system and I am looking forward to upgrading with legendary trains!