Factorio

Factorio

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jeff Jan 10, 2024 @ 8:22am
Version 1.1.101 released today dose not work with saved games using the Krastorio 2 mod
Help. Is there a way for me to roll-back to version 1.1.100 so I can complete my game?
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Showing 1-15 of 24 comments
Fel Jan 10, 2024 @ 8:24am 
1.1.99 is in the beta branch on steam, there is also the option of downloading it from their site as a standalone version if you don't manage to finish your game before they remove the version from the beta branch on steam.
JackPS9 Jan 10, 2024 @ 8:26am 
Steam Beta System,
Can set your game to be only 1.1.99 instead of the update that dropped today.
Another option is when you made a modded version, copy the game folder else where.

I have a folder of just modpacks for Factorio depending on if I'm playing with set people.
Glyph Jan 10, 2024 @ 9:12am 
fwiw I'm playing K2 no prob on the newest patch
RiO Jan 10, 2024 @ 10:34am 
I would find it very suspect that K2 would stop working on version 1.1.101, considering its current maintainer is on Wube's payroll as a software developer working on Factorio and the Space Age expansion.

[EDIT]
Reporting in with a K2+SE save that migrated and runs fine.
Last edited by RiO; Jan 10, 2024 @ 10:37am
Chindraba Jan 10, 2024 @ 10:41am 
Originally posted by RiO:
I would find it very suspect that K2 would stop working on version 1.1.101, considering its current maintainer is on Wube's payroll as a software developer working on Factorio and the Space Age expansion.

I'm not sure the condition of the maintainer makes it any more, or less, likely to happen. I'm sure it would make a patch happen faster though. Still, the OP didn't actually blame K2 for the problem, only identified that they're in a K2 game. They could have several other mods, any of which could be the problem. Since it's a Steam-linked game, it's also one of the Steam sync bugs was triggered by the update process and caused the problem.

The latter potential I've no clue how to diagnose or fix, only the isolate by downloading 1.1.101 from WUBE and see the same thing happens with that. That will at least define it as a Steam problem or a WUBE problem. Further search for solution can progress once the problem is better defined.
Klown007 Jan 16, 2024 @ 12:22pm 
There was an update to SE that made some changes that affected K2 so (update notes stated such) depending how far along you are you'll have to go around and fix/patch up some K2 builds... LDS (needs glass now) blue loaders recipe changed slightly, recipe rocket fuel changed slightly... those are the ones that I needed to fix on my SEK2 save so far (not that far in space science so didn't get to much broken past that. no issue with the latest base game update.
RiO Jan 16, 2024 @ 2:00pm 
And what an update it was.

* Voiding recipes now return their input 75% of the time.
* Voiding takes longer for buildings, tiles, or other placeable items.
* Landfill can no longer be voided.

Right. I guess this is Earendel seething at players that: "Nooo!!!! You can't just toss all the landfill into the crusher to get rid of it. Play the game mmmmmyyyyyyy way, damn it!"

I give it about 5 days before someone manages to publish a mod that makes landfill voidable again and removes the idiotic 75% return loop.

- Updated the recipes for loaders to bring them closer to the AAI Loaders.
And this- this is just hubris; plain and simple.


- Adjusted the Lithium production chain to avoid Chlorine creation with up to Prod 9 modules.

Which, in total disregard for actual game-balance, means you'll now be burning more sand on creating Chlorine. since the electrolysis method is now the only way to make it - both to fuel your Lithium pipeline and all your rare metals mining.

Which means Earendel just managed to not only neatly add another multiplier on top of K2+SE's thirst for stone (which is already enormous thanks to quartz and silicon, and was made larger still by changing low density structures to again require glass, and thus sand, and thus stone), but also that they managed to rather cruelly penalize starting players with a hefty charge to the initial power grid, as Chlorine is made in Electrolyzers and looky, looky:

* As part of this, the energy usage of Atmospheric Condensers, Electrolyzers and the Krastorio 2 "Advanced" buildings has been increased.

Where they already had a multiple megawatts operating cost; he's made them even worse.

And of course, he still did nothing to improve the actual nuclear fission tech which Krastorio 2 intentionally both gimps and has produce different types of output than in the base game, to coach the player towards its nuclear fusion tech line. Fusion is supposed to be in stand-alone K2 more or less the equivalent to the moment where you unlock fission in vanilla and go: "aha; well, that's power solved for the foreseeable future then..."
Buuu---t. Naturally in K2+SE you cannot get it until much, much, MUCH later in the game because it's aa----lll locked a mile deep in space energy science.

So basically, it's comically idiotic over-sized solar fields or bust.
(And I do mean 'bust' - because most other options have hideous levels of pollution for the amount of power they give you, blowing your pollution cloud far and wide and resulting in every fully Behemoth-evolved biter on Nauvis wanting to actively chew your head off by the time you manage to start working on your first dedicated space sciences.)


I thought Earendel might've been done with his stupid shenanigans when he introduced biter-laden meteors into the game and mentioned them in the release notes as meteors that "contain biological materials."

But no; he's still every bit as vindictive. What an absolute tool.

Let this be an example to future mod authors:
here's how NOT to handle compatibility and interoperability with other mods.


Right. Guess that's the end of my K2+SE run.
Guess I'm going to try something more fun and well-balanced instead.
Like, oh- I dunno? Pyanodon?
Last edited by RiO; Jan 16, 2024 @ 2:34pm
Chindraba Jan 16, 2024 @ 2:47pm 
Which more or less accentuates one of the key things about the development of Factorio. Balance.

I am not going to say the devs 'got it right' or that they 'missed the mark' as both are an opinion. The important part for me is that they consider the balance of game-play and try to keep things balanced. At the least, in their definition of 'balanced.' It's possible that Earendel also has a balance in mind, and it's just too far removed from my, or your, idea of balance.

There are certainly elements in the balance of the base game where I'd have made a different choice than the devs. One example of that is probably the change in cliff explosives for Space Age. I say 'probably' as I've not played it yet. It's possible that with other things they have changed, including the elevated rails, that cliffs are less of an issue and that there are enough other bonuses that cliff explosives being where they are was too easy. Considering their power I'd probably have put them in utility science anyway.

Another contrast with SE and base is that the devs seem to want to control the expansion of complexity rather than expand it. The quality addition is one move to enhance some elements without adding in excess complexity. Not sure I agree with it, but that's their goal anyway. Likewise they're removing rocket control units completely, even from the base game, because they introduce complexity which is mostly for the sake of complexity. The new combinator is an interesting oddity. It is more complex than the two original combinators - much more so, and even if it has the same recipe as the other two, which seems likely to me, it should turn out to be a massive reduction of complexity of the circuits built once it is available.

Time will tell, but I'm rather pleased so far with the balance WUBE has in Factorio and I've been loath to even test any of the mods which alter the game play much, and even more so the major overhauls like SE, B&A, or K2. I'm even a bit shaky on whether or not SA itself will be as fun as the base game. I'll get it for the elevated rails and a few other things, and I will give SA a test run, intending to reach the 'victory' screen for it, but I expect I'll do so once and return to the base game, with the imported enhancements from the expansion.
shadain597 Jan 16, 2024 @ 4:12pm 
Originally posted by Chindraba:
Time will tell, but I'm rather pleased so far with the balance WUBE has in Factorio and I've been loath to even test any of the mods which alter the game play much, and even more so the major overhauls like SE, B&A, or K2. I'm even a bit shaky on whether or not SA itself will be as fun as the base game. I'll get it for the elevated rails and a few other things, and I will give SA a test run, intending to reach the 'victory' screen for it, but I expect I'll do so once and return to the base game, with the imported enhancements from the expansion.

For what it's worth, it seems that Earendel and SE are in a category of their own as far as terribly balanced overhauls are concerned. I'm not saying all of the others are at the same level as vanilla balance, but everything else that I've tried feels like they at least attempted to follow that example. It's weird, SE is the only overhaul where (IMO) it feels like the mod author is actively trying to punish players that use the mod. Even the other overhauls that dramatically increase complexity feel more like an extra-hard puzzle instead of punishment.
RiO Jan 17, 2024 @ 10:27am 
Originally posted by shadain597:
Originally posted by Chindraba:
Time will tell, but I'm rather pleased so far with the balance WUBE has in Factorio and I've been loath to even test any of the mods which alter the game play much, and even more so the major overhauls like SE, B&A, or K2. I'm even a bit shaky on whether or not SA itself will be as fun as the base game. I'll get it for the elevated rails and a few other things, and I will give SA a test run, intending to reach the 'victory' screen for it, but I expect I'll do so once and return to the base game, with the imported enhancements from the expansion.

For what it's worth, it seems that Earendel and SE are in a category of their own as far as terribly balanced overhauls are concerned. I'm not saying all of the others are at the same level as vanilla balance, but everything else that I've tried feels like they at least attempted to follow that example. It's weird, SE is the only overhaul where (IMO) it feels like the mod author is actively trying to punish players that use the mod. Even the other overhauls that dramatically increase complexity feel more like an extra-hard puzzle instead of punishment.

A major factor is that Earendel always, always always over-corrects.
Take the recent example.

Landfill is now no longer voidable. It's not deprecated. There is no formal warning or anything. It's just no longer voidable. Imagine what that will do to players that have set up small remote outposts to pull out one dedicated resource from core mining, and use the spill-over from that as resources to upkeep planetary defense installations against meteors.

Not so uncommon a scenario to think of right?
Unless those players read the patch notes very carefully ( ... hahah, yeah- they won't ... ) they will only realize the issues once one of two conditions are met.

In the least annoying and least likely case, where they only rely on core mining, all their outposts will more or less simultaneously grind to a halt on the production of their primary resource, because their typed fragment core mining is blocked on processing the untyped 'normal' core fragments.

In the most annoying and much more likely case, where core mining is only additive to the abundant pools of the primary resource, they won't notice the production having curved down even a bit - as it'll just pull more from the normal resource patches.
But core mining and processing the 'normal' core fragments might have ground to a halt, blocked on no longer being able to stuff in more landfill. Which means e.g. a loss of the thin trickle of copper needed for green circuits, needed for planetary defense ammo.
Cue some 40 to 80 hours later and all hell breaking loose with every planet everywhere simultaneously being bombarded with meteors being let through the defense grid, as it is all out of ammo - everywhere. Cue at least a few of those planets being planets that have vitamelange, and thus where the impacting meteors spawn biters.

Oh joy! Your entire save is now completely hosed.



Another one, then?
Let's pick one that probably will fly under the radar for most, but that is truly insidious because Earendel literally only tells half the story about it in the patch notes, which misleads players:
- Heat Capacity of Water and Steam reduced from 0.5KJ to 0.3KJ, bringing it closer to the Space Exploration standard.
* This change means you will need to provide more water to your Heat Exchangers and High Temperature Heat Exchangers to achieve the same results.

What he fails to note in his byline, and thus where player attention is diverted away from - is that this will also lower the energy storage capacity of any carefully calculated steam buffers capable of fueling an Umbrella while dealing with a Coronal Mass Ejection.

This is a great sleeper attack waiting to happen and completely trash an entire factory planet-wide, because there's literally no clues beforehand that you're suddenly under capacity on stored steam. You won't notice until the CME actually breaks through. And at that point, it's too late to do anything about it.


In short:
Earendel is the type of person who knows just enough to do lots and lots of damage; and lacks either the knowledge, foresight, diligence or interest to recognize the further reaching consequences of the alterations he shoves down the pipes to players.



But perhaps we should not place all the blame in this case with Earendel.
Because all the K2+SE interop is apparently outsourced to one random person on Earendel's Space Exploration Discord. Or then again, maybe we should all the more - since in the end, Earendel is still the one who is OK-ing those changes and publishing them, even though he has no direct subjective attachment to them and thus should be able to look at them more objectively.
Last edited by RiO; Jan 17, 2024 @ 11:23am
Gregor Samsanite Jan 17, 2024 @ 4:39pm 
Originally posted by RiO:
I would find it very suspect that K2 would stop working on version 1.1.101

The Transport Drones mod was broken by 1.1.101 even though the mod developer is also a Factorio developer. It was patched a couple of weeks later, but caused a lot of headaches, and is still causing them as people get their game version updated without updating their mods to get the fix.

They have enough developers that one could make a change with an unintended impact for another developer's mods without either of them noticing.
MechBFP Jan 17, 2024 @ 7:02pm 
Originally posted by RiO:
Originally posted by shadain597:

For what it's worth, it seems that Earendel and SE are in a category of their own as far as terribly balanced overhauls are concerned. I'm not saying all of the others are at the same level as vanilla balance, but everything else that I've tried feels like they at least attempted to follow that example. It's weird, SE is the only overhaul where (IMO) it feels like the mod author is actively trying to punish players that use the mod. Even the other overhauls that dramatically increase complexity feel more like an extra-hard puzzle instead of punishment.

A major factor is that Earendel always, always always over-corrects.
Take the recent example.

Landfill is now no longer voidable. It's not deprecated. There is no formal warning or anything. It's just no longer voidable. Imagine what that will do to players that have set up small remote outposts to pull out one dedicated resource from core mining, and use the spill-over from that as resources to upkeep planetary defense installations against meteors.

Not so uncommon a scenario to think of right?
Unless those players read the patch notes very carefully ( ... hahah, yeah- they won't ... ) they will only realize the issues once one of two conditions are met.

In the least annoying and least likely case, where they only rely on core mining, all their outposts will more or less simultaneously grind to a halt on the production of their primary resource, because their typed fragment core mining is blocked on processing the untyped 'normal' core fragments.

In the most annoying and much more likely case, where core mining is only additive to the abundant pools of the primary resource, they won't notice the production having curved down even a bit - as it'll just pull more from the normal resource patches.
But core mining and processing the 'normal' core fragments might have ground to a halt, blocked on no longer being able to stuff in more landfill. Which means e.g. a loss of the thin trickle of copper needed for green circuits, needed for planetary defense ammo.
Cue some 40 to 80 hours later and all hell breaking loose with every planet everywhere simultaneously being bombarded with meteors being let through the defense grid, as it is all out of ammo - everywhere. Cue at least a few of those planets being planets that have vitamelange, and thus where the impacting meteors spawn biters.

Oh joy! Your entire save is now completely hosed.



Another one, then?
Let's pick one that probably will fly under the radar for most, but that is truly insidious because Earendel literally only tells half the story about it in the patch notes, which misleads players:
- Heat Capacity of Water and Steam reduced from 0.5KJ to 0.3KJ, bringing it closer to the Space Exploration standard.
* This change means you will need to provide more water to your Heat Exchangers and High Temperature Heat Exchangers to achieve the same results.

What he fails to note in his byline, and thus where player attention is diverted away from - is that this will also lower the energy storage capacity of any carefully calculated steam buffers capable of fueling an Umbrella while dealing with a Coronal Mass Ejection.

This is a great sleeper attack waiting to happen and completely trash an entire factory planet-wide, because there's literally no clues beforehand that you're suddenly under capacity on stored steam. You won't notice until the CME actually breaks through. And at that point, it's too late to do anything about it.


In short:
Earendel is the type of person who knows just enough to do lots and lots of damage; and lacks either the knowledge, foresight, diligence or interest to recognize the further reaching consequences of the alterations he shoves down the pipes to players.



But perhaps we should not place all the blame in this case with Earendel.
Because all the K2+SE interop is apparently outsourced to one random person on Earendel's Space Exploration Discord. Or then again, maybe we should all the more - since in the end, Earendel is still the one who is OK-ing those changes and publishing them, even though he has no direct subjective attachment to them and thus should be able to look at them more objectively.

Or alternatively, now hear me out here, don’t update your mods?
shadain597 Jan 17, 2024 @ 7:10pm 
Originally posted by MechBFP:
Or alternatively, now hear me out here, don’t update your mods?
Do you mean mods in general or just the stuff that Earendel has tainted? If it's the former, not updating mods causes it's own problems. Bugs get identified and patched out, new features may be added, etc. And once 2.0 finally arrives, it'll get really hard to avoid updating mods. I mean, this all applies to Earendel's stuff too, but at least that's a limited sub-group.
RiO Jan 18, 2024 @ 10:42am 
https://mods.factorio.com/mod/revert-voiding

Called it.
Originally posted by RiO:
I give it about 5 days before someone manages to publish a mod that makes landfill voidable again and removes the idiotic 75% return loop.


And now we sit back and enjoy the ride, while this turns into Waterfill Wars* - take 2.
Someone pass the popcorn?



----------------------------------------

*) For those not in the know:
Many players don't like the logistics of shipping around water, even under vanilla conditions because it's required in stupid large quantities for some fabrication processes, as well as for reactors.
So they install and use 'waterfill' mods. It's like landfill, except it creates water. To which you then can directly connect your offshore pumps, on-site and ready to go.

Space Exploration actually ups the water logistics to stupid levels by having the planet generation produce planet variants that are waterless, i.e. no natural bodies of water. Meaning you actually must ship water there via cargo rocket. Either by the barrel (oh the humanity!) or via ice, which requires freezing it with cryonite rods.

So even more players used to play Space Exploration explicitly with a waterfill mod installed to circumvent having to deal with that majorly annoying problem.

If you haven't caught on yet: Space Exploration's author Earendel doesn't like when you play the mod according to your own rules. They really, really don't like it.

The Waterfill Wars refers to a back-and-forth arms race between Earendel and users and authors of waterfill mods, where Earendel would try to block various waterfill mods as they would crop up. He tried it via myriad different ways, including just hard-blocking them with the mod incompatibility black list - which is totally not meant for this type of thing and it's morally 100% bankrupt to abuse it like that, but that didn't stop him.
Eventually he landed on a solution which registers Lua script that hangs off an event raised whenever the player or a bot builds a tile. That script checks if the built tile is water, and if it was placed on a world that should be waterless. And if that is the case, it instantly reverts the terrain change.

Just a sampling of just how far he's willing to take things to force players into 'his way; or the highway.'



Originally posted by MechBFP:
Or alternatively, now hear me out here, don’t update your mods?

That's great and all, except it would also block you from receiving bug fixes for stuff that is actually legit broken and in need of fixes - like the following, which was in the same inseverable patch that messed with all the K2 'balance' stuff:

- Fixed a bug that prevented the Antimatter Rocket Weapon Delivery Cannon recipe from showing up.
- Fixed "Matter to Imersite" giving iridium instead of imersite.
Last edited by RiO; Jan 18, 2024 @ 11:03am
brian_va Jan 18, 2024 @ 11:11am 
Can you not just use a water well mod to pump up ground water instead of a water fill mod, or do those get targeted as well? Never played SE, so more of a general question than gameplay advice.
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Date Posted: Jan 10, 2024 @ 8:22am
Posts: 24