While I’m not done with it, I do think the rest of the summer has other bits that need to be handled. 2.1 will be in experimental for a bit, likely waiting til the fall to get out. There are still a few quirks to work out, in particular around quite a few QoL changes that obviously are much more complicated that you would think. Still, general thoughts are that 2.1 is really amazing and addresses a lot of my concerns in 2.0, with one exception – Quality. More on that.
- Research – that you can queue research based on available packs is extremely helpful in the midgame. Gleba packs expire, so you want to take full advantage of them. It works on infinite research too, which is awesome. I have a weird display bug, but the functional parts are fine. This isn’t all that useful at late game, where you’ve generally figured out logistics, but for about 80% of your time getting there, it’s awesome!
- Visuals – planets in space are cool. Assemblers and rocket silos have a glow up. It generally looks better, which avoids needing more mods.
- Fluids – Measuring pipe volumes avoids the need for storage on most planetary builds, better logistics too. Being able to pivot fluid connection points allows for much tighter designs too, so that’s nice.
- Space Rocket Logistics – Hell yeah! The game is smart enough to ship less things to you, or break them up into better packages drastically reducing the need for rockets. When you haven’t gotten logistics fully sorted out, this is a really big deal!
- Military Science – What? This isn’t in 2.1! You’re right, and I have a gripe with that. Of all the sciences you can craft, all of them have have been optimized in some fashion in Space Age – except Military Science. Grenades and Walls still have shitty ratios on shitty crafting paths. I was hoping for something better here… at least in QoL. Oh well.
- Shipping between platforms – I leave a space platform above Aquilo that makes too much ammo and rockets, which then feeds my transport ships, without the need for rockets. The less time any ship spends around Aquilo is a good thing! While there are bugs to work out here, it has saved me from losing ships.
- Space Casino death – I still don’t quite follow why this took place, as I was rather easily able to build equivalent chains on Vulcanus. Granted, you need more ground space and therefore more foundations + power, but it’s certainly doable. Blue Chip + LDS shuffle remain absolutely viable, so if anything, it adds a small hurdle in late mid-game. Your bottlenecks will remain legandary quality + productivity materials anyways.
Quality deserves a special mention here, as most people will see 2.1 as a sort of reversion on the concept, or at least making it more difficult to acquire. I don’t necessarily have an issue with legendary material, but I do on everything between it and normal. Aside from space platform material (normal collectors are kinda bad) there are no real reasons to use anything but normal or legendary due to the logistic impacts of sorting through all the junk. You may end up using some buildings as a temporary measure (like Biolabs), but your goal is 100% to get to legendary as the benefits are ridiculous. Noting you can absolutely beat the game without any legendary mats, just that your final ship is going to be bigger and slower as a result. And for a variety of reasons, it’s not really practical to mega-base without legendary. This is one reason I prefer mods that simply give legendary outputs based on the volume of inputs, like say 100x the inputs to get 1 output. You’re skipping the lottery part and frankly, the view of destroying 98% of all your outputs.
What I think I find the most interesting actually is that the genre as a whole has emulated/replicated every single aspect of Factorio by now. Maybe not all in one game, but the pieces are everywhere. And yet none, not a single one that I have seen across dozens of variants, has opted to implement a concept of quality. I think that alone is argument enough.
Factorio still rocks, and if this is where the swan song is, then holy crud have we been blessed.






