Friday Facts #442 - Flip, Flow, and Fresh Paint

Regular reports on Factorio development.
User avatar
FactorioBot
Factorio Staff
Factorio Staff
Posts: 478
Joined: Tue May 12, 2015 1:48 pm

Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by FactorioBot »

User avatar
ThaPear
Fast Inserter
Fast Inserter
Posts: 227
Joined: Fri May 30, 2014 8:05 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by ThaPear »

Great updates, thank you!
burninghey
Fast Inserter
Fast Inserter
Posts: 146
Joined: Fri Sep 14, 2018 2:06 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by burninghey »

Choose the output lane? Never knew I need that so badly. Great work!
User avatar
mikiqex
Burner Inserter
Burner Inserter
Posts: 19
Joined: Fri Mar 04, 2016 2:08 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by mikiqex »

Choosing lane is flippin' awesome!
Inscius
Burner Inserter
Burner Inserter
Posts: 10
Joined: Sat Nov 25, 2023 11:09 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Inscius »

These graphical reworks are great. I was never really bothered by the old graphics, but in hindsight they really feel like placeholders when compared to the new ones.
Erfar
Inserter
Inserter
Posts: 43
Joined: Tue May 21, 2024 2:34 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Erfar »

I still have 4 QoL that I'm waiting for:
• Wireless connection for logistic chests
• Ability to track achievements without deleting them
• Superforce building over pipes having same logic as over belts (unless fluid input conncetion)
• Deconstruction as part of blueprint
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 384
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by GregoriusT »

A semi-related change, related in the way of drop consistency, is that inserters will now always drop to the input sides of splitters.
this was always such a pain to work with when trying to optimize builds for space!

This whole update is gonna make me redo my mid-nauvis onpatch electric smelting again!
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
Erfar
Inserter
Inserter
Posts: 43
Joined: Tue May 21, 2024 2:34 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Erfar »

Also, Diagonal ramps for elevated rails when???
Tomeshec
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Jun 12, 2026 11:22 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Tomeshec »

I was thinking about this literally earlier today, specifically with the burner miner, thank you very much
SHADOW13
Inserter
Inserter
Posts: 42
Joined: Tue Apr 25, 2017 12:02 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by SHADOW13 »

And you left Storage tanks not increase storage amount with quality ?! :cry:

All other storage buildings do increase, fluid wagons do increase, make Storage tank increase Fluid storage volume too :any-quality:
revilowaldow
Manual Inserter
Manual Inserter
Posts: 4
Joined: Sat Apr 27, 2024 5:59 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by revilowaldow »

> the primary change being splitting the Recycler to its own tiny separate mod.
Is the secondary change making asteroid collectors at common quality not be absolutely trash?
Getting uncommon collectors is literally my only interaction with quality outside of the recycler.
Please can they get a base upgrade.
User avatar
GregoriusT
Filter Inserter
Filter Inserter
Posts: 384
Joined: Wed Apr 10, 2019 6:42 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by GregoriusT »

So Asteroid-RE-processing cant do quality anymore (good thing)

Does this affect Asteroid-to-Ore-Processing recipes too? (would be meh if so, but understandable)
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
nixxquality
Burner Inserter
Burner Inserter
Posts: 12
Joined: Tue Nov 09, 2021 8:25 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by nixxquality »

While [flipping] some things will always be impossible (Train stops, Rail signals, etc.), we do what we can.
Sentences like this are a bit more bittersweet to read now that we're in the final stretch of development, huh?
cbtmessageman
Inserter
Inserter
Posts: 22
Joined: Fri Oct 11, 2024 1:19 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by cbtmessageman »

I like all of the visual changes, but I'm hoping there is another one that didn't get mentioned: Coal on Vulcanus. It's tough to spot the differences between the coal and the ground at times, hopefully there is time to address this before the update drops.
SHADOW13
Inserter
Inserter
Posts: 42
Joined: Tue Apr 25, 2017 12:02 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by SHADOW13 »

pipe circuit connection should also have "Read % amount", not just temperature
Kyralessa
Filter Inserter
Filter Inserter
Posts: 858
Joined: Thu Sep 29, 2016 5:58 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Kyralessa »

Vertically, I always had to set up inserters and belts and just watch and see which side the ore ended up on; I could never remember.

Just having the arrow show it is great.

Being able to flip the inserter and have it drop on the other side of the belt is huge.

Having inserters always drop on the insertion side of a splitter is utterly fantastic! :D

BRB, gotta go update all my blueprints.
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 4573
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by boskid »

nixxquality wrote: Fri Jun 12, 2026 11:40 am
While [flipping] some things will always be impossible (Train stops, Rail signals, etc.), we do what we can.
Sentences like this are a bit more bittersweet to read now that we're in the final stretch of development, huh?
How so? If a train stop would move to the other side of a rail, a blueprint would change between left-hand-drive and right-hand-drive, which i think would make it pretty much useless feature since it would create a blueprint that is incompatible with the rest of the rails system.
mikiqex wrote: Fri Jun 12, 2026 11:15 am Choosing lane is flippin' awesome!
Just be aware that choosing works only in places where there is ambiguity due to belt being perpendicular. Those cases were the cause of problems for blueprint flip reliability.
JohnMeister
Manual Inserter
Manual Inserter
Posts: 4
Joined: Tue Jul 08, 2025 9:37 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by JohnMeister »

I hope we get a release date for the experimental branch soon.
JackTheSpades
Long Handed Inserter
Long Handed Inserter
Posts: 78
Joined: Sat Jun 01, 2019 10:50 pm
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by JackTheSpades »

There is so much awesomeness in this update but I'm most excited about the higher train capacity.
Stacked belts have almost made trains more of a burden than a benefit. A stacked green belt could empty an ore cargo wagon in like 8 seconds which causes huge congestion on the tracks if a train had to depart every 8 seconds. The only option was to make more than one wagon for each belt but that increased the size tremendously.

I still think it would be better to have a way to compress/pack ore at the very least.


Losing the asteroid casino is a bit of a shame.
The real problem with quality is that is a "nice to have" during the normal play through but becomes a necessity when you want to build a megabase. I just can't imagine anyone forgoing legendary machines and modules when designing for even just 100k spm.
But I suppose we just have to upscale the less powerful "casinos".
Ondre58
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Jun 12, 2026 11:56 am
Contact:

Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Ondre58 »

I think there sould be another quality-related update. Agricultural science packs' scaling is kinda broken - for legendary packs capacity is 6 times higher, but spoil time is only 2.5. It means that you actually lose more science points per tick in comparison with regular packs. As I know, almost nobody uses high quality science packs, especially on Gleba, and of course people hate spoilage. So, I think rebalancing high quality science packs' spoil rate scaling could fix both of these issues.
Post Reply

Return to “News”