Friday Facts #443 - More Planet Deliveries

Regular reports on Factorio development.
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Hares
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Re: Friday Facts #443 - More Planet Deliveries

Post by Hares »

boskid wrote: Fri Jun 19, 2026 12:25 pm
Hares wrote: Fri Jun 19, 2026 12:16 pm Hi there, devs, could you also increase hard limit of 3 fluid pump connections per fluid wagon prototype? Huge cargo ships would largely benefit of it.
That was already done as part of pump changes, upper limit was increased to 255 (no upper limit) for 2.1.
Glad to hear! Thank you!
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Re: Friday Facts #443 - More Planet Deliveries

Post by JackTheSpades »

Since we are talking about circuit conditions.
Please. PLEASE. Add the circuit-id to power poles. I just want to know what network my power pole is actually connected to.
Circuit Id on inserter
Circuit Id on inserter
grafik.png (34.43 KiB) Viewed 854 times
No visible circuit-id
No visible circuit-id
grafik.png (184.25 KiB) Viewed 854 times
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Re: Friday Facts #443 - More Planet Deliveries

Post by Tertius »

JohnMeister wrote: Fri Jun 19, 2026 11:33 am Will 2.1 be available next Friday?
"Next week" starts Monday, at least here in Germany and in Czech where Wube is located. So I expect Monday :mrgreen:
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Re: Friday Facts #443 - More Planet Deliveries

Post by Incon22 »

Almost missed that. :D
06-19-2026, 14-58-52.png
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Re: Friday Facts #443 - More Planet Deliveries

Post by mmmPI »

Boiler connexion => nice, that will help some players for controlling precisely their nuclear power plant in case reading their temperature was not enough x)
Also yes, it is beautiful , it looks like heat distort the view like over asphalt or hot sand, cool trick i'm going to try and mimick whenever i can now x)

Landmines => wait what ? if the middle mine blow up, doesn't that cut the signal that could cross over a line of mine ? does the exploded mine emit the signals ? does the absence of the signal prevent the mine from firing up ? like the mine is disabled ? are biters going to ignore it otherwise ? You already answered the most important question about friendly fire but some points remains unclear :lol:

Self subtraction => That must have been a difficult decision to take, one that breaks existing setup, it looks a bit puzzling to see all the new UI options but it makes sense quickly, chest being the easiest to understand for me intuitively, and trains stop the worst. "Read train count" there's no room for it but "broadcast incoming train count" would make it easier to understand why we choose a wire for the output and that we choose the signals for this. I like the agritower having more options for circuits too, but it appears that you still can't output on different wire color for biochambers, wether the "quality nutrients" are in the "fuel" or in the "ingredient" slot and i feel someone will mention that at some point because it was suggested that there be "more straightforward method" to deal with that particular niche case, choosing which wire color to ouput things onto could have been a solution :P, Also i was expecting a picture of asteroid collectors there, it will be a surprise then ^^ Overall i think it really adds a nice layer to the circuits capabilities and i like it.

Automatic lab research => That's nice ! It gives much more flexibility to Gleba inter planetary logistic, even less excuses for overproducing now !! It's done without using new signal per research, it's going to make it harder to use speaker to announce the tech that was just researched , but it's probably better for the RAM which is costly nowadays :)

cargo bay extension => That's cheating ! if it didn't look so good i wouldn't use this. I like the part for elevated trains, having them drive in weird direction over nicely ordered solar array is one of my favourite view of factorio, particularly when there's no gap, that's what i will try to use first. Also why not 60 ??? why 59 ??? it's like you open your chocolate bar, and there's that 1 piece crooked , poorly melted or already biten and you don't know what happens and it's going to haunt you forever !!!! ( /not-so-serious)

Planet visibility => Waow ! That's so cool, honest to recognize the modders contribution, and the whole rotation thing ? waow it's beyond what modders could do before but it's still moddable ! that's awesome !! That also happen to be exactly what i'm trying to learn how to do for a pet project inspired by the galaxy map, like at strong zoom, you'd see the planets, experimenting with spitesheet , with lowpoly canvas rendering, with webGL and webGPU for the very reason that were mentionned, too many sprites required for smooth rotation x) The planets themselves looks very nice, and Fulgora with the lightning being actually only on the "dark side" of the planet is such a nice detail !! Now i want to try and learn how to make one in the factorio game x) That's extending the potential fun i can have with the game by quite a lot considering the time it could take me to make it work, but now i can never be bored before it's done x)

Pumps => the dream comes true x) It should never have been illegal in the first place !! Except the one where two trains with the wagon in front can exchange when facing each other, this one is cursed. It look like ants sharing food though. So it's like barely legal x) Can you reverse the direction of the pump with wire ? :lol: sorry sorry

Refinery rework => you won't get me confused there, i can follow the green rusty tank, it's always an output and in the corner with the flare stack , the trick only works when you try to hide something underneath. Although it looks nice without the icons in front, i wont be distracted !!

Assembly machine reworks => ah for some reason i feel the bottom right corner should be more in the bottom right ,on the right side the vertical seem like it's not vertical but going a bit to the "right" where i would have seen it be sligthy toward the "left", on the assembly 2 compared to the 1. Where the 3 is the one that works best for me. Although the pipes are hiding the animated shadows. I really like the animating parts, i feel it's making the most of "sprite sheets" to really show intricate and realistic animation , the kind for which there's no shortcut, like AIs or approximations. It really shows "the work", it looks like better than some remastered AAA games with much more (advertising) budget. Being able to spend so much time iterating and improving on the same engine instead of having a "new" version every couple years where people try to reinvent the wheel, i feel really leaves a very high quality product for a cheap price in the market, polished like it's there to stand the test of time :)

That's a lof of things for a FFF, i feel 2.1 is getting closer and closer, and applying a regression based on the amount of things i have to do IRL that disctract me from playing, my bet is a release in mid july, or early september. Maybe a bit later, to mark the second anniversary of the release too ! Very bad timing anyway, i wil have to wait until winter for all the fun :( Now i wish the FFF are planned for at least 3 or 4 months with some more technical details x)
Last edited by mmmPI on Fri Jun 19, 2026 1:13 pm, edited 1 time in total.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Cubickman »

Hares wrote: Fri Jun 19, 2026 12:53 pm
Cubickman wrote: Fri Jun 19, 2026 12:34 pm I can't wait to play 2.1 :D

Is there a hope that the output channel of the combinators can also be selected ?
This would allow for more flexibility in the circuits
feature-request.PNG
You don't actually need this since, unlike other machines, combinators have two distinct out connectors.
If I have a combinator that evaluates a condition and outputs two signals, it is currently not possible to route one signal to one channel and the other to the other. Both signals are routed to both channels.

At present, you have to place two combinators that evaluate the same condition, but each with an output to a different channel.

Given that you can already specify the channels output when it refers to an input signal, and that you will now also be able to choose this for many entities, it would seem logical to me to be able to specify the desired output channel for the combinator when both cables are connected to it.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Tertius »

Incon22 wrote: Fri Jun 19, 2026 1:01 pm Almost missed that. :D
06-19-2026, 14-58-52.png
Yes, noticed this as well.

It leads to the trick question:
"Which 2 values are being compared in this screenshot?"
Last edited by Tertius on Fri Jun 19, 2026 1:07 pm, edited 2 times in total.
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Re: Friday Facts #443 - More Planet Deliveries

Post by JohnMeister »

Tertius wrote: Fri Jun 19, 2026 12:59 pm
JohnMeister wrote: Fri Jun 19, 2026 11:33 am Will 2.1 be available next Friday?
"Next week" starts Monday, at least here in Germany and in Czech where Wube is located. So I expect Monday :mrgreen:
That would be nice. Can't wait.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Tertius »

mmmPI wrote: Fri Jun 19, 2026 1:03 pm cargo bay extension => That's cheating ! if it didn't look so good i wouldn't use this. I like the part for elevated trains, having them drive in weird direction over nicely ordered solar array is one of my favourite view of factorio, particularly when there's no gap, that's what i will try to use first. Also why not 60 ??? why 59 ??? it's like you open your chocolate bar, and there's that 1 piece crooked , poorly melted or already biten and you don't know what happens and it's going to haunt you forever !!!! ( /not-so-serious)
Oh, this reminds me of my late mother. Whenever Mom gave me a chocolate bar, it was ripped open at one side and one piece was missing. Mom!
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Re: Friday Facts #443 - More Planet Deliveries

Post by alexx110550 »

nice work, can't fault the team, tho :space-age:
perhaps too many moving cogs on the oil refinery; (something that debatably doesn't need cogs at all) screws with my head a little. :cry:
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Re: Friday Facts #443 - More Planet Deliveries

Post by mmmPI »

Tertius wrote: Fri Jun 19, 2026 1:16 pm
mmmPI wrote: Fri Jun 19, 2026 1:03 pm cargo bay extension => That's cheating ! if it didn't look so good i wouldn't use this. I like the part for elevated trains, having them drive in weird direction over nicely ordered solar array is one of my favourite view of factorio, particularly when there's no gap, that's what i will try to use first. Also why not 60 ??? why 59 ??? it's like you open your chocolate bar, and there's that 1 piece crooked , poorly melted or already biten and you don't know what happens and it's going to haunt you forever !!!! ( /not-so-serious)
Oh, this reminds me of my late mother. Whenever Mom gave me a chocolate bar, it was ripped open at one side and one piece was missing. Mom!
See as i said , FOREVER ! x)

I just imagined someone that hasn't read the FFF, like a unsuspecting new players that discover the limit while placing their cargobay loader, and well maybe they will start to math it out, to know how much space they have available, so they would be tempted to count the tiles before the game tells them they can't, and like, 59 ? i would recount 3 or 4 times before accepting it's not a misscount, and it's really not 60 x). It makes me wonder how come ? like is this a padding ? is it for symmetry ? is it like the result of a vote and an average between different choices ? is it some kind of random numbers people decided to agree upon because they couldn't come to an agreement ? it's mysterious to me x)
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Re: Friday Facts #443 - More Planet Deliveries

Post by Comrat »

I imagine it's too late to change anything but i think the assembly machine redesign is a bit too conservative. I liked the idea of a big press in the middle of the machines as sort of teased with the new crash site buildings, since most of factorio's machine designs have a hierarchy of forms with a big central component and many smaller peripheral components to support it. The electric mining drill has the big central drill of course, the chemical plant has its big agitation tank, the foundry revolving around its central "blast furnace", etc. while the assembly machines (while still looking far better than before) look mostly like just a big mess of gears without a clear hierarchy of forms and while I know it's supposed to be abstract given its sheer versatility, I think that central press idea keeps that idea in tact since presses are seen everywhere in manufacturing in the real world.
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Re: Friday Facts #443 - More Planet Deliveries

Post by j_matya »

Lol, if you have time add logic to landmines, could we pleas have read fuel on burner miners? :roll:
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Re: Friday Facts #443 - More Planet Deliveries

Post by xaetral »

Small question for Hrusa: why not use a cubemap instead of a cylindrical projection?

It would better optimize the sprite resolution by having less difference between the highest a lowest pixel densities once mapped.
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Re: Friday Facts #443 - More Planet Deliveries

Post by R4d6 »

Merssedes wrote: Fri Jun 19, 2026 11:47 am If I setup multiple labs with different set of conditions or different input values that sill result in different research selected, what research will be considered current?

Setup example (for the case of same/global set of conditions):

Conditions:

if (military SP > 100) do (bullet_damage_infinite)
if (blue SP > 100) do (mining_productivity_infinite)

Now lab 1 has connection vith signals { "military SP": 200 }, lab 2 has connection with signals { "blue SP" : 200 }. (One signal in both cases).
I assume whichever one get evaluated first.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Royal22 »

A new Friday facts on my birthday, and 2.1 is coming next week. Thanks Wube for all the work.
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Re: Friday Facts #443 - More Planet Deliveries

Post by waterBear »

Every FFF about 2.1 has just been mind-blowing. I think if you are a long-time Factorio player all of these changes and graphics are 11/10 rated.

Thanks dev! Much love!
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Re: Friday Facts #443 - More Planet Deliveries

Post by ESI85 »

How about an option in the research labs and bio labs to research what is cheapest to research.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Carmenifold »

I feel like I'm going crazy. That doesn't look like Aquilo in the last planet background slide... It's so different from the icon that I thought they were teasing a new gas giant. I have seen nobody else mention it though so it is proooobably not a whole new planet lol but I still can't shake the feeling telling me that it is ;_; a girl can dream
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Re: Friday Facts #443 - More Planet Deliveries

Post by Justderpingalong »

Next week... but... I'm still busy with finals! YOU CAN'T DO THIS TO ME AAAAAAAAAAAAAAAAAAA

Also. Those pumps most definitely feel illegal. I love it.
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