Friday Facts #443 - More Planet Deliveries

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

Post by Meehael »

Great to see all of the love Factorio is getting.

One thing I've noticed is that with new assembler graphics it's harder to distinguish between L1 and L3 assembler, when looking at the last animated gif of the FFF article, as there's less assembler signature color and more shared color like, gray, brown and rust.
In the prototype images (not the gif), there were more color.

Thanks
Robosium
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Re: Friday Facts #443 - More Planet Deliveries

Post by Robosium »

the landing pad unloading stations are such a god tier addition, no more of needing a bot network for just unloading the landing pad but the limit on it is still kinda arbitrary and not very nice
what if each landing pad had a certain amount of addon budget (cargo bays and unloading, also new "structural element" that has minimal cost and doesn't do much and is mainly for connections) with each component having a cost that increased the further away it was
then could make a research that eventually turns into an infinite promethium science
also another research to increase amount of landing pads per planet that has 4 researches (1 for each planet's science) and then goes infinite with promethium
ESI85
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Re: Friday Facts #443 - More Planet Deliveries

Post by ESI85 »

How about bigger stack size for prometium? Because the sushi belt storage looks ugly.
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Re: Friday Facts #443 - More Planet Deliveries

Post by ivan_349876 »

So I guess that's it for 2.1. The one significant addition to the game we're getting is space logistics. Everything else is minor QoL and visual tweaks. Really makes it feel like 2.1 exists just as a slap in the face for people who enjoyed playing with space casinos, especially with how Wube ignored all feedback about the change - seriously? Look at all the 2.1 changes and tell me they couldn't have just been minor 2.0 patches. Half of them are just visual tweaks.
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Re: Friday Facts #443 - More Planet Deliveries

Post by coffee-factorio »

There's nothing in this update I don't like. I particularly want to give props to the art department for making the assemblers have a very clear design vision. Earendel should be proud.
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Re: Friday Facts #443 - More Planet Deliveries

Post by sarge945 »

ivan_349876 wrote: Fri Jun 19, 2026 4:56 pm So I guess that's it for 2.1. The one significant addition to the game we're getting is space logistics. Everything else is minor QoL and visual tweaks. Really makes it feel like 2.1 exists just as a slap in the face for people who enjoyed playing with space casinos, especially with how Wube ignored all feedback about the change - seriously? Look at all the 2.1 changes and tell me they couldn't have just been minor 2.0 patches. Half of them are just visual tweaks.
If it's anything like 2.0, I doubt we will see everything in the FFF's before release. Space Age had a few FFF's after release as well that showcased some things.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Techjar »

I'm curious, how difficult will it be to update a 2.0 planet mod for 2.1 compatibility? Specifically in regards to the background planet parameters and textures. Do we have to define that stuff? Or can we omit it and the mod will work fine just without a background planet, in order to just get the mod working so the textures can be done later?
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Re: Friday Facts #443 - More Planet Deliveries

Post by Leonord »

Oktokolo wrote: Fri Jun 19, 2026 2:58 pm Is the third circuit color in the next FFF? Is it blue?
Please please a blue wire.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Red »

Next week!? :o Am I the only fish outta water about the date? Three FFFs and BAM here we go?
06-19-2026, 14-04-01.png
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Re: Friday Facts #443 - More Planet Deliveries

Post by SilentSimulacrum »

I love the new graphics, can't wait to see what other visual tweaks make it in next week :D
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Re: Friday Facts #443 - More Planet Deliveries

Post by Urth66 »

I really like the update. Thank you for all the good work. :D

There is one thing, I want to point out that I noticed:
The new assembly machine 3 animation is a bit jerky.
1. The back part jerks downwards like it is falling and then hitting a work-piece (probably stamping or something).
2. The middle right part which seems to be a stamping thingy, also has the inner cylinder suddenly push out.
I assume this is deliberate and realistic. But visually it feels less nice to me. Smooth animations are nicer to look at.

It reminds me of how some Minecraft clones have more realistic mining sounds, that are less pleasant to listen to.
In terms of consistency, I also think the assembly machine 3 is the only buildings that has jerky movement. All other factorio buildings have smoother circular or straight movements in their animations.
The movement of assembly machines 2 is also a little jerky but less so. Assembly machine 1 is slow enough that it does not feel jerky to me.

It's only a minor thing and graphically the assembly machines (and other new machines) are very beautiful.
That's all, thanks again :D
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Re: Friday Facts #443 - More Planet Deliveries

Post by erkki772 »

Circuits on mines will save so much power. Circuit mine - activate using SR with a timer - wire to tesla tower when condition. You can surround Gleba and not drain all power by using circuit conditioned towers, when mine activates it. Factory circuits must grow
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Re: Friday Facts #443 - More Planet Deliveries

Post by Biometrix »

2.1 release next week? Final FFF? We need a final 444 :(

Thank you for everything, devs.
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Re: Friday Facts #443 - More Planet Deliveries

Post by bobucles »

Since everything is going in the circuit network, it's probably not too much to get everything and finish it off. Don't forget to add circuit network support for:
- Walls
- Floor Tiles
- Turrets
- Biter nests
- Players (add an indicator light for fun)
- Toolbar
- UPS meter
- menu buttons (oops, wired the quit button)
- Steam integration
- Family and friends
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Re: Friday Facts #443 - More Planet Deliveries

Post by Panzerknacker »

Yeah if this is it for 2.1 I'm pretty dissapointed. Would have expected at least official expensive recipe mod (also for Space Age) and a full balance overhaul. Oh and of course boilers in space (with rocket fuel) to enable Steam powered space platforms.
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Re: Friday Facts #443 - More Planet Deliveries

Post by -scv- »

незабудьте обновить учебники.
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Don't forget to update the textbooks.
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Can you change the black background of the space map?

Will there be a Space Exploration 1.0 release?
Last edited by -scv- on Fri Jun 19, 2026 7:35 pm, edited 3 times in total.
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Re: Friday Facts #443 - More Planet Deliveries

Post by Haisom »

This is all so awesome, I'm so pumped to play again!
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Re: Friday Facts #443 - More Planet Deliveries

Post by Shalashalska »

For the cargo bay range scaling, it could scale with the square root of the number of attached cargo bays. That way, you can scale it out infinitely for arbitrarily large transfer/train bays, but it would be hard to use for linear transfers. If it was something like sqrt(cargo bays)*4, and you wanted to transfer 1000 tiles out, you would need 62k cargo bays, filling a 500x500 square of just cargo bays. However, most reasonable train station designs would be doable, because those would naturally be mostly square and half-filled with cargo bays.

People could still abuse it, but it would probably be easier to transfer items by conventional means at that point.
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Re: Friday Facts #443 - More Planet Deliveries

Post by nuhll »

are you guys really stopping adding new featurees to factorio? after 2.1?
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