Friday Facts #441 - Space logistics improvements

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LegoBrainBiker
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Re: Friday Facts #441 - Space logistics improvements

Post by LegoBrainBiker »

lots of good improvements, now the only thing I want is to be able to place multiple landing pads on a single planet
macdjord
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Re: Friday Facts #441 - Space logistics improvements

Post by macdjord »

As for the rocket capacity mentioned in the item tooltip, which was another blocker for this feature, I decided to keep it referring to the default capacity in utility constants. Changing it to item weight and letting players calculate rocket capacity in their heads might have been better for mods with many custom rocket silos but not so much for Space Age.
Why not just show both? You could even display it as a single entry. Something like "Weight: 10 kg (100 units / 2 stacks per rocket)".

This would be particularly useful in combination with the new system of mixed rockets, because while 'rocket capacity' is the more useful metric when you're working with single-item rockets, trying to calculate mixed rockets is much, much easier using weights.

Dimava wrote: Fri Jun 05, 2026 11:51 am Now I see diagonal rocket nozzles and can't unsee it :cry:

06-05-2026, 14-48-12.png
I know, right? It's bugged me for years. I'm honestly surprised more people don't complain about it; there's got to be a lot of overlap between this game's playerbase and KSP, so we should have plenty of people around here who know what a rocket should look like.

mergele wrote: Fri Jun 05, 2026 4:28 pm
This also applies to any items manually trashed of course, so your expedition ships don't leave while you're waiting for your construction robots and such.
What does this mean? Afaik my personal construction robots can't do stuff while the character is in orbit, so does this mean all space ship logistics grinds to a halt while I have anything in the trash slots while on surface?
He's talking about a scenario like this: you arrive at a new planet for the first time and drop the player-character to the surface. You then order your ship in orbit to drop your starting supplies, including a couple stacks of construction robots, so you can get started; you also order the ship to head back to Nauvis, since you won't need it for a while. You then switch to the player-character and take a look around. A couple minutes later, you go 'wait, why hasn't my stuff arrived?', and go check, only to find the ship left orbit before actually sending your supplies down, and has now dropped them on Nauvis instead.
zwickau
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Re: Friday Facts #441 - Space logistics improvements

Post by zwickau »

factoriouzr wrote: Sun Jun 07, 2026 1:59 am Great improvements.

However a few more things would really make things a ton better.

1) Please add combinators with multiple if then else conditions that can be controlled explicitly instead of toggling and auto grouping into "and" and "or" conditions the way it is now. Then add value to output if true and a different one if false.
2) allow copy/pasting conditions in combinators
3) allow copy/pasting individual conditions and rules in space platform schedules
4) allow copy/pasting individual conditions and rules in train schedules
5) make space platform schedules work like logistics requests in that you can name a schedule and then share that schedule with different platforms. then when you modify the schedule, all platforms are updated at once
6) make space platform schedule work like train schedules in that they get evaluated when something changes or periodically, not just when the platform decides to depart. If you want a platform to go get fuel for example, it won't if it's stopped at a planet waiting for some reason. It should check it's schedule conditions while waiting and then depart if the condition is met. same as train schedules, I don't understand why you didn't implement space platform conditions like train conditions in this respect. Train conditions are superior.
7) please add channels to radars on the planet as well as in orbit. In the GUI you only show it for the space signal.
8) hopefully this is the case already, but please allow using any signal for radars not just planets, eg IRON, A, B, 1, 2 etc
9) please allow using named strings as signals in combinators, radars etc. Instead of picking signal "A" or "blue" or "iron ore", let us type a name like "fuel" when picking a signal
+1 !!

To every point above, +1. I have thought all of this myself. Except that last one, and I doubt they'd add such a thing, but it would be incredibly useful.

The best QoL change they could make is adding an "else" section to combinators so I can fit in a full "if ... then X else Y" structure.

Close behind is copying/pasting train schedule instructions. It's a no-brainer. Earlier, I've thought, "but there must be SOME way to do it!"
k-Knight
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Re: Friday Facts #441 - Space logistics improvements

Post by k-Knight »

Can anyone tell me if this is already available in experimental? Can't wait!
Loewchen
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Re: Friday Facts #441 - Space logistics improvements

Post by Loewchen »

k-Knight wrote: Mon Jun 08, 2026 12:39 pm Can anyone tell me if this is already available in experimental?
No, experimental release is expected end of this month.
k-Knight
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Re: Friday Facts #441 - Space logistics improvements

Post by k-Knight »

Loewchen wrote: Mon Jun 08, 2026 12:44 pm No, experimental release is expected end of this month.
:cry:
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Neutronium
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Re: Friday Facts #441 - Space logistics improvements

Post by Neutronium »

The platform transferring stuff is very exciting, this will bring about a lot of new blueprints and ideas.

Will players be able to transfer platform -> platform as well?
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