Page 6 of 8
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 8:50 pm
by CheeseMcBurger
These graphics are beatiful.
Is there any chance you could maybe share your Blender templates or presets for lighting and rendering, for those who may like to try creating some custom entities that fit right into the look and feel of Factorio?
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 8:51 pm
by Omnifarious
The mine thing is really interesting. I would love it if the mine had an output mode too. The mine should pulse a 1 on a chosen signal when it goes off. Or, alternately, pulse a 1 on a signal that indicates what caused it to go off if you wanted to get really fancy.
If the mine would break the circuit network in two if it went off, the pulse goes onto both networks.
One thing I've wanted in Factorio is a reliable way to detect enemies. Right now, about the best you can do is wait for a turret to need more ammo and wire up the inserter feeding the turret. But, having the mine do it would be more elegant and make mines more useful.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 8:59 pm
by manuto
Not going to lie, scrolling down that factory with all the game entities brought a tear to my eye. This is great!, Thanks to all the Factorio team! Be proud of what you made here
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 9:16 pm
by 64bitEngineer
Came here to voice my thoughts on the assembler design (and redesign).
I love the old assemblers. I understand many may think them dull, or hard to distinguish beyond color, but the tiny details really are there. I love that the complexity of the machine actually increases with tech level. Certain gears and greebles are always present, but the show-piece mechanism changes. Tier one, you just have gears. Tier 2, you get some articulating arms going, in some cross between an engine and the inserter arms. At tier 3, you take all that and squeeze in some very prominent vertical pistons/valves/whatever they are.
The new concept art, from the still image? It looks like every their has, functionally, the same mechanisms. All the same arms, gears, fans, etc, in the same spots--you just get beefier versions as you tier up. I think the tier 1 and 2 look great when viewed individually. The density of greebles gives it a lovely 'oh, yeah, someone has made a mad-science machine that just makes whatever you need' vibe, which is great. But then there's the tier 3; the increase in volume on certain parts and more cover plating over the internals, almost makes it look
less complex. Maybe that will go away in animation, but as it is now, it brings me to a different observation: Maybe the originals work so well because tier 1 has more 'unused' space on the machine. You increase complexity as you go up.
As I've been writing this, I'm spending a bit more time watching the animation preview from the end of the blog, and... I kind of get it. I want to like them. The idea of it just being an 'upgraded machine'--same capabilities, but better--comes across in the design. I'm glad they kept one of the vertical valve pistons on the tier 3. Its kind of fun that you can could the main gears in the lower left and associate it with the machine's tier. The animated version has all the polish I'd expect from Factorio, and I like it better than the concept version, but... I just feel there's a bit of visual language missing.
Who knows. In an effort to eliminate bias, let me stare at these for another thousand hours to give them the same acclimation time the old versions had.

Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 9:19 pm
by bourne327
Factorio has been near and dear for many years and while I know this post won't likely lead to a change and may incur nasty responses, I'm going to make it anyway. Been with you guys since 0.3 or 0.4 I believe. Thousands and thousands of hours between steam and manual web download sources.
Everywhere in Factorio, when you build something, you put in the items to get the result. Need to use fuel? Insert fuel. Need to use a magazine? Insert a magazine. Everywhere in the game this rule provides logical and beautiful immersion.
The Space-Age expansion broke this rule and left me quite sad. When you have material in your space platform that needs to go to the planet, somehow this transport drop pod appears by magic with solar panels, plates, storage systems, some form of RCS guidance system, the whole nine yards. When it touches down, once again by seeming magic, it disappears into the abyss and no one really questions it. When my station got bigger, I was dropping dozens and dozens of these things every minute.
Where did they come from? Where did they go? I can't explain it. It doesn't make sense. "The Plot Requires It!" Maybe Space Exploration spoiled my perspective? In SE, when I need to get stuff from the station back to the planet, I need to make a transport rocket or space elevator, load it, and send it down.
This might sound terrible, but when we send a pod down to the planet, there needs to just enough work to give it an explanation. Iron Plate and a Green Circuit to launch and then recover the iron plate on the surface. I know this seems like a small thing and it would require so many people's factories to be redesigned, but I really hope for something like this in the future.
Love ya'll, thank you for making what I believe is one of the best games ever developed!
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 10:16 pm
by Khagan
I was pleased to see that heat exchangers will be connectable to the circuit network. And then disappointed to see that all you can do is enable them, not read the temperature

.
But the separation of circuit input and output is a Good Thing.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 10:22 pm
by Violet_Scarelli
The only thing I would like is the ability for agricultural towers to enable/disable planting and harvesting separately.
That aside, I am so unbelievably stoked for 2.1.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 10:28 pm
by eloeri
That last video shows cargo loading at an angle, is that new with the fluid wagon, or was that always possible?
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 10:41 pm
by motmontheinternet
eloeri wrote: Fri Jun 19, 2026 10:28 pm
That last video shows cargo loading at an angle, is that new with the fluid wagon, or was that always possible?
I dunno if it was always possible, but yeah you've been able to do that since at least 1.0.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 11:16 pm
by ManaUser
Violet_Scarelli wrote: Fri Jun 19, 2026 10:22 pm
The only thing I would like is the ability for agricultural towers to enable/disable planting and harvesting separately.
That aside, I am so unbelievably stoked for 2.1.

Re: Friday Facts #443 - More Planet Deliveries
Posted: Fri Jun 19, 2026 11:34 pm
by Gemma
It's astonishing how y'all keep making my dreams come true with each new change that I've been desperately wanting.
Real mix of sadness and joy with 2.1.
o7
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 1:39 am
by sarge945
nuhll wrote: Fri Jun 19, 2026 7:41 pm
are you guys really stopping adding new featurees to factorio? after 2.1?
I'm not a betting man, and obviously have no proof of anything, but I feel like there's always going to be work ongoing on Factorio, even if it's just small updates on a slow schedule.
If Wube is smart (which they seem to be), they will probably have at least a few employees working on Factorio permanently, either as their full time job or during downtime when working on other projects.
I also suspect that in a year or so we will see an anniversary update that fixes a number of issues or adds a few new things, since that's how these things always go with beloved indie games (remember when Terraria was "finished completely" despite it still getting MAJOR updates to this day?)
I think as long as people keep buying Factorio, they will keep working on it to some capacity.
ManaUser wrote: Fri Jun 19, 2026 11:16 pm
Violet_Scarelli wrote: Fri Jun 19, 2026 10:22 pm
The only thing I would like is the ability for agricultural towers to enable/disable planting and harvesting separately.
That aside, I am so unbelievably stoked for 2.1.
I know it's been lost in the excitement over being able to enable Harvesting/Planting separately, but has anyone noticed the "enable If" instead of "Enable/Disable"? Looks like we're getting a version of the
Enable When mod. Personally I think Enable If fits just as well, but still prefer Enable When, but this is still a really good change.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 2:47 am
by ShakurasEnder
I lied last week, this is the sexiest update.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 5:11 am
by neocortex92
ShakurasEnder wrote: Sat Jun 20, 2026 2:47 am
I lied last week,
this is the sexiest update.
Sexiest update until now!
I like that you cant really say anything bad about it. I read every change like: true, true, never thought about that, but true, true again, nice. This is what Development looks like. Iterative Process at its finest.
Funny enough ive been playing since the old days and its the same game, right? Just bigger and better. Nuts to me that nothing too major got changed in the process. The Foundation in Game Concept and i think Code was and has to be god tier solid here.
And i hope Earandel takes a long break after this. Hes carrying hard

Just poking, you are all great. Thank you.
PS: A bit sad that the fff will end soon, again. Ive always loved them.
Edit: Would love to see some biter changes (added variation) in the long run.

Maybe in form of some Ambient Fauna. But im a Creature Nerd in General. The main point is factorio can feel dead sometimes. And i think this is by design, i mean you pave planets until it is done. And this can lead to a misery as people like animals. But man, idk. Just my 2 cents.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 5:13 am
by GN89
The last two FFFs have been absolutely phenomenal. Even though the main development is wrapping up, I really hope the devs will keep expanding modding capabilities to make virtually every aspect of the game customizable.
For instance, it would be awesome to have:
- Roboport control via the circuit network: The ability to toggle roboports on/off with signals. This would be incredibly useful for dynamically connecting or disconnecting two separate logistic networks.
- Power grid isolation: A script-based way to completely exclude specific entities from the electric network graph.
- Dynamic heat interfaces: Giving most entities a heat interface via a prototype flag (similar to how assembling machines automatically get fluid boxes only when a recipe requires liquid). This would allow mods to transfer heat directly without relying on hidden proxy entities.
- Self-heating machines: Allowing production entities to heat up naturally from operation.
- More entity triggers: Right now, we mostly just have damage triggers. It would be amazing to have state-change triggers, like a trigger for when a module is inserted.
Honestly, if I were in Wube's shoes, once version 2.1 stabilizes and a few minor patches are out, I would consider introducing some kind of pass, like a Battle Pass. It would give the team a fresh influx of money to fund further engine development or new content. Factorio is a pretty niche product, and after so many years of active support, just two purchases is way too little! The pass could be cheap, but thanks to such a dedicated player base, it would provide consistent revenue and motivation to keep pushing forward.
Either way, a huge thank you to Wube for thousands of hours of fun working on the factory!
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 5:21 am
by neocortex92
GN89 wrote: Sat Jun 20, 2026 5:13 am
The last two FFFs have been absolutely phenomenal. Even though the main development is wrapping up, I really hope the devs will keep expanding modding capabilities to make virtually every aspect of the game customizable.
For instance, it would be awesome to have:
- Roboport control via the circuit network: The ability to toggle roboports on/off with signals. This would be incredibly useful for dynamically connecting or disconnecting two separate logistic networks.
- Power grid isolation: A script-based way to completely exclude specific entities from the electric network graph.
- Dynamic heat interfaces: Giving most entities a heat interface via a prototype flag (similar to how assembling machines automatically get fluid boxes only when a recipe requires liquid). This would allow mods to transfer heat directly without relying on hidden proxy entities.
- Self-heating machines: Allowing production entities to heat up naturally from operation.
- More entity triggers: Right now, we mostly just have damage triggers. It would be amazing to have state-change triggers, like a trigger for when a module is inserted.
Honestly, if I were in Wube's shoes, once version 2.1 stabilizes and a few minor patches are out, I would consider introducing some kind of pass, like a
Battle Pass. It would give the team a fresh influx of money to fund further engine development or new content. Factorio is a pretty niche product, and after so many years of active support, just two purchases is way too little! The pass could be cheap, but thanks to such a dedicated player base, it would provide consistent revenue and motivation to keep pushing forward.
Either way, a huge thank you to Wube for thousands of hours of fun working on the factory!
Battle Pass. This is exactly what i was talking about when i said more creatures
I think theyll never do that. And they dont need to. Look at the sales.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 5:56 am
by GennP
Please add working status signal output for labs.
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 7:05 am
by Merssedes
R4d6 wrote: Fri Jun 19, 2026 2:00 pm
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.
You mean whichever lab get evaluated first?
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 7:09 am
by eloepp
thank you wube!!!!
I know this could be the last or 2nd to last FFF...but I sure hope not.
best of luck on future endeavors
Re: Friday Facts #443 - More Planet Deliveries
Posted: Sat Jun 20, 2026 7:53 am
by DarkArchitect
Release date! Hooray!
Also:
Release date, no more FFF
Probably the best community interaction of my gaming life. What an amazing journey this has been.
I wish Wube the best of lucks in all the projects they embark.