Page 7 of 7
Re: Friday Facts #441 - Space logistics improvements
Posted: Sat Jun 13, 2026 2:41 pm
by wizcreations
Kibb99 wrote: Sat Jun 13, 2026 1:56 pm
wizcreations wrote: Sun Jun 07, 2026 2:22 pm
Kibb99 wrote: Sat Jun 06, 2026 2:47 pm
Love all the updates and that the FFF is back! (for now

)
Couldn't help but notice that some of the ship designs look an awful lot like FTL ships... For sure noticed the Bulwark and probably the Kestrel too!
Very observant!
viewtopic.php?p=693452#p693452
Thanks for this! I made my own Kestrel and Bulwark but approximated the shapes by hand! (I think I tried to see if something like this was available and didn't find anything with a quick search back when 2.0 first came out)
Klonan apparently felt the same since that thread indicates he made the tool specifically for this purpose.
Re: Friday Facts #441 - Space logistics improvements
Posted: Sun Jun 14, 2026 8:02 pm
by tkausl
Breys wrote: Fri Jun 05, 2026 8:10 pm
1. Cargo Landing pad can only be set to either Read Contents or Set Requests. Did you consider enabling both and assigning one to each of Red/Green networks?
+1
Since the FFF states that the space platform hub will be able to do both at the same time, please update the cargo landing pad aswell.
Currently it is almost impossible to request an exact amount of items, subtracting the logistics network content, as the hub's content is subtracted once by the cirquit as it is available in the logistics network, and again by the request itself as it sees it already has some of the requested items.
Re: Friday Facts #441 - Space logistics improvements
Posted: Sun Jun 21, 2026 4:58 am
by sarge945
If I understand the new Radar UI correctly, channels are only available for Universe mode radars.
Why?
It would be awesome if we could use channels on surfaces too, without interfering with other surfaces, with a default channel set by all radars to the signal for the surface they are on.
Re: Friday Facts #441 - Space logistics improvements
Posted: Sun Jun 21, 2026 8:50 am
by Dreadlock375
Absolutely love the additions. On the topic of landmines though, now that we have the "one button self destruct" idea with chained mines, I think it might be an idea to have this friendly fire mines as either a toggle or a circuit condition that allows them to also damage friendly structures/players.
Re: Friday Facts #441 - Space logistics improvements
Posted: Sun Jun 21, 2026 12:03 pm
by sarge945
We need an entity that's essentially the land mine, but it doesn't explode, instead it "triggers" the circuit network whenever an enemy gets within a certain detection range.
Would make for a perfect enemy detector
Re: Friday Facts #441 - Space logistics improvements
Posted: Sun Jun 21, 2026 8:57 pm
by foxiest_engineer
Factorio Friday Facts make my heart warm and happy <3
Re: Friday Facts #441 - Space logistics improvements
Posted: Sun Jun 21, 2026 10:44 pm
by sarge945
foxiest_engineer wrote: Sun Jun 21, 2026 8:57 pm
Factorio Friday Facts make my heart warm and happy <3
Maybe they should post Wholesome Wednesday Workshops for their next game