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Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 2:31 am
by coffee-factorio
Rseding91 wrote: Sat May 30, 2026 2:09 am
morse wrote: Fri May 29, 2026 6:11 pm No new enemies? How about old enemies? :) I'm talking about one particular brain-jellyfish that was teased to us long-long ago. It's the last chance for it to come to the game.
It never existed. The image in the Friday Facts post is as far as it ever got.
I kind of want it to exist as a non-hostile mob like the sheep in Minecraft. But you'd have to figure out some way to have it, despawn on ammonia and stay on ice in my imagination. Because honestly, it's a really relaxed place.

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 2:32 am
by eloepp
I was so excited to see a new FFF I had to stop and finish all my chores and get a snack before actually reading :D

well, can't say I expected any major changes or additions to the game but QoL changes I still look forward to.

As always, thank you for the amazing game...that is now finished. I look forward to seeing what's next!

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 3:21 am
by BattleFluffy
Dear Wube devs,

You're the greatest. This has been such a wild ride. Thank you thank you thank you <3

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 6:29 am
by tolomea
Merch could use more stuff that can go on a shelf rather than be worn. I have a rocinante and a tall neck next to me. A train, turret, tank etc would all fit nicely next to them.

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 7:13 am
by silenceko
I would like to see Factoritwo. But I am afraid, Factorio is not to surpass.

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 11:14 am
by HuevoPodrido
So no plans for a future Factorio 3.0? Kinda sad, but at the same time, the game feels complete. Mixed feelings.
Thank you for the (up until now) 2k hours of fun <3

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 1:23 pm
by balinor0
All these months of work, and not a single mention of 2.1 fixing the absolutely broken and atrocious interplanetary logistics. If that turns out to be true, that is quite... disappointing.

After thousands of hours of playing Factorio, more than one and a half years after the SA release, I still haven't finished my first game there. The fundamental design problems are that bad, and just break the game immersion completely for me. Quality feels a bit out-of-place, but everybody can avoid it (or just turn it off when outside SA), so that's fine.

It feels kinda weird to be saying this, but just looking at SA I really don't feel I got my money's worth (and I payed for multiple licenses to made sure everybody I had gifted the game to in the past could follow me on the SA journey). Of course, overall the investment into the Factorio ecosystem payed off a hundredfold, and I'll be happy to continue supporting the Factorio speedrunning community. But the absolutely perfectionist commitment to quality (pun intended) at Wube seems to be a thing of the past; once there were a few questionable decisions from "up high" that dare not be questioned, that bright shining light of game exceptionalism kind of fizzled out...

I wish every team member that was part of this incredible journey the best of luck in their future endeavors, and (where needed) a speedy recovery from the exhaustion that comes with a journey in perfectionism like this.

Thank you for a special almost-decade (in my case), and I'm looking forward to what the modding community will come up with in the next one!
balinor0

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 1:28 pm
by Altarin
Rseding91 wrote: Sat May 30, 2026 2:09 am
Altarin wrote: Fri May 29, 2026 9:36 pm NOOOO! i was really hoping for official Shattered Planet to land on. :cry:
It's... shattered. There is no planet to land on because the asteroids you fly through *are* the planet in tons of pieces (shattered).
yes, i figured that part, when the asteroid desity became so it felt more like drilling throught the planets remains than anzthing else. Yet, there could have still been a core, or some main asteroid chunk with some easter egg to land on, meant only for those who actually managed to reach it. :cry:

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 3:56 pm
by Panzerknacker
balinor0 wrote: Sat May 30, 2026 1:23 pm All these months of work, and not a single mention of 2.1 fixing the absolutely broken and atrocious interplanetary logistics. If that turns out to be true, that is quite... disappointing.

After thousands of hours of playing Factorio, more than one and a half years after the SA release, I still haven't finished my first game there.

It feels kinda weird to be saying this, but just looking at SA I really don't feel I got my money's worth
Seems like some people really love SA but im in your camp. I started playing 1.1 again long time ago and am really enjoying myself, never looked back.

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 5:30 pm
by toths
Altarin wrote: Sat May 30, 2026 1:28 pm
Rseding91 wrote: Sat May 30, 2026 2:09 am
Altarin wrote: Fri May 29, 2026 9:36 pm NOOOO! i was really hoping for official Shattered Planet to land on. :cry:
It's... shattered. There is no planet to land on because the asteroids you fly through *are* the planet in tons of pieces (shattered).
yes, i figured that part, when the asteroid desity became so it felt more like drilling throught the planets remains than anzthing else. Yet, there could have still been a core, or some main asteroid chunk with some easter egg to land on, meant only for those who actually managed to reach it. :cry:
Someone could make a mod that when you 'land' on the planet it triggers a new game+ right? :D

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 6:31 pm
by jackthesmack
balinor0 wrote: Sat May 30, 2026 1:23 pm the absolutely broken and atrocious interplanetary logistics
git gud. They work fine for me.

Re: Friday Facts #440 - 2.1 plan

Posted: Sat May 30, 2026 7:10 pm
by zwickau
It was unavoidable! A great artist shouldn't add touch-ups for eternity. Wube has set the brush down! I really cannot wait to see what they do next...

I'm loving Space Age. It's like the base game gets reinvented four times over. I'm still only on Gleba and Vulcanus. And late comers like me will continue to stream in and enjoy the game for forever!

In my mind, "Factorio" has a spot beside "Minecraft" and "Dwarf Fortress" and the like as one of the most classic gems to ever be.

Re: Friday Facts #440 - 2.1 plan

Posted: Sun May 31, 2026 7:49 am
by mmmPI
Wait that's the same plan as last time ?! It's reassuring in a way to see that things ARE going according to the plan, but it's also an inacurate title some of plans are for beyond 2.1 ! :lol:

It sound like a good news for the game if new hires are made, and for the Wube company in general, even though the departure tells the project has already lived well, it's appeasing to read some news, it shows the legacy is taken care of :) I expected 2.1 much earlier at first, but in the end i don't mind the delay, i imagine it's to make it even more perfect, i d be trying to mod the new music system when it's there for sure x)

Re: Friday Facts #440 - 2.1 plan

Posted: Sun May 31, 2026 8:26 am
by vaendryl
so the devs do use landmines.
I've been wondering about that for a while.

Re: Friday Facts #440 - 2.1 plan

Posted: Sun May 31, 2026 9:23 am
by NineNine
balinor0 wrote: Sat May 30, 2026 1:23 pm All these months of work, and not a single mention of 2.1 fixing the absolutely broken and atrocious interplanetary logistics. If that turns out to be true, that is quite... disappointing.

After thousands of hours of playing Factorio, more than one and a half years after the SA release, I still haven't finished my first game there. The fundamental design problems are that bad, and just break the game immersion completely for me.
Oh, wow, it sounds like you need a lot of help! Please feel free to post your questions over here at the Gameplay Help Forum . There are lots of people (myself included) who will answer whatever sort of questions you have and help you out.

Re: Friday Facts #440 - 2.1 plan

Posted: Sun May 31, 2026 4:07 pm
by quineotio
Generally, we are happy with the game design of Factorio and Space age. The progression is good, things are mostly well balanced (one or two exceptions), and there isn't anything we feel is majorly missing.
One-shotting the design of a major expansion without even responding to feedback is quite a feat. I hope you do respond to some of the critique because if you think SA is essentially perfect in it's current state I don't understand what you were going for.

Re: Friday Facts #440 - 2.1 plan

Posted: Mon Jun 01, 2026 1:41 am
by TurningGears
NineNine wrote: Sun May 31, 2026 9:23 am
balinor0 wrote: Sat May 30, 2026 1:23 pm All these months of work, and not a single mention of 2.1 fixing the absolutely broken and atrocious interplanetary logistics. If that turns out to be true, that is quite... disappointing.

After thousands of hours of playing Factorio, more than one and a half years after the SA release, I still haven't finished my first game there. The fundamental design problems are that bad, and just break the game immersion completely for me.
Oh, wow, it sounds like you need a lot of help! Please feel free to post your questions over here at the Gameplay Help Forum . There are lots of people (myself included) who will answer whatever sort of questions you have and help you out.
He is not wrong, but could have been friendlier. I and many other people hoped for fundamental changes to not only planetary logistics and all the other systems that seem half baked. Planetary logistics though is by far the biggest offender in terms of usability and immersion breaking. It lacks all granular control you would expect from such system where the minimum would be proper routing system where you can plan routes, set which things to get and with what a limit, defining limits based on resources or signals from other planets, conditions when to fly or wait or do something else based on signals from different planets as well, easily assigning ships/platforms to specific routes, etc.. Stuff like that should have been in the initial release as well as the overhaul of the recycling system.
I have a lot of friends who played factorio from the kickstarter campaign on, me included, who are not satisfied with the systems at all and I think the devs should listen to the huge amount of feedback they got for the systems.

Re: Friday Facts #440 - 2.1 plan

Posted: Mon Jun 01, 2026 9:31 am
by SnowZyDe
2.1 plan ——— 🤣🤣🤣🤣🤣 There are NO plans to continue developing the game. Thank you all, and goodbye.
🤣🤣🤣🤣🤣🤣

Re: Friday Facts #440 - 2.1 plan

Posted: Mon Jun 01, 2026 3:22 pm
by waitofaiorur
Rseding91 wrote: Sat May 30, 2026 2:09 am
Altarin wrote: Fri May 29, 2026 9:36 pm NOOOO! i was really hoping for official Shattered Planet to land on. :cry:
It's... shattered. There is no planet to land on because the asteroids you fly through *are* the planet in tons of pieces (shattered).
I must admit that the setup had me imagining something to land on. There's "planet" in the name, and it kind of looks like an actual destination in the map. I envisioned a broken world where the player would have to bridge smaller peninusals together. And then finally we would learn the origin of our protagonist the engineer.

No worries, I'll wait for the Factorio-prequel to arrive some day! :)

Re: Friday Facts #440 - 2.1 plan

Posted: Mon Jun 01, 2026 5:18 pm
by Alanore
I'm so proud of myself to be a part of this community even though i'm just a gamer playing factorio.
You guys are the real definition of "passion" and "efficiency" in my book.

Thanks for the ride guys. I love evey one of you <3 Have a great summer.