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Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:00 am
by FactorioBot

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:22 am
by y.petremann
Wube never disapoint when it's back to it's FFF.
Some other studios tried the formula, but only Wube has the true recipe.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:22 am
by J_nas
The platform to platform sending is so rad

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:37 am
by waterBear
Incredible additions. Unbelievably stoked for this update.

Thank you Wube team! Incredible additions as always. I am really impressed by the way the team listens to the community. That is a very hard thing to do! We do not take it for granted.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:41 am
by BlueTemplar
Oh wow. Changes worthy alone of the «.1» naming already in the first FFF ! :space-age:

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:48 am
by JackTheSpades
Platform to Platform transportation could be insane for promethium science.
Previously it would have been a hassle to try and have a dedicated outer-space ship that only cares about collecting promethium chunks and then receives eggs on a pit stop at Aquilo.
But now we could have two dedicated ships exchanging cargo in orbit. Eggs no longer have to make the full round trip and could just be combined in Aquilo orbit.
Would have to actually try and see if this is more efficient but the concept alone is intriguing.

Definitely what I'm most excited about.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:48 am
by SHADOW13
I was wondering if maybe handling biter eggs would be improved - mainly being able to detect/track their expiration time
the late game Promethium science pack is difficult to automate because of that (and so far, as I know, all solutions have some kind of flaw one way or another)

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:50 am
by burninghey
You added the docking port feature I wished for myself. Lovely Heroes!

I'm curious how import from all sources and dropping at one work together, and how the trash items at one planet would work with requesting from any planet.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:50 am
by quineotio
Cool changes, especially platform to platform transfers which open up a lot of possibilities.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:51 am
by Dimava
Now I see diagonal rocket nozzles and can't unsee it :cry:
06-05-2026, 14-48-12.png
06-05-2026, 14-48-12.png (549.97 KiB) Viewed 3185 times

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:55 am
by erkki772
It's still bit unclear about silos inventory size without mods. Doing quality silos to increase lift size + increased crafting parts to make "bigger" rocket makes little sense. Guess i just mod silos. Having 1200 silos is pretty high UPS drain

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:58 am
by JohnMeister
So there won't be planet backgrounds for space platforms?

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 11:58 am
by TamTamTam
So many cool changes, i especially like universe signals and setting requests to space platforms. Finally can properly automate my promethium platform without wasting science packs and without mods. A bit of a pity it makes AAI signal transmission redundant, i quite liked the visuals.

I just really hope you will also make cargo landing pad something other than big passive provider chest, so i can fitler it out on some of my logistic requests.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:02 pm
by TamTamTam
A bit of a question about "import from any". Does that mean if i request fuel from any planet and some planets don't have fuel, i can get stuck waiting on my requests satisfied?

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:17 pm
by LizardOfOz
At first I thought it'd be cooler to have a dedicated thing for transferring signals between surfaces (like in the AAI signal transmission mod), but upon further thinking, there is not much benefit to that; it'd be 2 new entities to add to an already massive crafting menu, which have just one very strict function that makes sense to put on a radar anyway.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:18 pm
by mmmPI
I'm confused, it sounds like all the good stuff people wanted are added to game, but you are telling it all in one FFF ? Are there any other goodies left to reveal for the next one or are we this close to 2.1 ? :lol:
I suspect the less popular changes , namely about balances are kept for later ? :p

My favourite has to be the request per circuits, i think it was the most missing feature, the most "factorio-esque" that wasn't present in the game. My second favourite is the radar improvement, especially with the platform to platform transfer.

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:23 pm
by mikiqex
I'm not sure about the launching rocket's shadow in the animation - firstly, it appears also during the night, and secondly, there is no space for shadows during rocket launch :-)

I really like the welding animation in bottom right corner, but what the final product is for? I was hoping those tubes are for the rocket, but then the rocket appears and tubes seems to be just a tiny piece of it. The manufacturing pace feels a bit excessive, I would be worried, as a Cimrmanologist would put it, "miners will accumulate in the mine".

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:23 pm
by oobanooba
Will the new space logistics feature be something modders can disable either as a utility constant or on the hub prototype?

One of my mods relies on the fact that players can't easily move items between hubs and have to use a "docking" system instead.

Will the new radar improvements also be adjustable in the prototype?

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:26 pm
by RocketManChronicles
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
These have always been there since the beginning.... you ok?

Re: Friday Facts #441 - Space logistics improvements

Posted: Fri Jun 05, 2026 12:28 pm
by FreakNoble
In my opinion, if it's technically possible to modify rocket capacity, it seems quality silos should be able to build quality rockets that can lift heavier cargo.
Currently, silos with quality beacons and quality speed modules cannot fully utilize their capabilities because they are limited by the rocket launch animation.
As a result, quality silos aren't that useful. (well, it still consume less electricity when building rockets... but it's not that great advantage in the endgame)
If they build quality rocket instead of building normal rocket faster, it can be more meaningful than now.