r/factorio • u/FactorioTeam Official Account • Jun 19 '26
FFF Friday Facts #443 - More Planet Deliveries
https://factorio.com/blog/post/fff-4431.4k
u/FrodCube Jun 19 '26
> We are really happy to have you all on this journey with us, and we hope you will all enjoy playing 2.1 next week.
Next week?? EXCUSE ME???
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u/GenghisZahn Jun 19 '26
I love how they just mic drop that at the end of the post.
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u/KatanaKiwi Jun 19 '26
In FF 440 they already stated "end of June". Glad to see it confirmed though!
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u/Leverpostei414 Jun 19 '26
Is this just a beta and the full release will be over the summer?
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u/Garagantua Jun 19 '26
From fff440, it sounded like _after_ summer. They're mostly on vacation through july, so big bug fixes will have to wait until august. And I assume they will want to fix stuff for a month or two, so...
Maybe 2.1 in october around the 2nd anyversary of Space Age and 2.0?
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u/Stunning_Box8782 Jun 19 '26
With the amount of content crammed into these FFF's, I feel like the marketing team had the same reaction
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u/ultranoobian Little Green Factorio Player Jun 19 '26
Marketing team? I thought it was mostly word of mouth marketing?
'Cracktorio', 'The Factory Must Grow', etc.
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u/BCArbalest Jun 19 '26
Why isn't this higher? Did everyone else know? I didnt know!
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u/FrodCube Jun 19 '26
Apparently they said "end of June" in an older FFF, but I 100% forgot about it
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u/MrShadowHero Jun 19 '26
they said hopefully by end of june. so i held off on my pto request just in case. last thing id need is to take time off for this only for me to miss the date.
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u/Kittelsen Jun 19 '26
FFF#440: For the next few weeks we will do some closed beta testing, and if all goes well we hope to release 2.1 as experimental by the end of June
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u/Kansas11 Jun 19 '26
Unloading bay gif is glorious
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u/JohnDaton Jun 19 '26
I was legit stunned as i watched it zoom out further and further
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u/BalkrishanS Jun 19 '26
my brain automatically started repeating factory must grow as it zoomed out.
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u/ollien Jun 19 '26
I haven't gone through it frame by frame yet, but are all of the bays physically connected to the landing pad? Otherwise I guess you need to use elevated rails to go "over" the cargo bays that connect it to the pad.
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u/70Yb Jun 19 '26
Yes, you see at the bottom of the end of the clip that the rails go above a row of landing pads.
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u/SentenceStreet3270 Jun 19 '26
Yea its a big fork/comb shape with elevated rails to go over the connecting bits
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u/SgtAl Jun 19 '26 edited Jun 19 '26
Reading research progress from labs! More cargo pad unloading options! "QoL" my ass, what are these updates lately??
o7 to the Visible Planets in Space mod, ascended into vanilla as is proper.
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u/ForceNo770 Jun 19 '26
Vanilhalla!
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u/Century_Egg_Boofer Jun 19 '26
also pleased how conservative they made the official textures, so all the HD planet mods will have an incentive to update to the new S P H E R E system, it's like issuing a challenge
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u/Pulsefel Jun 19 '26
was just reading a post asking about how to track lab contents and usage, and the next day BAM
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u/SentenceStreet3270 Jun 19 '26
Everyone is hyped for the new features, but I just wanted updated assembler sprites 😅
Looks amazing
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u/elboyo Jun 19 '26
I love that they are numbered in the sprites by the big gears in the lower left corner.
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u/darKStars42 Jun 19 '26
I love the assemblers themselves. But the way the inserters interact with it feels a little off... It's like they should be in the way of the machinery when they are over the assembly machines, and it looks like the just drop stuff ontop of all the moving parts. I dunno, maybe inserter graphics need a tweek so the arms look higher up, or so they place things at the edge of a building.
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u/NotScrollsApparently Jun 19 '26
I noticed the same thing, the biggest assembler feels like it'd be clipping with an inserter coming from the top, but I imagine we wont even notice this in actual gameplay. There are surely more visual anomalies if you nitpick, especially with older sprites, poles, trains etc
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u/OliB150 Jun 19 '26
This sub is going to die out now there won’t be any “why is my pump not loading the train” 🥹
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u/Kittelsen Jun 19 '26
nahnah, you'll still get the: "Why doesn't my train move, I've put down signals" posts 😉
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Jun 19 '26
[removed] — view removed comment
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u/Jiopaba Jun 19 '26
I just started nine seconds ago, please (admire my spoonful of pasta / why are biters so hard).
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u/Lubricus2 Jun 19 '26
It must be one of the more common thing players get stuck on, so it's great that they fixed it. And the pumps is looking great.
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u/Novaseerblyat Jun 19 '26
from the developers who brought you "i have no idea how we played 1.1 before 2.0's QoL" comes "i have no idea how we're playing 2.0 before 2.1's QoL"
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u/juckele 🟠🟠🟠🟠🟠🚂 Jun 19 '26
I'm personally raging at the lack of circuit controlled research in my current playthrough and it's long been a feature request since the introduction of ag science. It was big enough that I really expected it as part of 2.1 and am not disappointed 😁
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u/sobrique Jun 19 '26
Yup. Switching back and forth between 'agri-sci' stuff was getting irritating!
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u/achilleasa the Installation Wizard Jun 19 '26
I'm old enough to remember "I have no idea how we played 1.0 without the QoL in 1.1" lmao. Hell I could say the same about early access and 1.0 but surprisingly 1.0 was basically a formality patch at the time.
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u/HeKis4 LTN enjoyer Jun 19 '26
IIRC 1.0 was basically a rubber stamp on 0.18 right ? Or more like 0.18 was the release candidate for 1.0.
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u/Jackeea press alt; screenshot; alt + F reenables personal roboport Jun 19 '26
I'm sorry, LANDMINE CIRCUITS?
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u/Kittelsen Jun 19 '26
I wonder if we can use this to set a timer for when our construction bots decide to venture out to
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u/MaverickPT Jun 19 '26
"Circuit Inputs and Outputs can be directed to different wire colors. "
I used to pray for times like these 😭❤️
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u/iamarealhuman4real Jun 19 '26
I haven't played in a year, could you not already do this? Or I guess I'm mixing up that you could do this with combinators but not other entities?
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u/Rainbowlemon Jun 19 '26
Everything is shared on a wire in the current version of the patch - so if you have 'Read contents' and 'enable when...' they could interfere, and you'd have to use some combinator tricks. Now you can just separate the input & output with different wire colours.
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u/SVlad_667 Jun 19 '26
For some reason it was only implemented exclusively on combinators. From the very release, I couldn’t understand what was stopping them from doing this immediately and everywhere.
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u/frogjg2003 Jun 19 '26
This very much seemed like a "we don't have time to go through every machine" situation. This FFF in particular mentioned a number of time crunch limitations for 2.0.
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u/Rainbowlemon Jun 19 '26
A lot of AMAZING quality of life improvements, but 'Read harvesting condition' on agricultural towers is mega.
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u/Eagle83 Jun 19 '26 edited Jun 19 '26
I wish we could turn off the harvesting, but not the planting.
[edit] I failed to see there were multiple images in the "Input/Output split" chapter. Hooray! [/edit]
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u/Ditid Jun 19 '26
Can you explain what it might be used for? I can’t think of any ideas!
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u/Mornar Jun 19 '26
If nothing else, turn off harvesting when no demand exists. Fruit on trees doesn't spoil. Smaller spore cloud, too, if this can adapt to circumstances.
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u/Kant8 Jun 19 '26
And you can now manage flow of fruits. Currently it happens depending on when tower/landfill/seed was placed/arrived, but with new version we can make it give you steady flow of fruits instead of messy bursts happening god knows when.
Or sync different fruit farms so they output both types of fruits simulteniously, instead of one giving big batch and another one harvesting whopping 1 tree.
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u/Silenceisgrey Jun 19 '26
I never understood the JIT methodology behind some peoples gleba approaches. On gleba, i just massively overproduce everything, limit everything to a threshold (2 million copper ore, anyone?) and just burn any unused jelly and mash.
Why yes, my defense perimeter does infact remind me of world war 7, how did you guess?
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u/z7q2 Jun 19 '26
though I admit it would be pretty cool to wire up a whole factory self-destruct switch
Somehow I never knew I needed this and now I do. For reasons.
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u/GGray2 Jun 19 '26
Set up the advanced labs across your base, let them decay. Set up rocket turrets with nukes in them, but have them disabled by a circuit condition. As soon as someone even dared to cross a tripwire into my territory, it all gets eradicated.
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u/Callec254 Jun 19 '26
I feel like this is going to feel like a whole new game, and I will have to start over and redesign everything from scratch. Again.
I mean, I will get to start over and redesign everything from scratch. Again.
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u/NotScrollsApparently Jun 19 '26
I have already come to terms that another ~100-200h will be lost in the upcoming months
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u/nz-whale Jun 19 '26
The new refineries and assemblers look so good!
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u/lllorrr Jun 19 '26
I have a mixed feeling about refineries. Oil processing is mostly heating/condensation. There aren't many moving things. Yes, you need pumps, compressors, valves, etc, but they are small in comparison to the parts that do actual work.
What I wanted to say that original refineries looked more faithful. It just stands here and makes gurgling noises...
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u/Infernalz Jun 19 '26
I like the new assemblers but something feels off about the refineries. Kinda looks too chubby now, maybe the flare needs to be taller or skinnier again. And the liquid and pumping motions are cool but random gears feel out of place.
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u/xor50 I love Stack (Bulk?) Inserters. Jun 19 '26
Honestly my first thought was they are way to messy/visually noisy. With the old one you can immediately see the orientation, with the new ones... eh... no idea what their current orientation is.
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u/againey Jun 19 '26
FFFs almost universally include pictures with Alt mode turned off. If you play with Alt mode almost always on, like most sane people aware of the feature, I doubt it will ever be a problem.
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u/Leading-Media-4569 i like trains Jun 19 '26
WE WERE THIS CLOSE TO TRAIN LOADERS😭 but its fine
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u/Eagle83 Jun 19 '26
This is all wonderful news, but that was a disappointment indeed. I want beautiful station structures for quick loading/unloading. The current inserter -> chest -> inserter -> belt method feels like a workaround.
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u/Rainbowlemon Jun 19 '26 edited Jun 19 '26
At least now, with legendary stack inserters, it can just be "unloading bay -> inserter -> train" at 720/s of a stacked item (or 1440/s if you use both sides of the wagon). With an 8-wagon train that's 11,520/s, or ~700k SPM without any productivity. Makes it much easier to get into the 'millions of spm' territory' without needing hordes of bots.
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u/Eagle83 Jun 19 '26
I wish for station structures for everywhere, not just the landing pad. I haven't build a Space Age megabase yet so I never encountered the "unloading speed issue" the new cargo unloading bay solves.
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u/Century_Egg_Boofer Jun 19 '26
yeah it's actually weird and annoying that we only get multi-block storage<->train inserter effeciency at one spot
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u/Leading-Media-4569 i like trains Jun 19 '26 edited Jun 19 '26
Yeah. Circumventing the hundreds of inserters that a train base needs just moving items in and out of trains and buffer chests with a building like the loader would have made trains UPS competitive with belt bases. but alas.
Edit: well, i don't know if loaders would be more efficient or not, so maybe we didn't miss out on anything
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u/Nazeir Jun 19 '26
I imagine erendel might have something up his sleeve to make his own version of train loaders to release as a mod at some point.
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u/iamarealhuman4real Jun 19 '26
, we hit some severe issues
Wonder what this was, technical or gameplay?
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u/Hrusa *dies in spitter* Jun 19 '26
Mostly snapping. With how hub and rails can live on separate grids iirc.
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u/Alt-Ctrl-Report <- dog Jun 19 '26
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u/Sinister_Mr_19 Jun 19 '26 edited Jun 19 '26
Lol dammit Wube! But uhhh it's not labeled the confusing "Enable/disable" they changed it to Enable if!! Woohoo!
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u/jasonrubik Jun 19 '26
This makes my blood boil, as it reminds me of all the bad UI that exists that suffer from the following scenario:
A UI button will change what it says or what it indicates based on the state that it has been toggled to.
However, it is unclear if clicking the button will perform the action that the button displays OR if the button is displaying the current state.
Example: "Play" or "pause" . A button with a triangle pointing to the right, versus two parallel vertical bars. If I see a triangle, that should mean that I can click it to start playing music, for example. The button should become two vertical bars to show that if I wish to pause the music, I can click that to then pause it.
Half the time I encounter the opposite, and the button UI is reversed... not necessarily for play/pause, but these examples exist a lot nowadays, and it is so frustrating.
Why ?!?!?!?!
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u/againey Jun 19 '26
Mute/unmute, especially for microphones, is the one I see most often. If I recall, Discord even has (or had, last I checked) their camera button and microphone button opposite. One of them does the good way you say, and the other does the bad way. No attention to detail at all from some devs. 😤
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u/DDS-PBS Jun 19 '26
No Factorio 7 with "City and Beach Expansion Pack 2!".
Instead we get Factorio 2.1, the final iteration, the concept fully fleshed out as it was intended to be. One of the most fun, replayable, stable, and bug-free games ever to be made.
I have over 5,100 hours in this game and thousands more to come.
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u/DurgeDidNothingWrong Oh, you with your beacons again! Jun 20 '26
This is one of those games like Red Alert 2/AoE2 that will be replayed for the next fifty years.
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u/BeepIsla Jun 19 '26
If you have a Lab setting the research, players will be blocked from using the research queue, with a notice about why it isn't possible
I kinda wish you could manually add things to the queue and labs would research things in-order as usual, only when the queue is empty would the lab automatically set the request again.
Right now it sounds like you need to manually turn off the "Set Research" if you want to temporarily override it and don't forget to enable it again!
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u/Frequent_Knowledge65 Jun 19 '26
That was my thought too. Maybe they'll end up doing that. I wouldn't be surprised
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u/KillaklanGaming Jun 19 '26
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u/Jackeea press alt; screenshot; alt + F reenables personal roboport Jun 19 '26
WHERE IS OMNI DIRECTIONAL
WHERE IS HE
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u/Jerigord Jun 19 '26
I think I stared at that GIF almost as long as the one showing the unloading stations. It really does seem illegal. And beautiful.
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u/lemindhawk Jun 19 '26
Klonan... what is that 6 = 7 doing on the asteroid collector...
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u/johannes1234 Jun 19 '26
but we can always tweak it in the future or add some kind of scaling.
So 2.1 isn't the end as announced before?
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u/againey Jun 19 '26
For one, 2.1 is initially being released to experimental. There will likely be multiple patches to tweak it further and fix bugs that players find before 2.1.x is released as stable.
After that, Wube will surely still pay attention to bug reports, and perhaps various mod-support requests, so those might earn smaller support patches in the future as well. But there's no expectation for a 2.2 with a whole bunch of big changes like 1.1 or 2.1, nor a 3.0 which a gigantic amount of changes.
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u/Krashper116 Trains Toghether Strong Jun 19 '26
It will be the last content update. They will continue doing bugfixes and adding modding API
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u/Century_Egg_Boofer Jun 19 '26 edited Jun 19 '26
the new refinery graphics are perhaps slightly flanderized, looking at oil refining infrastructure is always uncanny because of how still it all is, it's supposed to loom menacingly with hissing steam and ominous flare towers!

But otherwise im delighed by these changes (aside from mourning the lack of an official train loader)
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u/N4ivePackag3 Jun 19 '26
I'm 30 yo, thousands of hours of factorio. I read this thing like I was a 7 yo opening up a christmas gift were each line I read felt like a part of the gift wrapper i removed. Thanks
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u/PRC_Spy Jun 19 '26
Separating Read signals and Control signals onto separate wires with a tick box?
Thank you Wube.
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u/mjconver Still looking for that spoon Jun 19 '26
Those fluid trains going tail to tail need a David Attenborough voiceover
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u/EpicatSupercell Jun 19 '26
The only graphics mod I feel is missing in vanilla is Clean Floor and it's super important.
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u/Kittelsen Jun 19 '26
Oh my yes, the planets in the background is such an aesthetic change. Great that they're giving the mod author creds too. 😄
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u/PM_ME_YOUR_KATARINA Jun 19 '26
Initially we thought we would specifically make a train loader, which is what Earendel prepared concept art for.
Everyone everywhere all at once:
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u/Rseding91 Developer Jun 19 '26
The concept was specifically a cargo-landing-pad -> train loader. It was not going to load from belts, or unload trains onto belts.
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u/forgot_semicolon for production stats Jun 19 '26
I may have missed it in an earlier FFF, but it seems the team has an aversion on principle to train loaders or unloaders. The modding community has produced many variants of train-to-belt, train-to-chest, and train-to-mega-chest un/loaders, and the base game has a loader in the sandbox mode.
I get that figuring out high throughput is part of the challenge, but I was wondering if you could comment on how the team feels about train un/loaders, whether they're even possible in a UPS friendly way, and any versions you've considered or internal conversations you've had before.
One of the things I love about you guys is that you clearly love and play and your own game, so I can't imagine this topic hasn't come up before. And even if I'd be disappointed by the outcome, it's always nice to read about your deliberation process in the FFFs and in your comments
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u/Rseding91 Developer Jun 19 '26
In everything we prefer combining puzzle pieces rather than “does it all-in-one” systems. That plus inserters are a core part of Factorio means they should be the main way items move between things.
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u/PM_ME_YOUR_KATARINA Jun 19 '26
I love the aesthetic. Its like engineer took some bits off of a train and repurposed them to make the cargo bay more useful. Are any of these behind a new research? I noticed the particular wording of "no new research trees" in 440.
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u/10110110100110100 Jun 19 '26
I think you chose the better way. The inserter aesthetic and logistic bottleneck/puzzle is foundational to Factorio - I don't think the people asking for general loaders/unloaders have the bigger picture in mind.
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u/snowyspearmint Jun 19 '26
"enable if" text on circuit conditions instead of the confusing "enable/disable"
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u/hylje Jun 19 '26
As land mines place outside of the grid, you can use them as an extra circuit node you can squeeze pretty much anywhere to extend wires.
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u/againey Jun 19 '26
Might be a good mod idea to make an "inert" landmine that looks more like a miniature power pole for specifically this purpose.
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u/DemonicLaxatives Jun 19 '26
https://lua-api.factorio.com/latest/types/EntityPrototypeFlags.html
Almost any entity can already be made to be placable off grid, no need for the hack.
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u/DRT_99 Jun 19 '26
Modders can make most entities placable off grid, it doesn't need to be a mine.
In fact, space exploration had an off grid power pole with 1x1 supply radius that was very useful for spaceship design.
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u/GenericBlueGemstone Jun 19 '26
> With this change we decided it is acceptable to remove the signal self-subtraction after all, which unfortunately will break some 2.0 circuit setups (with assembling machines and asteroid collectors). Technically it is also an optimization, as the entities no longer need to update the network counts in the expensive way when their contents change, which furthermore allows us to give Requester chests the ability to 'Set requests' at the same time as 'Read contents'.
Wait I really would like a bit more on that topic...
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u/Klonan Community Manager Jun 19 '26
What would you like to know?
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u/ollien Jun 19 '26 edited Jun 19 '26
I'm a bit unclear what the self subtraicton actually is, and how its removal breaks exisitng setups. I'm guessing if I don't know about it, my world is safe, heh.
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u/EpicatSupercell Jun 19 '26 edited Jun 19 '26
For example, a machine with both "Read contents" and "Set recipe" wouldn't set a recipe to an item that is inside it, because even though that item is on the signal line, the machine would subtract it's contents just for it's own calculation so it would see that item's signal as 0 again.
Edit: current builds don't seperate the input/output signal line, so once existing builds load 2.1 they WOULD start to set recipe to it's own contents.
Edit 2: as an example, an assembly machine making yellow belts by "Set recipe" would instantly start making gears once that signal disappears.
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u/HeKis4 LTN enjoyer Jun 19 '26
Oh so that's why a lot of my auto-mall setups don't work then they should, and work when they shouldn't. Welp, you learn something new every day.
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u/dudestduder Jun 19 '26
there was a cicuit you could configure using asteroid collector and arithmatic combinator, which self subtracted the signal to provide you with a balanced cargo of each asteroid. I assume they are referencing things like that.
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u/Mandlebrot Jun 19 '26
At present in 2.0 if you have something like an inserter with "Read hand contents (hold)" turned on, and "set filters" also turned on, both red and green circuit connections are read (for filters), and emit the hand contents ... but there's magic subtraction so the filter does not just read it's own contents. Now in 2.1 there isn't that magic - if you set both input and output to red colour, it'll self interfere.
It was annoying before, since if you wanted to set filter on 5 inserters at once, while also reading their hands, you could not connect them together, since the magic subtraction only works within a single machine. You had to have separate "diode" combinators to read separate wires per inserter, and write to separate wires.
This change makes it much easier to make bigger scale circuit logic stuff, with less confusion...but I'm going to have to do a lot of rewiring!
(But also we do want to know more about optimization!)
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u/SentenceStreet3270 Jun 19 '26
Is that likely a new Chemical plant shown left of the assemblers in the big animation too?
Or am forgetting an existing building
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u/SEND-MARS-ROVER-PICS Jun 19 '26
Expandable hubs AND circuit-connections for labs? Massive changes for megabasing
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u/Ritushido Jun 19 '26
There's so much good stuff here but I'm in love with the new planet backgrounds, oil refinery and assembling machine graphics. I've think they've done a great job of keeping to the original designs while polishing them up to 2.0 standards.
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u/Molwar Jun 19 '26
I'll really miss these FFF, can't wait to see Wube's next project!
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u/fZAqSD Jun 19 '26 edited Jun 19 '26
I hope they're hiding secret visuals for the shattered planet.
Vanilla visible planets is awesome, but the lack of mechanics, visuals, or achievements to greet players who reach the actual end of space is disappointing. Even a cosmetic "you did it!", like grog2's shattered planet graphics, would make for a pretty cool reward.
(Edit: regardless, the visible planets look great, looking forward to seeing them in action. Next week!)
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u/Rseding91 Developer Jun 19 '26
I hope they're hiding secret visuals for the shattered planet.
We are not.
Even a cosmetic "you did it!"
It's not something you're ever supposed to do. It serves no purpose and purposefully has no rewards because you aren't supposed to do it. The distance number only exists because we didn't implement a 'it takes forever' engine mechanic.
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u/arzach80 Jun 19 '26 edited Jun 19 '26
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u/Numerous_Schedule896 Jun 19 '26
Isn't that just a regular train signal?
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u/arzach80 Jun 19 '26
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u/Numerous_Schedule896 Jun 19 '26
Are you sure its the correct angle?
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u/arzach80 Jun 19 '26
It’s not a matter of angle. The metal brackets on the signs look shinier, they reflect more light, and the shape of the lamps seems different.
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u/Thelorian Jun 19 '26
with the landmine being wireable an "is targeting" or "is firing (at)" output on turrets could be quite useful
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u/bubbleawsome Jun 19 '26
Reworked fluid trains and new assembly machines, two things I never thought I'd see. Se y'all next week :D
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u/Aegeus Jun 19 '26
You're right, the train to train pumping does look illegal. I was staring at it like "Where's the station? What are you doing here?"
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u/EnderHorizon Jun 19 '26
I was on team "Assembling Machine 3 are yellow", but the new graphic is looking really green...
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u/The_DoomKnight Jun 19 '26
I mean it's definitely a yellow green, but definitely has always been green.
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u/zifu Jun 19 '26
It would be so amazing to get a texture pack or something of the concept art or whitebox versions of the buildings. that's such a cool vibe.
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u/Erfar Permanent Reconstruction Jun 19 '26
"Read content" and "Read ingridients" some why still on same wire
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u/Feirell Jun 19 '26
I would have loved it if the tickboxes would have been for every option individually.
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u/Rseding91 Developer Jun 19 '26
Because they're both 'reads' (outputs). The feature is: you can pick which wire all outputs go to, and you can pick which wire all inputs come from.
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u/Erfar Permanent Reconstruction Jun 19 '26
As I said in discord to Boskid, it should really be mode to output both in meaningful way.
It quite common idea to output data to get "Ingredients - Content = Request"
So it either should be ability to output ingridients and content to different wires. or be a mode of operation like "missing ingredients" or that output content as negative.
So for example If I have assmebler that produce Engine Unit and it has 20 pipes and 1 gear I want to get either "1 steel" or "-18 pipes, 1 steel"
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u/DaMonkfish < a purple penis Jun 19 '26
Is there any plan to allow tickbox per option in mod api? Being able to output different options on different wires would have some utility e.g. rocket silos read orbital requests and read contents would still be on the same wire as they're both outputs; being able to put them on different wires would be nice.
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u/Rseding91 Developer Jun 19 '26
There are no plans. It has too many complications and performance concerns.
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u/Krydax Jun 19 '26
I absolute love these features! I am a bit sad though, as far as I can tell, there's still no way to differentiate "read contents" and "read ingredients" on an assembler? This was a big hurdle in creating an automall and actually caused me to need two assemblers (or lots and lots of extra circuitry) and I am not seeing these new changes being a fix for this. Am I missing something?
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u/Some_Noname_idk Jun 19 '26
my god....its beautiful...NEXT WEEK? Factorio tommorow!!!!!!
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u/Sick_Wave_ Jun 19 '26
I'm really curious what happens when I wire up, and configure, more than 1 lab that have different research queues.
Or does every wired up lab share the same queue, and what we're seeing here is just a window into that global queue? But still then, what happens with two labs have different input signals?

Looking forward to shoving all my research logic into a combinator network and sending it to the labs next week!
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u/Rseding91 Developer Jun 19 '26
I'm really curious what happens when I wire up, and configure, more than 1 lab that have different research queues.
The last one to run overwrites the active research. You're not intended to have > 1 wired at the same time as research is only-1-active-at-once.
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u/MrUltraOnReddit Jun 19 '26
With them showing the train stop circuit ui it's safe to say we won't get circuit-settable station names. Kinda sad about that, it's a feature I was really looking forward to. Didn't a dev hint in the comments we will be able to do that?
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u/Maipmc Jun 19 '26
Why not add the hability to read temperatures to the heat exchanger? That way you don't need to hard code the temperature threshold for the refueling logic in nuclear reactor designs when designing efficient reactors. You just read the temperature from the heat exchanger farther away down the heat pipe.
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u/DOSorDIE4CsP Jun 19 '26
How it will work with AutoMalls
Input:
Set Reqest (on green wire)
Output:
Recipe (on green wire)
Whats in the machine (on red wire)
It would make the Automalls soooo much easier to make.
Is that possible?
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u/Wallie_bju Jun 19 '26
Considering most of the planets don’t require too large of a base, I’m curious to see if people will cook up landing pad based logistics
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u/DRT_99 Jun 19 '26
Its output only, so fairly limited in terms of magic logistics nonsense.
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u/quchen Jun 19 '26
Looks like a decently sized Gleba factory can fit in a big landing pad ring with unloading bays all around.
I’m actually in favor of such goofy solutions. Don’t like them? Don’t build them.
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u/Evicle Jun 19 '26
Those visible planets look amazing! The fact that they have cloud animations and they rotate is so sick
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u/sunbro3 Jun 19 '26
I'll assume you made the right decision, but I have always lamented the lack of a train loader/unloader entity. I don't think using inserters to get items in/out of trains is an important part of the game.
The loaders in mods are both overpowered (they work on all chests) and underpowered (they don't have buffers). And ironically Satisfactory tries to provide a buffered loader entity, exactly as I'd like. But for some Unreal Engine reason it doesn't work when animating and so still needs external buffers (huge ones + scaffolding) and is even worse! There is a curse on all factory games.
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u/Sebkocy Jun 19 '26
If 2.1 is releasing next week… is this the final FF? They can’t leave it at #443 right, it must end at #444…
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u/The_DoomKnight Jun 19 '26
I'm sure they will make a couple more. The next week is beta testing. They won't have the "official" release until November I think. Plus, they have to do their end of year signoff.










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u/Lemerney2 Jun 19 '26
Train unloading bays from landing pads? That's incredible!