Factorio
Hello, Space Age soundtrack updateAlbert, Donione Factorio: Space Age - Original Soundtrack Album has been greatly updated on Steam. Soon it will be in the game also. The addition consists of a second Disk, labelled Original Game Soundtrack, and it contains all the soundtrack found in the game properly mastered. 50 tracks in total. Finally you will find your favourite track in the album, for sure : ) The interludes are not included, these are composed just for the game to properly jump from a track to another without breaking anything. Not convenient for the album. When starting the project we had a deal with Petr of covering 1h of music per planet. 5h in total seemed, at that time, like a lot of music. Now that the soundtrack is completed we can proudly say that each planet length is finally: Space 1h:15m Vulcanus 1h:33m Gleba 1h:55m Fulgora 1h:42m Aquilo 2h:01m 08h:27m of ultra-fine-Factorio-music, perfectly mastered to enjoy it in the game and outside also. Have in mind that 10 of the tracks are mixed procedurally in the engine, making the composition variable each time that plays in the game. For the album we have rendered an average version of each variable track in order to complete the album experience. The time length in the game can easily surpass by far the total time of the album. Especially if we count the interludes also mixed directly in the game. If we count the first Disk labelled Factorio: Space Age - Soundtrack - Composer's Mixes, which consists of Petr's selection of his 17 favourite tracks, and remixed by himself in an album format with a total length of 02h:04m and we add the total length of the second folder, we have 10h:31m:49s of Factorio music. Such a piece of an album isn't it? Space Age wrap up kovarex The current state FFF-360, and some media taking it as "Factorio 1.0 is still a bit on the buggy side". While obviously, when we allowed the release, it was because almost all of the bugs were tiny corner case inconsistencies, or something that almost never happens, which we take a look at anyway, but doesn't make the game really bad. This experience doesn't stop us from being transparent, at this moment have 800+ bug reports on the forums, but again, not many are serious bugs, there are a lot of duplicates, many are even features... When looking at our resolved bugs forum, we fixed more than 625 bug reports since release, and since we prioritize the more critical ones, the game should be pretty okay for the vast majority of people. Next steps Friday facts schedule Statistics FFF-365). Tests What after? Factory must grow (discord). The game I'm thinking about is related to WoW in a similar way as to how Factorio is related to Minecraft. As always, let us know what you think at the usual places.
Howdy, Ascending to platform in orbit above Nauvis. Visual design Earendel's concept art of the pod and rocket separation. Where are those pods headed? "vanilla?"/"stracciatella?" Space Age the pods travel from silos to hubs and from hubs to landing pads. Two of those may be further extended with cargo bays which add more hatches, but aren't destinations themselves. To the stations! My notes from when I was trying to carry the station concept one step further and combine the GUI for silo, hub and pad into one. The needs ended up being too different though. Assembling the cutscene puzzle procession system. Each space location provides its own set of departure and arrival animations to planet itself and to any space platform in orbit. For instance, when a pod gets issued to fly from platform around Vulcanus down to the surface of Vulcanus, it would take the "vulcanus-platform-departure" and "vulcanus-planet-arrival" animations that match in style and stitch them together. Sometimes the pod has to wait in transit for a hatch to open up. In those cases "vulcanus-style-intermezzo" looping animation can be inserted in between to pass time. Building blocks Planet landing curve open in the Factorio Spline Editor. For modder convenience, I have published my custom Factorio Spline Editor online. It is fairly difficult to get the shapes right without it. As a bonus it also exports the curves directly in the desired format. Mp4 playback not supported on your device. Descending to Nauvis from a platform in orbit. A simplified timeline of flying down from a platform to surface highlighting when each procession layer is active to make up the final look. Cloud technology Manually demonstrating the soft masking shader of cover layers. Clash of Mods Space Location catalogue can tell you how the local clouds or fog look like. Pod catalogue can provide special animations to play such as opening solar panels or even textures for overlays like the reentry flames and the thruster sounds. Hatch catalogue can provide the graphic for illumination when the pod thruster gets close. Any missing graphic or sound will just be skipped. New planets will play at least some animation even if they forget to define clouds. New pods can provide their own flame sprites that still play at the right times. New cargo bays or hubs can just say their illumination looks different and not touch any of the procession data. And if you are feeling fancy, you can give your planet an entirely new timeline, but still utilize pod animations and planet sprites from the default Space Age catalogue IDs. For a simple example, a parachute sprite could be added to pod catalogue and the flight speed slowed down significantly. Any third party mod adding a new pod type would have the option to support your planet by just defining a parachute graphic and nothing else. As always, orbitally deliver your thoughts to the usual places.
Hello, Trouble with languages IME keyboard (Asian language) bug introduced by the 2.0 update, I got curious and started exploring localisation for various languages. Even though my native language is Czech, all of our development on the game happens in English, so I essentially never run the game in this mode. As I was twiddling about in the Czech crafting menu, it quickly came to light that the user experience wasn't as smooth as I would expect. Any capital non-English letter would cause trouble. Looking up "čerpadlo" (pump) yields "Ropné čerpadlo" (Pump jack) and "Pobřežní čerpadlo" (Offshore pump), but not "Čerpadlo" (Pump) due to the capital Č not being matched to lower case č. Players have already developed a habit of typing stuff like "erpadlo"(ump) in order to avoid the troublesome letters altogether. Non-English search finally supported! Unicode representation) any letter with accents or outside the latin alphabet takes up multiple "code letters" and therefore wasn't recognized or converted at all. Furthermore, Unicode letters are quite a mess, since the table has grown gradually over the years. Many letters are scattered all over. Out-of-the-box solutions are usually bloated to accommodate edge cases for many scripts and languages we can't even render in Factorio (Hieroglyphs, Sumerian Cuneiform, Emoji...). My solution was to write my own custom mapping focusing on languages we officially support. And since I was already at it with a custom solution, it allowed me to further tailor search hits to how people type in everyday life: Accented letters are equivalent to non-accented ones. "zelezny plat"(iron plate) = "železný plát"(iron plate) = "ŽELEZNÝ PLÁT"(IRON PLATE) The two Japanese kana alphabets are now equvalent in search. 「べると」(belt) =「ベルト」(BELT). The two lower case sigmas in Greek both match the capital sigma. Σ = σ = ς If there is some other useful search feature that you find missing from a supported language, please let me know on the forums or as a response to this article. I have tried to consult these features with our translators ahead of time, but I can only reach so many native speakers myself. It is also possible that some visually similar accents got omitted by accident. Mod portal search mod portal search has also been improved this week. In the past it wouldn't always yield proper matches with asian languages. We have updated our search provider to a newer version and now it should be working better. Contribute to Translations Crowdin Project. To those already helping out, thank you very much for all your help. We know there are quite a few Crowdin issues and base game locale problems being reported, and we hope to address all of them in time. As always, type your thoughts in the usual places. var rnd_val = 0 var greetings = [ "Hello", "Ahoj", "Cześć", "Grüßli Müsli", "Привіт", "Hola", "Olá", "Bună" ]; var shown = [0] const interval = setInterval(function () { if (shown.length >= greetings.length) shown = [rnd_val]; do { rnd_val = Math.floor(Math.random() * greetings.length); } while (shown.includes(rnd_val)); shown.push(rnd_val); document.getElementById("hello").innerHTML = greetings[rnd_val]; }, 5000);
Hello, Factorio: Space Age - Soundtrack releaseAlbert FFF-406) has been working on selecting, remixing and mastering the very best tracks of the entire expansion in order to prepare an album with the best possible quality to represent the soundtrack of the DLC. The selected tracks have been remixed to enhance and intensify its dynamics to give them a proper album format experience. All the recording sessions with the musicians and the electronic compositions are paying off here. Many sections of tracks that were originally composed but cut from the final game tracks have been released in this album. The album length is 02:04:27, and includes the ambience of the new 4 planets and the space area. You will find the released album on Steam. We hope you enjoy it. Just fixing bugsKlonan We do have a nice graph of automated crash reports since the release: For a bit of a release retrospective, given how 2.0 and Space Age was the biggest launch we've ever done, things went way smoother than we anticipated. This could be due to many factors: Cleaner code and higher development standards. Better PR review and QA process. The LAN party and subsequent closed beta testing. Experimentalists Assemble Website version: Settings -> Other -> Enable experimental updates. Steam: Right click Factorio in the library -> Properties -> Betas -> Beta participation dropdown -> Latest 2.0 experimental. forum. As always, experiment on your thoughts in the usual places.
Hello, Galaxy of Fame Galaxy of Fame. When players finish Space Age and reach interstellar space, they will be invited to upload a snapshot of their game to the Galaxy of Fame. Once uploaded you can find your star in the Galaxy of Fame, where you can see details such as: General map info - Title, comment, time played, etc. Chart view of planets and platforms. Item, Energy and Kill statistics. The location, size, color and shape of each star is random and assigned at the first upload. Zooming issues on mobile are known and will be fixed soon. Error 100 when uploading is known, in most cases the upload actually succeeded. We support uploading modded saves. Galaxy of Fame will receive more updates in the future. Factorio 2.0 and Nintendo SwitchTwinsen Factorio Space Age is not coming to Nintendo Switch. Factorio 2.0 is coming to Nintendo Switch. I am currently working on bringing the 2.0 free update to Switch and making sure it's optimized well enough. Since the release process on consoles takes a long time, I prefer to not to give you a conservative release date, and instead just release it as soon as possible, when it's ready. My estimate is that the update will come to Nintendo Switch in 1-2 months. Meanwhile I recommend you finish your current playthrough if you are almost finishing your save game, as the 2.0 update comes with some updates to rails, fluids, recipes and technologies that might break parts of your base and on Switch you will not be able to downgrade once you update. As always, let us know what you think at the usual places.
Factorio: Space Age continues the player's journey after launching rockets into space. Space Age content page. Space Age now available Factorio: Space Age is now available for purchase, you can buy it at any of the following official places: Our website Steam GOG.com Humble Store If you purchase on Steam, you can link your Steam ID to our website to access the non-Steam downloads. The Factorio: Space age expansion has changed the game progression and pacing. If you plan to play Space Age, it is recommended to start playing with Space Age directly, even when its your first time, instead of playing the base game and adding Space age later. 2.0 release here. Feedback welcome forum: Ideas and suggestions Technical help Bug reports We sincerely hope you will enjoy the result of our work for the last 4 years. Factorio: Space Age and 2.0 are the biggest projects we've undertaken so far, and it wouldn't be possible without the support of our fans and players. From all of us, thank you. As always, let us know what you think at the usual places. .grid-container { display: grid; grid-template-columns: repeat(auto-fit, minmax(min(100%, 544px), 1fr)); padding: 8px; gap: 16px; } .iframe-container { position: relative; width: 100%; margin-top: 0px; margin-bottom: 20px; padding-bottom: 56.25%; /* 16:9 aspect ratio */ height: 0; overflow: hidden; } .iframe-container iframe { position: absolute; top: 0; left: 0; width: 100%; height: 100%; }
Hello, The result speaks for itself, and there are some details you might notice. For instance the rockets now have fixtures carrying the cargo pods, and we have animations for cargo pods landing on a planets and at landing pads. Or perhaps you noticed the player running around with some of the new late game technologies... Mech armorv453000 Jetpack from Space Exploration is quite convenient, though we'd want to do it a bit differently... Some ideas would be: We didn't want to add a button to toggle flying. We would prefer precise movements unlike the spidertron bobbing and rubberbanding. Graphics by Jerzy As you can see, you not only take flight if you were to hit an obstacle, but also when an obstacle is about to hit you. The mech armor went from a minor upgrade to a game-changer. Being able to move freely makes basic navigation in the game feel incredible, and as a secondary effect it means you feel much better about stacking many legendary exoskeletons in your armor because it doesn't make you run into obstacles all the time. It doesn't require fuel, or electricity from your equipment grid, it just works whenever it would be useful... almost. The combat abilities were in fact so powerful that we had to give the Demolishers a smoke cloud which prevents you from flying, as otherwise fighting them felt like a joke. If you ever feel like missing construction robots when starting a new game, this feeling just got a lot worse. The mech armor also makes you forget to fear walking over rails, which can be a hazardous habit. From the perspective of visuals and concept, we wanted the mech armor to be the player becoming one with the machine and in part one of the stronger symbols of Space Age, and now the mechanics match that. Line art version of the concept by Earendel. Conclusion Factorio: Space Age has been almost 4 years in development, and now the finish line is just ahead of us. We look forward to seeing you all enjoying Space Age on Monday, and don't forget to put shield equipment in your mech suit, trains aren't the only enemy! Let us know if you are ready to become one with the machine at the usual places.
Hello, Terrain graphics by Fearghall and Earendel. A liquid planet Aquilo doesn't have any land. It has a few icebergs floating around, but the building space is very restricted. If you use an offshore pump in the ammoniacal ocean you don't get water, you get mostly liquid ammonia but with some ice particles floating in it. You can separate these in a chemical plant. These substances have a variety of uses, but among them is the ability to make Ice platform. Ice platform allows you to extend the iceberg and extend your build area. Making ice platform can be a slow process so it's good to scale this process while you have spare energy and heat. Freezing and heating Heat is the next big mechanic and it's a wonderful twist to the way that you build. Most things on Aquilo freeze if they are not heated. A collection of frozen machines. Frozen effects are all hand painted by me (Earendel). It's better and faster to paint snow in 2D than to add a snow layer in 3D, especially considering most of the original graphics have a lot of hand-painted post-production. Heat is generated by a heating tower, which burns chemical fuels that can be made locally, or the nuclear reactor that requires imports from Nauvis. The heating tower is interesting as a burner because it's more like the reactor, it continues to consume fuel even at max temperature. As well as heating, this can be a good way to get rid of anything burnable, which means it can also be very useful on Gleba. Heating tower from line art to concept art (inactive and active) by Earendel, to the final graphics by Jerzy. Both the heating tower and nuclear reactor are heat sources. They spread heat to adjacent entities, but they only need to get the entity up to 30°C for the entity to thaw. This means that in some places like outposts, going for higher temperatures is a waste, so that is one of the reasons we added the ability to read the temperature of heat sources and control them with circuits (FFF-428). Heat sources only being able to warm adjacent things that touch them is very limiting. Instead you use heat pipes to move the heat around to all the entities adjacent to connected heat pipes (including diagonally). Every entity that needs heat also consumes heat. The effect is minor per entity but can result in a lot of heat loss over long distances, so sometimes you want a hotter heat source so that the heat can travel further. Heat pipes and heated buildings would melt the ice, so to protect the ice that keeps you floating you can place concrete (or refined concrete) as an insulator. In practice this just means that most entities can't be placed directly on to ice, we don't actually turn the ice tiles into ocean... anymore. That used to be a mechanic, but it was too annoying to deal with when you try to build in an already heated area. Heat pipes can't go underground (or under ice) so you'll need to route the belts and pipes around them while building. Often this means a machine will need access to belts, pipes and heat, but all the belts and pipes also need access to heat, and this can lead to some nice little puzzles and some very interesting builds. Mp4 playback not supported on your device. Resources Aquilo is notably lacking in basic resources. On the other planets you can land with nothing and build your way to another rocket. On Aquilo if you land with nothing then you can do nothing. Ok, but what DO you have? Your resources are: Solar (1%). Ammoniacal solution from the ocean directly. Crude oil from resource nodes. Lithium brine from resource nodes Fluorine gas from resource nodes. New resource graphics by Jerzy. Solar output is truly pathetic, only 1% of Nauvis. You need some solar panels to kickstart your first few machines so efficiency modules go a long way to speeding up that process. Ammoniacal solution can be gained via an offshore pump. With a powered heated chemical plant you can split it to ice and ammonia. Ice can be melted for water which is needed for any power beyond the pathetic solar. It's also useful to extend your iceberg. Ammonia can be used with crude oil to make solid fuel, or combined with solid fuel to make rocket fuel. Crude oil can be collected with a pumpjack in a few places where it floats up from the ocean depths. It can be combined with ammonia to make fuel, or refined the usual way which can be a useful sink for excess ice and water while also making fuel. Also, note that it's an animated resource now, even on Nauvis. Lithium brine floats up to the surface in some spots and requires a pumpjack. It's used to make lithium, which you'll need for a variety of things including the planet's science pack. Fluorine gas bubbles up in some places and this also requires a pumpjack. Fluorine is used to make coolant which is an essential part of this planet's industry: Cryogenics. Coolant is used in a few things but initially it's only used for Aquilo's science pack, the Cryogenic science pack, which is made in a... Cryogenic plant 8 module slots, so extra productivity modules can be used for the recipes that support it. Early Cryogenic plant sketches by Earendel. Albert liked the bottom 2 designs so I made something based on those. Some elements of the top 3 got reused in other designs. Cryogenic plant line art and concept before final pale turquoise paint colour was chosen. While the structure can use some chemical plant recipes, it is mainly focussed on recipes that need cold temperatures and a lot of precision. Some examples are: coolant, coolant cooling, the cryogenic science pack, fusion power cells, quantum processors, and some other late-game items. Mp4 playback not supported on your device. Final graphics by Jerzy, sounds by Ian. Quantum processors are like the final tier of circuit, they need something from each of the new planets. They are needed to make the fusion reactors that you saw in FFF-420 (Cryogenic plants are the hidden structures in that post). Quantum processors are also needed to make the final turret in the game which is also unlocked on Aquilo: The Railgun. Railgun turret It damages everything in a continuous line, so be careful not to stand on the wrong side of it. Railgun line art and concept by Earendel. There are pipe connections in the design because it was intended to a be a turret that requires cooling to function. This turret has a 3x5 base. It has a fixed direction like a flamethrower turret but the attack cone is narrower than 90 degrees. If you could only build in 4 directions this would create blind spots, so you can build railgun turrets in 8 directions. Mp4 playback not supported on your device. Graphics by Jarosław, sounds by Ian. There's also a handheld version that is very effective against Demolishers (FFF-429), but that's not the main use for the turret version. What do you need the turret for? I'll let you speculate. Conclusion Aquilo is a challenging but very unique planet. After spending a few hours getting absorbed into Aquilo's unique building patterns, it feels really weird going back to any of the other planets. By comparison everything else suddenly looks so simple. It's a feeling that struck me after playing on my very first Aquilo gameplay prototype, but the same feeling hits me after every playtesting LAN we've done too. It's quite easy to accidentally under power your base, which can lead to a lack of heat, and subsequently freeze half your base. When this happens to you, I invite you to turn off Alt mode and appreciate the view. The frozen factory isn't a sight you get often, so enjoy the moment. I know you're getting unreasonably excited for the release of Space Age, but as always, keep your cool and comment in the usual places.
Hello, The Gleba problems It's difficult to integrate the biological production chains into the rest of the traditional factory, as it's mostly metals there. Finding useful things to unlock is difficult, especially compared to the metal and electronics based producers like Foundry and Electromagnetic plant. Bacteria cultivation The normal crafting tree was completely severed from the organic one. This was especially problematic as the agriculture factory didn't contribute in any way until you'd have delivered the science packs to your labs. And as we've learned, it is preferable to attempt to have each step you take feel rewarding and immediately useful. For a very long time we had wanted to add a way to create Iron and Copper ore via agriculture but we weren't quite sure how. Getting factory-grade amounts of minerals from plants felt just too unbelievable. Stromatolites waiting to be mined. The idea we've implemented is that some bacteria can be found in the swamps where agricultural plants grow. Stromatolites are rock-like objects which have formed there over many years, acting as accumulated bacteria and ore for you to quickly obtain at the start. Yumako/Jellynut can be processed with a small chance to obtain Copper/Iron bacteria respectively, reinforcing the feeling that there really isn't much in it. Soon enough you unlock the Biochamber, and as you are the ingenuous engineer, you replicate and grow the bacteria in it to truly industrial amounts. Cultivating bacteria which turn into iron and copper ore. This results in the agriculture chain being immediately useful for creating Iron and Copper ore which you can use for building more of the Gleba factory, and once you've got enough of that you can "just" switch it for full-on agricultural science production. As a result the steps you're taking are much more useful and less tedious. A beautiful little detail is that the bacteria spoils directly into ore, so it's a place where spoiling is helping you, for once. The reward Biter captivity (Capture time reduced for demonstration) Once captured, the spawner no longer hatches biters, and biter eggs can be collected with inserters for further processing or disposal. Mp4 playback not supported on your device. As long as you keep feeding it Bioflux in frequent intervals, the spawner will remain that way. Otherwise it 'goes rogue' and returns back to its natural form, spawning hostile biters again. Biter eggs can be immediately used for improvements to agriculture, crafting Productivity module 3, or because we felt like the Gleba unlocks aren't motivating us enough... A new laboratory Work in progress graphics of the new Biolab. Subject to change. The Biolab can be used only on Nauvis as the organism inside would die on other planets, but in turn it only consumes half the amount of science packs for any given research. It can process all science packs just like the normal lab. It also has 4 slots for modules. This means it's a powerful unlock and obtaining it early on should feel quite rewarding. Whether we finally broke the imbalance of Vulcanus and Fulgora being clearly superior to Gleba, we will see - but at least the difference is much, much less stark now. A bit of backstory Concept art from Earendel. We had an entity in the game called Synthetic biter spawner. We added it because we felt like it would be nice to be able to just place your own spawners anywhere in order to scale up biter egg production in the typical Factorio fashion of rows on rows of machines. As we were trying to simplify some things and find rewards for Gleba, the Synthetic biter spawner started to lose its significance - and at the same time we felt like some powerful Gleba unlock is missing. At first we changed it to be a more universal crafter, giving it the ability to craft Nauvis science packs, solid fuel and rocket fuel, all with a productivity bonus similar to the foundry and electromagnetic plant. The recipes felt a bit forced and the bonus wasn't that great compared to its rivals, but it was something. Mp4 playback not supported on your device. The discarded synthetic biter spawner in its science pack crafter form. Along the way we started dreaming about turning it into a full-on laboratory... The graphics however would be far from a proper visual solution so we've put our heads together with Albert and Earendel and we decided to make a last minute adjustment making a proper semi-organic Biolab which would include more of the typical lab structure. The finished version will be in Space Age on release day. :) Because this means we've discarded the synthetic biter spawner, we have added a way to craft the captive biter spawners which you could then place anywhere on Nauvis you like, so you can still scale their production up conveniently. This technology is unlocked at the last planet so it won't get trivialized too early, and the captive spawners you make will have their own quirks... Conclusion The idea of capturing biters has been in our heads for a long time, and in Space Age since the very first serious brainstorming going into the initial prototype. Biter eggs also make use of the spoiling mechanic as they spoil into live biters. The biter based lab has had many uses before and we believe now it has found its true form. Over the last month we've improved the experience on Gleba in many other ways. Changing map generation, cleaning up some graphics, tweaking many if not all recipes, making the enemies less crazy, adding new ways to obtain resources and making the rewards a lot more appealing. A lot of the changes are too detailed for the context of FFFs, but we'd like to express our deep gratitude for the feedback from our testers, which has been immensely helpful. Speaking of testers, please be aware that the content/press embargo ends on the 14th October, so if you want to avoid spoilers please keep it in mind as there are no restrictions on what they can show. Captivate us with your least spoiled ideas in the usual places, and don't argue whether Bioflux is drugs or food, it's obviously...
Hello, Since last time FFF-416), we were undergoing an in-office LAN party to test the game. As we played, it became apparent that the new system was a little bit too easy. Our Nauvis base had ridiculously huge pipelines that snaked all over the place with little to no thought or structure behind them. We did use some fluid trains to connect particularly distant outposts, but even this was mostly out of habit; a pipeline would have been superior. Our infinite throughput continent spanning pipelines. These "omni-pipes" created a situation where pumps never increased throughput, they only ever restricted it. This was counter-intuitive, but also meant that you just never used pumps in the network unless it was to disable a specific section with a circuit connection. Additionally, steering people towards using long pipes everywhere turned out to be a huge trap for fluid mixing, as the chances of accidentally connecting two different pipelines increased significantly. If this happened from bots constructing something while you were on a different planet, then good luck finding the single incorrectly placed pipe in such a huge search area. It was time to search for solutions. The importance of visual feedback Pipeline extents This might look familiar to users of my Pipe Visualizer mod. As the final cherry on top, you can also enable a toggle to see pipelines on the map! When you are building an individual setup, you still don't have to worry that much about pipe throughput - you connect the pipes and it "just works". However, connecting your setups together requires slightly more thought, as now you actually have to worry about directionality and the throughput of your pumping stations. The pump-isolated sections also make it much less of a disaster if you accidentally mix fluids. Balance tweaks Pumps have been nerfed to 1200/s (10x decrease), but this can be increased with quality. Fluid wagons have been buffed to 50,000 (2x increase). 1 Water expands to 10 Steam in boilers and heat exchangers. 0.7 seconds you could get in 1.1. This is still plenty fast for vanilla megabases, and in Space Age you can increase pump quality if you need even more throughput to feed your legendary foundries. The Water to Steam ratio change makes it more possible to supply power or nuclear setups using fluid wagons or even water barrels. The change doesn't affect the power consumption/output of any machines, they just consume 10x less water to make the same amount of Steam. The extents, combined with these changes, have made the choice between fluid trains and large pipelines much more varied. Omni-pipes are no longer the one true solution to everything - you can still build them, but they require circuits and are far less magical. Will you choose the near-instant transportation of a pipeline, or the enhanced flexibility of a fluid train? Algorithm tweaks Output rate used to be unlimited, but it is now inversely proportional to the fullness ratio of the sink. The special exception for storage tank flow has been removed. The input rate limit used to only apply when pulling from a pipeline, but now, it and the new output rate limit are applied to every fluid flow operation, with the exception of fluid wagons. is a hardcoded limit of 100 fluid per flow operation (6000/s). This limit is multiplied with the fullness ratios of the source and sink to produce the actual flow value, and this proportionality is what allows machines to share fluid more evenly. Machines that update first will still get the greatest share of fluid, but the difference is much more subtle than it was in 1.1, where the order that you build each pipe entity would greatly affect the flow. The output rate limit is particularly interesting because it makes the fluids feel much more like fluids again. Before, a pump could just push fluid in at the max 6000/s rate until the pipeline was 100% full, but now it slows down as the pipeline fills. For each pipeline, there is a certain fullness ratio where the output and input rates equalize, and the level of fluid in the pipe oscillates around this point as the machines do their work. Mp4 playback not supported on your device. Pipe fullness shown using the debug view. Never quite done long journey to get here, and there is still so much to do and so much to tell you about. What you see is the system as it will be when 2.0 launches, but I will continue tweaking and iterating on it in the future. I would also like to take a moment to thank everybody for their exhaustive feedback on the previous post. Rest assured, I read every single comment, even if I don't respond to most of them. Your passion is a huge part of what makes Factorio such a great game. As always, pressurize your thoughts and pump them into the usual places.