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		<id>https://wiki.factorio.com/index.php?title=Circuit_network&amp;diff=217421</id>
		<title>Circuit network</title>
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		<updated>2026-02-28T17:41:28Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* Anything */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
[[File:Circuit network (research).png|128px|right]]&lt;br /&gt;
&#039;&#039;&#039;Circuit networks&#039;&#039;&#039; are built using [[Red wire|red]] or [[green wire]], and enable the control of receivers, based upon information broadcast onto the network by connected senders.  Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains.  Each circuit network contains a channel for every kind of item, as well as 48 extra [[#Virtual signals|virtual signals]] which act as user-definable channels. &#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;, &#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039; and &#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039; are also available wildcards.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Send information ===&lt;br /&gt;
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a &#039;channel&#039; corresponding to the item.  For example, a storage tank containing 1000 crude oil will broadcast 1000 on the crude oil channel.&lt;br /&gt;
&lt;br /&gt;
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.&lt;br /&gt;
&lt;br /&gt;
Multiple broadcasts of the same item or fluid are additive: If there are two connected storage tanks with 1000 crude oil each, the value of the crude oil channel within the network will be 2000.&lt;br /&gt;
&lt;br /&gt;
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other.  For example, if two red wires are connected to the same combinator input, each wire receives the content from the other.  This can result in feedback if care is not taken; see Feedback (under [[#Combinators|arithmetic combinator]], below) for discussion.&lt;br /&gt;
&lt;br /&gt;
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in [https://en.wikipedia.org/wiki/Two%27s_complement two&#039;s complement representation]. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow. [https://forums.factorio.com/58419]&lt;br /&gt;
&lt;br /&gt;
=== Control devices ===&lt;br /&gt;
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.&lt;br /&gt;
&lt;br /&gt;
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.&lt;br /&gt;
&lt;br /&gt;
Multiple wires of the same color will share &amp;amp; sum their signals. For example, 3 chests A, B and C connected in a row (A -&amp;gt; B -&amp;gt; C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.&lt;br /&gt;
&lt;br /&gt;
== Devices ==&lt;br /&gt;
&amp;lt;!-- Todo: Probably need to compile all crafting machines and turrets into one word, similar to belts &amp;amp; inserters  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each device that is able to be connected to a circuit network has a [[File:Circuit network panel.png]] icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message &amp;quot;not connected&amp;quot; will display instead). Clicking the [[File:Logistic network panel.png]] icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.&lt;br /&gt;
&lt;br /&gt;
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.&lt;br /&gt;
&lt;br /&gt;
The following devices can be connected to a circuit network:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Name !! Possible output signals !! Possible circuit control !! Possible logistic network control&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Transport belt||Transport belts}} || [[Transport belts]] || Transport belts can send their content to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item enters the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the items are on the belt.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039; (All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading.&lt;br /&gt;
|| Transport belts can be enabled on a condition.&lt;br /&gt;
|| Transport belts can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Splitter||Splitters}} || [[Splitters]] ||&lt;br /&gt;
|| Can set the priority input and/or output sides on a condition.&lt;br /&gt;
Can set the filter based on a signal.&lt;br /&gt;
* Setting a filter will only work if &amp;quot;set output sides&amp;quot; is enabled and the condition for either left &#039;&#039;or&#039;&#039; right is true. If both sides are true, then the splitter will default to filtering the item to the left side.&lt;br /&gt;
* If there are multiple input signals that can be used as a filter, then the splitter will choose the item that appears first in the Factoriopedia.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Inserter||Inserters}} || [[Inserters]] || All inserters can send their held items to the circuit network.&lt;br /&gt;
*&#039;&#039;Pulse mode&#039;&#039;: The signal is sent for only 1 tick when the item is picked up.&lt;br /&gt;
*&#039;&#039;Hold mode&#039;&#039;: The signal is sent continuously as long as the inserter is holding the item.&lt;br /&gt;
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal.&lt;br /&gt;
|| All inserters can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Assembling machine}} {{Icon|Oil refinery}} {{Icon|Chemical plant}} {{Icon|Centrifuge}} {{Icon|Crusher|space-age=yes}} {{Icon|Foundry|space-age=yes}} {{Icon|Electromagnetic plant|space-age=yes}} {{Icon|Biochamber|space-age=yes}} {{Icon|Cryogenic plant|space-age=yes}} || [[Assembling machine]]s, [[Oil refinery]], [[Chemical plant]], [[Centrifuge]], [[Crusher]], [[Foundry]], [[Electromagnetic plant]], [[Biochamber]], [[Cryogenic plant]] || All crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of the set recipe &lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes [[productivity]] crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All crafting machines can enable on a condition and set their recipe based on a signal. The machine, if not given a recipe signal, will use the main crafting recipe for the item/fluid (as shown in the Factoriopedia) ||&lt;br /&gt;
|-  &lt;br /&gt;
| {{Icon|Stone furnace}} {{Icon|Steel furnace}} {{Icon|Electric furnace}} {{Icon|Recycler}} || [[Furnace]]s and the [[Recycler]]{{SA}} || Furnace-style crafting machines can output:&lt;br /&gt;
* Their contents, including fluids, but not fuel, in all slots&lt;br /&gt;
** Optionally, can include the items within the current crafting job&lt;br /&gt;
** If the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burned&lt;br /&gt;
* The ingredients of automatically determined recipe&lt;br /&gt;
* A control signal, for 1 tick, when the recipe finishes crafting&lt;br /&gt;
** The signal value indicates the number of crafts finished last tick&lt;br /&gt;
** Includes productivity crafts&lt;br /&gt;
* A control signal, while the building is working&lt;br /&gt;
|| All furnace-style crafting machines can enable on a condition&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Wooden chest||Wooden chest}} {{Icon|Iron chest||Iron chest}} {{Icon|Steel chest||Steel chest}} || [[Chests]] || Can send its content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Cargo landing pad}} || [[Cargo landing pad]] || The landing pad can send its contents to the circuit network. || The landing pad can have its requests set by the circuit network.{{SA}} ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rocket silo}} || [[Rocket silo]] || The rocket silo can output its contents or requests from space platforms.{{SA}} ||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Space platform hub|space-age=yes}} || [[Space platform hub]] || Can output its contents, destination and source planet, current speed, and damage taken&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Speed = [[File:Signal-V.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read Damage Taken = [[File:Signal-D.png|24px]]&lt;br /&gt;
| Platform hub can be sent the contents of the circuit network to use for wait conditions&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Asteroid collector|space-age=yes}} || [[Asteroid collector]] || Can output its contents to the circuit network || Can enable on a condition and set filters on a signal ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Requester chest}} {{Icon|Buffer chest}} {{Icon|Storage chest}} {{Icon|Passive provider chest}} {{Icon|Active provider chest}} || [[Requester chest]], [[Buffer chest]], [[Storage chest]], [[Passive provider chest]], [[Active provider chest]] || Can send its contents to the circuit network. || Buffer and requester chests can have their requested items set by the circuit network.&lt;br /&gt;
&lt;br /&gt;
Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items.&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Storage tank}} || [[Storage tank]] || The storage tank can send its fluid content to the circuit network. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gate}} || [[Gate]] || Gates can send a signal to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Player detected = [[File:Signal-G.png|24px]]&lt;br /&gt;
|| Gates can be opened on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Nuclear reactor}} {{Icon|Heating tower|space-age=yes}} || [[Nuclear reactor]], [[Heating tower]] || The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperature&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Read temperature = [[File:Signal-T.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Agricultural tower|space-age=yes}} || [[Agricultural tower]] || Can output any seeds and harvested plants in its inventory || Agricultural tower can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Gun turret}} {{Icon|Laser turret}} {{Icon|Flamethrower turret}} {{Icon|Rocket turret|space-age=yes}} {{Icon|Tesla turret|space-age=yes}} {{Icon|Railgun turret|space-age=yes}} || [[Gun turret]], [[Laser turret]], [[Flamethrower turret]], [[Rocket turret]], [[Tesla turret]], [[Railgun turret]] || Can send their respective ammunition to the circuit network&lt;br /&gt;
* Laser and tesla turrets will not send any signal if this option is selected, due to not using ammo&lt;br /&gt;
|| Can enable, set priorities, and ignore priorities on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Artillery turret}} || [[Artillery turret]] || Can send its ammunition to the circuit network || Can be enabled on a condition || Can be enabled on a logistic network condition&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail signal}} || [[Rail signal]] || Rail signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]]&lt;br /&gt;
Note: If red due to circuit network, does NOT output red signal&lt;br /&gt;
|| Rail signals can be set to red on a condition. ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Rail chain signal}} || [[Rail chain signal]] || Rail chain signals can send their state to the circuit network.&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: [[File:Signal-Red.png|24px]][[File:Signal-Yellow.png|24px]][[File:Signal-Green.png|24px]][[File:Signal-Blue.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Train stop}} || [[Train stop]] || &lt;br /&gt;
Train stops can output:&lt;br /&gt;
* The contents, except fuel, of a stopped train&lt;br /&gt;
** Any fluid amounts are rounded down to the nearest full number, except when the fluid is &amp;lt; 1, then it is rounded to 1.&lt;br /&gt;
* The unique Train ID of a stopped train, defaulting to [[File:Signal-T.png|24px]]&lt;br /&gt;
* The number of trains en-route to the current stop, including the currently stopped train, defaulting to [[File:Signal-C.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
* Send the signal to the train, to use in wait conditions&lt;br /&gt;
* Enable the stop on a condition&lt;br /&gt;
** Disabled stops act as if their train limit = 0. Trains attempting to go here will enter the &amp;quot;Destination Full&amp;quot; state.&lt;br /&gt;
* Set the stop&#039;s train limit to the value of a control signal, defaulting to [[File:Signal-L.png|24px]]&lt;br /&gt;
* Set the stop&#039;s priority to the value of a control signal, defaulting to [[File:Signal-P.png|24px]]&lt;br /&gt;
|| Train stops can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Accumulator}} || [[Accumulator]] || It can send its charge level in percent to the circuit network. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Charge % = [[File:Signal-A.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Roboport}} || [[Roboport]] || It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable. &lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Logistics Bots = [[File:Signal-X.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Logistics Bots = [[File:Signal-Y.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Available Construction Bots = [[File:Signal-Z.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Total Construction Bots = [[File:Signal-T.png|24px]]&lt;br /&gt;
*&#039;&#039;Default&#039;&#039;: Roboports in Network = [[File:Signal-R.png|24px]]&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Radar}} || [[Radar]] || Radars will transmit any signals passed into it to all other radars on the same planet.&lt;br /&gt;
Unlike other machine outputs, signals from red and green wires are transmitted separately.&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Display panel}} || [[Display panel]] || || Can display a label and/or custom message on a condition ||&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Burner mining drill}} || [[Mining drill]]s || All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || Mining drills can be enabled on a condition. || Mining drills can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pumpjack}} || [[Pumpjack]] || It can output the current oil mining rate. || It can be enabled on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Power switch}} || [[Power switch]] || || Power switches can connect power networks on a condition. || It can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Programmable speaker}} || [[Programmable speaker]] || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Lamp}} || [[Lamp]] || || The lamp can be enabled on a condition. &lt;br /&gt;
*&#039;&#039;Color mapping&#039;&#039;: The color is set based on the provided color signals&lt;br /&gt;
*&#039;&#039;Color components&#039;&#039;: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255&lt;br /&gt;
*&#039;&#039;Packed RGB&#039;&#039;: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215&lt;br /&gt;
|| The lamp can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Offshore pump}} || [[Offshore pump]] || || The offshore pump can be enabled on a condition. || The offshore pump can be enabled on a logistic network condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon|Pump}} || [[Pump]] || || The pump can be enabled on a condition and set its filter on a signal || The pump can be enabled on a logistic network condition.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Physical network structure ==&lt;br /&gt;
[[File:shared_circuit_network.png|thumb|400px|right|Two circuit networks shared over one [[small electric pole]].]]&lt;br /&gt;
&lt;br /&gt;
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection. Wire will not be consumed by connect/disconnect operations.&lt;br /&gt;
&lt;br /&gt;
Note that each connected set of wires forms a separate network.  For example, it&#039;s entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red wires or two green wires will link if they touch. Use different colored wires to separate networks in close proximity.&lt;br /&gt;
&lt;br /&gt;
* To connect wires to a power pole, simply click on one entity, then on the base of the power pole.&lt;br /&gt;
* To erase a wire connection, place the same color wire over an existing connection.&lt;br /&gt;
* To remove &#039;&#039;&#039;all&#039;&#039;&#039; connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires.&lt;br /&gt;
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use &amp;quot;Show details&amp;quot; mode to see the orientation of the combinator.&lt;br /&gt;
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.&lt;br /&gt;
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.&lt;br /&gt;
* Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.&lt;br /&gt;
* Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn&#039;t happen when the power pole is destroyed, though its ghost remains connected.&lt;br /&gt;
&lt;br /&gt;
== Combinators ==&lt;br /&gt;
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.&lt;br /&gt;
&lt;br /&gt;
*The [[constant combinator]] broadcasts up to 20 values on any of the channels for whatever networks it is connected to.  (It&#039;s not currently possible to specify whether a value should be on the red or green channel; to output different values, use two combinators, one for each color wire.)  Any item channel or [[#Virtual signals|virtual signal]] channel is available for use.&lt;br /&gt;
**Note that using two of the 20 slots to broadcast values on the &#039;&#039;&#039;same&#039;&#039;&#039; channel is the same as broadcasting the sum of the two values from one slot.&lt;br /&gt;
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel.  The input and output channels can be any item channel or any of the virtual signal channels.&lt;br /&gt;
** &#039;&#039;Connecting&#039;&#039;: The arithmetic combinator connects to a red or green network on its &#039;&#039;&#039;input&#039;&#039;&#039; side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its &#039;&#039;&#039;output&#039;&#039;&#039; side (the output wires appear to stretch out a bit from the body of the device).&lt;br /&gt;
** &#039;&#039;Feedback&#039;&#039;: Note that the input network and the output network &#039;&#039;&#039;are not the same network&#039;&#039;&#039;.  Connecting the output network back to the input network will result in a feedback loop.  For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input.  The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Tutorial:Combinator tutorial|Combinator Tutorial]] for advanced techniques.&lt;br /&gt;
** &#039;&#039;Each&#039;&#039;:  This combinator can use the &#039;Each&#039; signal for both input and output, in which case &#039;&#039;&#039;all&#039;&#039;&#039; non-zero input channels will have the combinator&#039;s operation performed and broadcast on the output side.  Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a &#039;one-way&#039; wire; all the information from the input network is copied to the output network, but the reverse is not true.&lt;br /&gt;
**&#039;&#039;Multi-network&#039;&#039;: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.&lt;br /&gt;
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above.  In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[decider combinator]] page for more details on how to use this.&lt;br /&gt;
* The [[selector combinator]] has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If [[Space Age]]{{SA}} is enabled, it has three more functions for detecting an item&#039;s rocket capacity, and filtering/transferring [[quality]]{{SA}} grades.&lt;br /&gt;
&lt;br /&gt;
== Virtual signals ==&lt;br /&gt;
[[File:Virtual_Signals_dialog_box.png|thumb|Some of the Virtual Signals available for use in the circuit network in the base game]]&lt;br /&gt;
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.&lt;br /&gt;
&lt;br /&gt;
There are 177 virtual signals available (or 241 in [[Space Age]]{{SA}}) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines &amp;amp; arrows, information icons, every [[enemies|enemy]] variant, environmental features, and the signal for the planet [[Nauvis]].&lt;br /&gt;
&lt;br /&gt;
Additionally, if the &amp;quot;Show parameters in selection lists&amp;quot; option is enabled under game Settings &amp;gt; Interface &amp;gt; Interaction, the Unsorted tab receives 10 special purple &amp;quot;parameter&amp;quot; icons which can be used for blueprint [[Blueprint#Parameterisation|parameterisation]].&lt;br /&gt;
&lt;br /&gt;
=== Logic signals ===&lt;br /&gt;
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]&lt;br /&gt;
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.&lt;br /&gt;
&lt;br /&gt;
==== Everything ====&lt;br /&gt;
[[File:Signal everything.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#FF6666&amp;quot;&amp;gt;Everything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the &#039;&#039;everything&#039;&#039; signal behaves as [[:Wikipedia:universal quantification|universal quantification]]. A signal is present if it is nonzero, so &amp;quot;Everything ≠ 0&amp;quot; is always true.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;everything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;everything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;everything&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;, without getting a trivially false result on &#039;&#039;X&#039;&#039; &amp;gt; &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The output of a [[decider combinator]] may also use &#039;&#039;everything&#039;&#039;, unless the input is set to &#039;&#039;each&#039;&#039;. When used, the combinator will output a signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.&lt;br /&gt;
&lt;br /&gt;
==== Anything ====&lt;br /&gt;
[[File:Signal anything.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#99FF99&amp;quot;&amp;gt;Anything&amp;lt;/span&amp;gt;&#039;&#039; can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the &#039;&#039;anything&#039;&#039; signal behaves as [[:Wikipedia:existential quantification|existential quantification]]. A signal is present if it is nonzero, so &amp;quot;Anything = 0&amp;quot; is always false.&lt;br /&gt;
&lt;br /&gt;
If a signal (rather than a constant number) is used on the right side of the comparison with &#039;&#039;anything&#039;&#039;, it is implicitly excluded from the set of signals that &#039;&#039;anything&#039;&#039; checks, so the signal is not matched against itself. That means it is meaningful to test e.g. &#039;&#039;anything&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;, without getting a trivially true result on &#039;&#039;X&#039;&#039; &amp;gt;= &#039;&#039;X&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When used in both the input and output of a decider combinator, &#039;&#039;anything&#039;&#039; will return the first matching signal following the order of precedence as they appear in Factoriopedia, [[wooden chest]] being first in line.&lt;br /&gt;
&lt;br /&gt;
==== Each ====&lt;br /&gt;
[[File:Signal each.png|24px]] &#039;&#039;&amp;lt;span style=&amp;quot;color:#FFFF99&amp;quot;&amp;gt;Each&amp;lt;/span&amp;gt;&#039;&#039; can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.&lt;br /&gt;
&lt;br /&gt;
A combinator using &#039;&#039;each&#039;&#039; is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals &amp;quot;copper plate&amp;quot; and &amp;quot;iron plate&amp;quot; present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.&lt;br /&gt;
&lt;br /&gt;
Unlike &#039;&#039;everything&#039;&#039; and &#039;&#039;anything&#039;&#039; above, if a signal is used on the right hand side of an &#039;&#039;each&#039;&#039; operation, it is &#039;&#039;not&#039;&#039; implicitly excluded. For example, &#039;&#039;each&#039;&#039; * &#039;&#039;X&#039;&#039; results in an output that includes &amp;quot;X&amp;quot; multiplied by itself.&lt;br /&gt;
&lt;br /&gt;
Each as an input will only be processed on signals that have a non-zero value. If a [[decider combinator|decider]] condition is set that inputs and output each, but needs to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Circuit network cookbook]]&#039;&#039;&#039; - &#039;&#039;Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Tutorial:Combinator tutorial]]&#039;&#039;&#039; - &#039;&#039;Mainly textual and detailed tutorials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Logistic network ==&lt;br /&gt;
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by [[roboport]]s.&lt;br /&gt;
&lt;br /&gt;
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:&lt;br /&gt;
* Agricultural tower {{SA}}&lt;br /&gt;
* Crafting machines&lt;br /&gt;
* Inserters&lt;br /&gt;
* Lamp&lt;br /&gt;
* Mining drills&lt;br /&gt;
* Offshore pump&lt;br /&gt;
* Power switch&lt;br /&gt;
* Pump&lt;br /&gt;
* Pumpjack&lt;br /&gt;
* Train stop&lt;br /&gt;
* Transport belts&lt;br /&gt;
* Turrets&lt;br /&gt;
&lt;br /&gt;
See the [[logistic network]] and [[roboport]] articles for more information.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.67|&lt;br /&gt;
* Splitters can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.35|&lt;br /&gt;
* Furnaces can be connected to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.34|&lt;br /&gt;
* Extended the virtual signals, and unified/changed graphics of some of the existing ones.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Added selector combinator. It allows to select one of the signals, or the signal count from an input.&lt;br /&gt;
* Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.&lt;br /&gt;
* Added editable description to combinator entities.&lt;br /&gt;
* Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.&lt;br /&gt;
* Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.&lt;br /&gt;
* All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.&lt;br /&gt;
* Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.&lt;br /&gt;
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.&lt;br /&gt;
* Train Stop can output the contents of the stopped train&#039;s cargo.&lt;br /&gt;
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.&lt;br /&gt;
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.&lt;br /&gt;
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.&lt;br /&gt;
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.&lt;br /&gt;
* Added additional operators to the Decider Combinator and Circuit Conditions.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Many machines are now connectible to the circuit network.&lt;br /&gt;
* Wire disconnecting is incorporated into the latency hiding.&lt;br /&gt;
* Wires are now highlighted on entity mouseover.&lt;br /&gt;
* Reduced memory usage of circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.33|&lt;br /&gt;
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.1|&lt;br /&gt;
* One can copy paste circuit network conditions between the [[inserter]], [[lamp]], [[pump]] and [[offshore pump]]. }}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.&lt;br /&gt;
* The [[lamp]], [[storage tank]], [[pump]] and [[offshore pump]] can be connected to the circuit network.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.0|&lt;br /&gt;
* [[Blueprint]]s copy circuit network connections.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.3|&lt;br /&gt;
* Circuit network contents info has colored slots to specify the network it represents.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
{{C|Logistics{{!}}#Circuit network}} {{C|Circuit network{{!}}#Circuit network}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=217393</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=217393"/>
		<updated>2026-02-24T18:48:34Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: Removed stale switch info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of publicized information about the upcoming 2.1 update. As of September 19, 2025, a &amp;quot;Fixed for 2.1&amp;quot; section was created on the official forums[https://forums.factorio.com/viewtopic.php?t=130918], implying that there is an active 2.1 dev branch. Otherwise, very little information has been shared, including the release date. This page will be updated as more information becomes available.&lt;br /&gt;
&lt;br /&gt;
== Factorio 2.1 ==&lt;br /&gt;
&lt;br /&gt;
* New achievements:&lt;br /&gt;
** Lead developer Kovarex plans to add a &amp;quot;bunch of new achievements&amp;quot;, which could make a 100% run &amp;quot;even more convoluted&amp;quot;. [https://forums.factorio.com/viewtopic.php?p=669490#p669490]&lt;br /&gt;
** This may or may not include a special achievement that could only be acquired by getting all other achievements in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [[Space Age]]{{SA}} - The previous major release&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=217391</id>
		<title>Requester chest</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Requester_chest&amp;diff=217391"/>
		<updated>2026-02-23T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: Fixed item source priorities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Infobox:Requester chest}}&lt;br /&gt;
The &#039;&#039;&#039;requester chest&#039;&#039;&#039; is a large advanced storage item that is part of the [[logistic network]]. Requester chests can be configured to request of a specified number of up to 1000 types of items from the network. [[Logistic robot]]s will then bring the specified items from [[provider chest]]s, [[storage chest]]s, and [[buffer chest]]s, if the &amp;quot;Request from buffer chests&amp;quot; checkbox is checked, until the request is met.&lt;br /&gt;
&lt;br /&gt;
When fulfilling requests from requester chests, robots will pick item sources based on [[Logistic_network#Priorities_of_robots|logistic robot priorities]].&lt;br /&gt;
&lt;br /&gt;
By using {{Keybinding|shift|rmb}} and {{Keybinding|shift|lmb}} to [[Copy_and_paste#Entity_settings|copy-paste a recipe]] from an [[assembling machine]] to a requester chest, the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.&lt;br /&gt;
&lt;br /&gt;
Requester chests can be disabled via a condition on the [[circuit network]]. A disabled chest will not request items even if active requests are set on it.&lt;br /&gt;
&lt;br /&gt;
Requester chests can be configured to read their requests from the [[circuit network]] in addition to requests set on them directly. They may also use [[logistic group]]s in the logistic network to share sets of requests with other requesters.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|logistic-network-embargo}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Requester_chest_gui.png|thumb|none|300px|Requester chest GUI.]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Requester chests now use logistics groups.&lt;br /&gt;
* New option to trash unrequested items.&lt;br /&gt;
* Requester chests can be enabled or disabled via the [[circuit network]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.18.27|&lt;br /&gt;
* Increased logistic request count from 12 to 30.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.17.0|&lt;br /&gt;
* New animated graphics.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.21|&lt;br /&gt;
* Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.8|&lt;br /&gt;
* Requester chests can now request stuff from buffer chests as was originally intended.&lt;br /&gt;
* Requester chests have a checkbox that specifies whether it should or shouldn&#039;t request things from buffer chests. It is off by default.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.28|&lt;br /&gt;
* Warning icon for logistic chests that are not in a reach of roboport.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Requester chest&#039;s requested items can be set automatically from the circuit network.&lt;br /&gt;
* All types of chests can be connected to the circuit network.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.12.0|&lt;br /&gt;
* Copy entity settings mechanism now allows copy from assembling machines and paste to requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.10.3|&lt;br /&gt;
* For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.1|&lt;br /&gt;
* Keep the inventory limit of chests when fast rebuilding.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.8.0|&lt;br /&gt;
* Chests inventory size can be limited.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.7.3|&lt;br /&gt;
* Logistic robots delivery is evenly distributed between provider/requester chests.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.2.0|&lt;br /&gt;
* Introduced.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Circuit network]]&lt;br /&gt;
* [[Logistic network]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Logistic network}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=213655</id>
		<title>Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Piercing_rounds_magazine&amp;diff=213655"/>
		<updated>2025-04-29T14:49:57Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* History */ 2.0.46 changes added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Piercing rounds magazine}}&lt;br /&gt;
&lt;br /&gt;
A more advanced ammunition type for gun weapons.&lt;br /&gt;
&lt;br /&gt;
More resource intensive than [[Firearm magazine]]s, but has 60% higher damage.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.46|&lt;br /&gt;
* Recipe now produces 2 Piercing rounds magazines instead of 1.&lt;br /&gt;
* Crafting time increased from 3 to 6 seconds.&lt;br /&gt;
* Recipe cost changed from 1 to 2 Firearm magazines and 5 to 2 Copper plates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Lowered stack size of ammo from 200 to 100.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Recipe now requires [[Firearm magazine]].}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.1.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Firearm magazine]]&lt;br /&gt;
* [[Uranium rounds magazine]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Damage]]&lt;br /&gt;
&lt;br /&gt;
{{CombatNav}}&lt;br /&gt;
{{C|Ammo}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Infobox:Piercing_rounds_magazine&amp;diff=213654</id>
		<title>Infobox:Piercing rounds magazine</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Infobox:Piercing_rounds_magazine&amp;diff=213654"/>
		<updated>2025-04-29T13:52:59Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: Recipe update of 2.0.46&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
|used-as-ammo-by = Pistol + Submachine gun + Gun turret + Car + Tank&lt;br /&gt;
|prototype-type = ammo&lt;br /&gt;
|internal-name = piercing-rounds-magazine&lt;br /&gt;
|total-raw = Time, 8 + Iron plate, 8 + Copper plate, 2 + Steel plate, 1&lt;br /&gt;
|category = Combat&lt;br /&gt;
|image = player_submachine_or_pistol&lt;br /&gt;
|damage = {{Quality|8|10.4|12.8|15.2|20}} ({{Translation|physical}})&lt;br /&gt;
|stack-size = 100&lt;br /&gt;
|magazine-size = 10&lt;br /&gt;
|rocket-capacity = 50 (0.5 {{Translation|stacks}})&lt;br /&gt;
|recipe = Time, 6 + Copper plate, 2 + Steel plate, 1 + Firearm magazine, 2 = Piercing rounds magazine, 2&lt;br /&gt;
|required-technologies = Military 2&lt;br /&gt;
|boosting-technologies    = Physical projectile damage + Weapon shooting speed&lt;br /&gt;
|producers = Assembling machine + Player&lt;br /&gt;
|consumers = Defender capsule + Military science pack + Uranium rounds magazine&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Infobox page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=200002</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=200002"/>
		<updated>2024-10-05T01:21:31Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* Known free changes for 2.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of publicized information about the &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; expansion and &#039;&#039;&#039;Version 2.0&#039;&#039;&#039; of the base game, both to be released &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. The expansion will be priced at $35.00 and &amp;quot;as big an addition as the whole vanilla game.&amp;quot;, 2.0 will be a free update. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, a lightning-prone desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours.&lt;br /&gt;
&lt;br /&gt;
==== New Music ====&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
==== New Buildings ====&lt;br /&gt;
&lt;br /&gt;
* Agricultural tower, harvests [[tree]]s within range and can replant certain plants with seeds [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Asteroid collector, sends out tentacle-like grabbers to collect asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414]&lt;br /&gt;
* Biolab, a larger lab with 100% productivity, but can only be placed on Nauvis [https://factorio.com/blog/post/fff-431]&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Electromagnetic plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Fusion generator, converts plasma from the fusion reactor into electricity and warm coolant [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Fusion reactor, uses fusion fuel cells and cold coolant to generate plasma [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Rocket turret, fires [[rocket]]s, [[explosive rocket]]s, and [[atomic bomb]]s [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** Rockets have had [[electronic circuit]]s removed from their recipe, to compensate for higher demand&lt;br /&gt;
* Selector combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* Space platform hub, central unit for space platforms [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Stack inserter, a new inserter tier with the ability to place item stacks up to 4 items tall on belts [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
** The current [[stack inserter]] will be renamed to the bulk inserter&lt;br /&gt;
* Tesla turret, fires a chaining beam of lightning which damages and stuns enemies [https://www.factorio.com/blog/post/fff-422]&lt;br /&gt;
* A higher tier of [[transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
&lt;br /&gt;
==== Space Platforms ====&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a space platform starter pack on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* Satellites now only net 10 science packs per launch. Space science packs have been given a new recipe, however, and can be crafted with crushed asteroids and imported uranium-235. Uranium processing and tier 2 modules are now locked behind space science.&lt;br /&gt;
&lt;br /&gt;
==== Vulcanus ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava], [https://factorio.com/blog/post/fff-429 429 - Demolishers]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
* Vulcanus has no pollution. Instead, outside of the starting zone, the planet is split into several shaded zones called &amp;quot;territories&amp;quot; which can be viewed on the map. Building structures inside territories will attract the local &#039;&#039;&#039;demolisher&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
* Demolishers are giant centipede-like enemies found on Vulcanus. They have only one unit, and evolution does not effect them. Instead, demolishers will increase in size the further you get away from the starting area.&lt;br /&gt;
&lt;br /&gt;
* One demolisher will patrol around the outside of each territory. It will only be provoked by building machines in their territory, or by damaging them. Killing the demolisher will claim that territory for the player permanently.&lt;br /&gt;
&lt;br /&gt;
* Demolishers will instantly destroy any structure they come across, including [[cliff]]s. Additionally, they have two other attacks: a roar which stuns and slows you; and inducing a small volcanic eruption, which can hit you at range.&lt;br /&gt;
&lt;br /&gt;
==== Fulgora ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are too far apart for electric poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The electromagnetic plant, Fulgora&#039;s equivalent to the foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is scrap, which can be processed in the [[recycler]] to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new holmium ore, which can be used to create the electromagnetic science pack.&lt;br /&gt;
&lt;br /&gt;
==== Gleba ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture], [https://factorio.com/blog/post/fff-424 424 - Pentapods], [https://factorio.com/blog/post/fff-431 431 - Gleba &amp;amp; Captivity]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local plants, &#039;&#039;&#039;yumako&#039;&#039;&#039; and &#039;&#039;&#039;jellynut&#039;&#039;&#039;, can be harvested with the new agricultural tower to give fruit, which can be processed in an assembling machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing fruit also gives seeds, which can be put back in the agricultural tower to replant trees, which the tower will harvest automatically when matured. &lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new biochamber, which requires a new item called nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[boiler]], semi-destroyed in the [[recycler]], or processed into half-spoiled nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6]&lt;br /&gt;
&lt;br /&gt;
* Processing yumako and jellynut in the biochamber will produce small amounts of copper and iron bacteria, respectively. Bacteria can further replicated in the biochamber, or let to spoil into its respective ore. &lt;br /&gt;
&lt;br /&gt;
* The agricultural science pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
* Combining both processed fruits will yield &#039;&#039;&#039;bioflux&#039;&#039;&#039;. Bioflux fired from a [[rocket launcher]] can be used to capture a biter spawner on Nauvis and turn it docile.&lt;br /&gt;
&lt;br /&gt;
* A docile spawner will not spawn biters, and must be fed a supply of bioflux to produce a regular supply of biter eggs, which can be used to craft [[productivity module 3]], and the new biolab.&lt;br /&gt;
** Biter eggs can spoil into a live biter.&lt;br /&gt;
** Turning off enemies in the game settings will prevent only biters themselves from spawning; nests themselves will still appear. [https://www.reddit.com/r/factorio/comments/1fvwegy/comment/lqa84rp/?utm_source=share&amp;amp;utm_medium=web3x&amp;amp;utm_name=web3xcss&amp;amp;utm_term=1&amp;amp;utm_content=share_button]&lt;br /&gt;
&lt;br /&gt;
* Gleba&#039;s atmosphere naturally absorbs most [[pollution]] from industrial buildings. Instead, &amp;quot;pollution&amp;quot; comes in the form of spores and aroma from biological harvesting and processing, which will attract the native pentapods.&lt;br /&gt;
&lt;br /&gt;
* Pentapods are new spider-like enemies native to Gleba. They have three units:  &#039;&#039;&#039;wrigglers&#039;&#039;&#039;, &#039;&#039;&#039;strafers&#039;&#039;&#039; and &#039;&#039;&#039;stompers&#039;&#039;&#039;. Strafers and stompers are able to walk over [[wall]]s. They are fairly passive compared to biters; pentapods will defend themselves and only attack once provoked.&lt;br /&gt;
&lt;br /&gt;
* Pentapods spawn in &#039;&#039;&#039;egg rafts&#039;&#039;&#039;, found in Gleba&#039;s marshlands. Egg rafts drop pentapod eggs when destroyed, a key ingredient in crafting the biochamber. With some research, pentapod eggs can be automated at the risk of them spoiling and hatching into wrigglers.&lt;br /&gt;
&lt;br /&gt;
* Wrigglers are newly hatched pentapods with average damage. They are very weak individually, but strong in large numbers, and can be spawned by both strafers and stompers. &lt;br /&gt;
&lt;br /&gt;
* Strafers are fast, agile creatures that circle targets at a distance and spit out wrigglers, which can go over walls. Strafers can outrange both gun and laser turrets, and will back off when suffering damage. &lt;br /&gt;
&lt;br /&gt;
* Stompers are slow and heavily armored that attack with both their crushing feet and a close-range spit. Their feet deal high damage in a small area of effect. When killed, stompers spawn a cluster of wrigglers. &lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
: &#039;&#039;&#039;This is a short overview of Quality, for more details see [[Quality]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats. There are 5 quality tiers: Normal, Uncommon, Rare, Epic, and Legendary.&lt;br /&gt;
&lt;br /&gt;
Known effects per quality level of items include improved crafting speed, turret range, health and module strength. These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Quality items above Normal are created when quality modules are used in the machine that is crafting the item. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty. Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
The quality mod also adds a new building: The [[recycler]], which gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375].&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] has been removed. [https://forums.factorio.com/viewtopic.php?p=619537#p619537]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super force building&amp;quot;: Will place [[landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;super force building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[blueprint]] grid offsets: {{Keybinding|shift|Arrow keys}} adjusts the grid position, {{Keybinding|ctrl|Arrow keys}} adjusts the absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;super force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrized blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use {{Keybinding|ctrl|Y}} (or {{Keybinding|cmd|Z}}) to redo a previously undone order.&lt;br /&gt;
** Using undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire connections, pasting entity settings, and blueprint rotations can now be undone (and redone).&lt;br /&gt;
** Configure entities while they are still ghosts [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
* Remote interactions [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
** Open any entity to configure it&lt;br /&gt;
** Rotate any entity instantly &lt;br /&gt;
** RMB to mark things for deconstruction&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their station limit is set to 0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive colors: Locomotives can update their color based on the destination station&#039;s color.&lt;br /&gt;
** Manual push: Push trains with your feet. Very slow.&lt;br /&gt;
** New rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
*** Trains will still drive on old rails in existing worlds, but old rails can no longer be built by any means, including copy/paste or blueprints.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote control: It&#039;s now possible to remote drive trains, which is convenient for controlling a train on another surface without traveling to it&lt;br /&gt;
** Train interrupts: Trains can be directed to a different station when a condition is met, such as when [[fuel]] is low.&lt;br /&gt;
** Train stop priority: A new slider in the train stop GUI. Stops have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stops with a higher priority.&lt;br /&gt;
*** Trains at stops with higher priority will be dispatched first.&lt;br /&gt;
** Train groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and color from an existing stop with that name.&lt;br /&gt;
*** A stop&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding {{Keybinding|ctrl}} when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
* UI additions [https://factorio.com/blog/post/fff-397], [https://factorio.com/blog/post/fff-408], [https://factorio.com/blog/post/fff-423], [https://factorio.com/blog/post/fff-426]&lt;br /&gt;
** Accumulator charge: The [[electric system#Electric network info screen | electric network info screen]] now has a third graph which displays [[accumulator]] charge over time.&lt;br /&gt;
** New [[alerts]] GUI: Alerts are more intuitively separated by category and location, with the option to pin the alert location to the map. Hovering over the alert will bring up a small view of the alert location. If using Space Age, alerts are further separated by planet.&lt;br /&gt;
** Factoriopedia: A new GUI which shows all items in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Space Age and modded content. &lt;br /&gt;
** Ingredient consumption: Hovering over any type of crafting machine will show the exact consumption and production rate of its items, taking into account any modules, beacons, machine crafting speed, productivity bonuses, and, if using quality from Space Age, quality.&lt;br /&gt;
** Map pins: Pin specific locations to your map for later use. If in multiplayer, these are unique to each player, unlike map tags.&lt;br /&gt;
** Map search: While in map view, you can search for production buildings, ore patches, map tags, and train stops.&lt;br /&gt;
** Online players: A new GUI exclusive to [[multiplayer]] that will show all online players, with the ability to show their current location and pin that location to the map. If using Space Age, will also show each player&#039;s current planet.&lt;br /&gt;
** Recipe/Product Info: Within crafting machines&#039; GUI, the selected recipe has been disconnected from the item being produced. Clicking either will open the Factoriopedia page for the item or recipe. This is particularly useful if using Space Age, where some items have multiple recipes.&lt;br /&gt;
** Science consumption: Hovering the mouse over the research progress bar in the top right will show a small graph showing the last 10 minutes of science consumption, and the estimated time remaining based on the last 1 minute. &lt;br /&gt;
** Science production: The [[production statistics]] GUI now has a special selectable item representing science produced by the [[lab|labs]].&lt;br /&gt;
*** If using Space Age, production statistics can show any or all planets.&lt;br /&gt;
*** If using quality from Space Age, production statistics can show any or all quality grades.&lt;br /&gt;
* Abstract items: [[Red wire]], [[green wire]], [[artillery targeting remote]], [[discharge defense remote]], and [[spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on the [[shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger technologies: Some [[technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called &amp;quot;steam power&amp;quot; will unlock [[steam engine]] and related buildings after crafting 50 [[iron plate]]s. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0 [https://factorio.com/blog/post/fff-416], [https://factorio.com/blog/post/fff-430]&lt;br /&gt;
** The [[fluid system]] has been completely rewritten. Connected [[pipe]]s and [[storage tank]]s combine to &#039;&#039;Fluid segments&#039;&#039; with a single collective fluid level. Fluid pushed into one part of a segment is instantly available across the complete segment, throughput within a segment is essentially unlimited. Only pumps can transfer fluid between segments, producing or consuming machines can add or remove fluid from segments.&lt;br /&gt;
** Fluid segments are restricted to a 250x250 tile area, extending a segment beyond this limit will stop fluid transfer to and from the segment. Segments can be split using [[pump]]s. A new alert will show exactly where the split needs to happen.&lt;br /&gt;
** When holding a fluid entity, the game will display a colored overlay showing pipe connections and their routing. This can also be viewed on the map.&lt;br /&gt;
** Balance changes:&lt;br /&gt;
*** Pump: maximum pumping speed decreased (12,000/s &amp;gt; 1,200/s) &lt;br /&gt;
*** Fluid transfer speed is limited proportionally by the fullness ratio of the sink and emptiness ratio of the source, except transfer to and from fluid wagons.&lt;br /&gt;
*** [[Fluid wagon]]: capacity increased (25,000 &amp;gt; 50,000)&lt;br /&gt;
*** [[Boiler]]s and [[heat exchanger]]s will consume 10x less [[water]] to produce the same amount of [[steam]].&lt;br /&gt;
* Display panel: A new building that displays signal icons and custom messages, in-game or on the map screen. It can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410], [https://factorio.com/blog/post/fff-421], [https://factorio.com/blog/post/fff-428]&lt;br /&gt;
** New connections&lt;br /&gt;
*** [[Assembling machine]]s: functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is complete.&lt;br /&gt;
*** [[Gun turret | Gun]], [[Laser turret | laser]], and [[Artillery turret | artillery]] turrets: all three are able to enable/disable and read their applicable ammunition. Gun and laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
*** [[Radar]]: signals passed into it on each wire color will transmit it wirelessly to all other radars on the same planet.&lt;br /&gt;
*** [[Nuclear reactor]]: can output the current reactor temperature and any inserted fuel, including fuel currently burning.&lt;br /&gt;
** New functions&lt;br /&gt;
*** [[Arithmetic combinator | Arithmetic]] and [[Decider combinator | decider]] combinators: heavily reworked GUI. Decider combinators can handle multiple conditions at once.&lt;br /&gt;
*** Cut tool: when using the cut tool, the game remembers outside circuit wire connections, and tries to reconnect if possible. This cannot be exported to a blueprint.&lt;br /&gt;
*** Descriptions: all three combinators can have a custom description added to them. &lt;br /&gt;
*** [[Lamp]]: now can use colors (and more of them) and enable during the day without the need for a circuit connection.&lt;br /&gt;
*** [[Logistic network]]: GUI has been heavily redone, with greater visual indication of separate robot networks and the items they contain.&lt;br /&gt;
*** [[Logistic network#Items | Logistic chests]]: All chests now have an enable/disable function. Disabling a requester will stop new deliveries being ordered; disabling a provider will stop those items from being provided to the network.&lt;br /&gt;
*** [[Pump]]: now has a filter, which can be set with signals.&lt;br /&gt;
*** [[Roboport]]: now has the ability to output the contents or requests of the local logistic network. Outputting requests will not include items needed to build [[ghost]]s. Further has the ability to output the number of roboports in the network.&lt;br /&gt;
*** [[Transport belt]]s: connecting wires to belts has far &amp;quot;less visual clutter&amp;quot;. Now has the ability to read the contents of all belts in a single &amp;quot;transport line&amp;quot;.&lt;br /&gt;
* Miscellaneous changes [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-427]&lt;br /&gt;
** Logistic requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
** [[Rock]]s no longer drop [[stone]] on the ground when destroyed.&lt;br /&gt;
* [[Filter inserter]] and [[stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;bulk inserter&amp;quot;. This will be due to a new inserter in Space Age with the ability to stack items on belts, which will take the more appropriate name of stack inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Portable fusion reactor]] will be renamed to &amp;quot;portable &#039;&#039;fission&#039;&#039; reactor&amp;quot;, with a new nuclear reactor-inspired icon. This will be due to the introduction of a full-sized fusion reactor in Space Age, which will come much later in the game.&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots|flying robot]] behavior. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* [[Roboport]]s have built-in radar coverage of 2 [[map structure#Chunk | chunk]]s. [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
* Big power poles now have a wire range of 32 tiles. [https://www.factorio.com/blog/post/fff-377]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] can now be faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* [[Modding]] additions [https://forums.factorio.com/viewtopic.php?p=589483#p589483], [https://www.factorio.com/blog/post/fff-425]&lt;br /&gt;
** Mods can create more than 255 tiles. &lt;br /&gt;
** Mods can use the upgraded enemy pathfinding system, which allows enemies to ignore certain obstacles, even though this system is only currently used in Space Age.&lt;br /&gt;
** Pollutant types: Mods can add different types of pollution, each with different name, emission and absorption rate, color, and more, with a restriction of one type per surface. &lt;br /&gt;
* Improvements to [[spidertron]] [https://www.factorio.com/blog/post/fff-380], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-425]&lt;br /&gt;
** Spidertrons can now be blueprinted &lt;br /&gt;
** The [[spidertron remote]] is renamed to the &amp;quot;RTS tool&amp;quot; and has been expanded with new controls.&lt;br /&gt;
*** It is no longer a craftable item, but a button on the quickbar {{Keybinding|alt|A}}&lt;br /&gt;
*** It can select a group of spidertrons to control them all.&lt;br /&gt;
** Improved pathfinding and performance when attempting to path over obstacles.&lt;br /&gt;
** Spidertrons have a slightly different walking animation due to changes in the leg algorithm made for spidertron-like enemies in Space Age.&lt;br /&gt;
* The pipette tool now works in more places: Recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, lava, oil ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: The silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[processing unit]]s instead.&lt;br /&gt;
* [[Beacon]] rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using quality from Space Age, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
* Combat balancing [https://factorio.com/blog/post/fff-427]&lt;br /&gt;
** [[Enemies#Nests | Spawners]]: Health increases with [[Enemies#Evolution | evolution]], up to a maximum of 3500 health at 100% evolution factor.&lt;br /&gt;
** Spawners: 15% explosive damage resistance removed&lt;br /&gt;
** [[Enemies#Worms | Worms]]: Medium and larger variants have increased health and laser resistance&lt;br /&gt;
** [[Artillery]]: +100% damage against spawners&lt;br /&gt;
** [[Distractor capsule | Distractor]]: Increased health (90 &amp;gt; 180); increased lifetime (45s &amp;gt; 90s)&lt;br /&gt;
** [[Destroyer capsule | Destroyer]]: Increased base damage (10 &amp;gt; 20); increased range (15 &amp;gt; 20)&lt;br /&gt;
** [[Personal laser defense]]: Decreased base damage (30 &amp;gt; 10)&lt;br /&gt;
** [[Cannon shell | Normal]], [[Explosive cannon shell | explosive]], and [[Uranium cannon shell | uranium]] cannon shells: Increased range and damage&lt;br /&gt;
** [[Shotgun shells]]: Increased base damage (5 &amp;gt; 8)&lt;br /&gt;
** [[Rocket]], [[explosive rocket]], and [[atomic bomb]]: Acceleration speed doubled&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-418 Friday Facts #418 - Space Age release date]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199708</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199708"/>
		<updated>2024-09-29T23:23:08Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* Known free changes for 2.0 */ additional changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of publicized information about the &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; expansion and &#039;&#039;&#039;Version 2.0&#039;&#039;&#039; of the base game, both to be released &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. The expansion will be priced at $35.00 and &amp;quot;as big an addition as the whole vanilla game.&amp;quot;, 2.0 will be a free update. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, a lightning-prone desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours.&lt;br /&gt;
&lt;br /&gt;
==== New Music ====&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
==== New Buildings ====&lt;br /&gt;
&lt;br /&gt;
* Agricultural tower, harvests [[tree]]s within range and can replant certain plants with seeds [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Asteroid collector, sends out tentacle-like grabbers to collect asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414]&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Electromagnetic plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Fusion generator, converts plasma from the fusion reactor into electricity and warm coolant [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Fusion reactor, uses fusion fuel cells and cold coolant to generate plasma [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Rocket turret, fires [[rocket]]s, [[explosive rocket]]s, and [[atomic bomb]]s [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** Rockets have had [[electronic circuit]]s removed from their recipe, to compensate for higher demand&lt;br /&gt;
* Selector combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* Space platform hub, central unit for space platforms [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Stack inserter, a new inserter tier with the ability to place item stacks up to 4 items tall on belts [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
** The current [[stack inserter]] will be renamed to the bulk inserter&lt;br /&gt;
* Tesla turret, fires a chaining beam of lightning which damages and stuns enemies [https://www.factorio.com/blog/post/fff-422]&lt;br /&gt;
* A higher tier of [[transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
&lt;br /&gt;
==== Space Platforms ====&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a space platform starter pack on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* Satellites now only net 10 science packs per launch. Space science packs have been given a new recipe, however, and can be crafted with crushed asteroids and imported uranium-235. Uranium processing and tier 2 modules are now locked behind space science.&lt;br /&gt;
&lt;br /&gt;
==== Vulcanus ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava], [https://factorio.com/blog/post/fff-429 429 - Demolishers]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
* Vulcanus has no pollution. Instead, outside of the starting zone, the planet is split into several shaded zones called &amp;quot;territories&amp;quot; which can be viewed on the map. Building structures inside territories will attract the local &#039;&#039;&#039;demolisher&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
* Demolishers are giant, sandworm-like enemies found on Vulcanus. They have only one unit, and evolution does not effect them. Instead, demolishers will increase in size the further you get away from the starting area.&lt;br /&gt;
&lt;br /&gt;
* One demolisher will patrol around the outside of each territory. It will only be provoked by building machines in their territory, or by damaging them. Killing the demolisher will claim that territory for the player permanently.&lt;br /&gt;
&lt;br /&gt;
* Demolishers will instantly destroy any structure they come across, including [[cliff]]s. Additionally, they have two other attacks: a roar which stuns and slows you; and inducing a small volcanic eruption, which can hit you at range.&lt;br /&gt;
&lt;br /&gt;
==== Fulgora ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are too far apart for electric poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The electromagnetic plant, Fulgora&#039;s equivalent to the foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is scrap, which can be processed in the [[recycler]] to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new holmium ore, which can be used to create the electromagnetic science pack.&lt;br /&gt;
&lt;br /&gt;
==== Gleba ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture], [https://factorio.com/blog/post/fff-424 424 - Pentapods]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local trees can be harvested with the new agricultural tower to give fruit, which can be processed in an assembling machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing fruit also gives seeds, which can be put back in the agricultural tower to replant trees, which the tower will harvest automatically when matured.&lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new biochamber, which requires a new item called nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[boiler]], semi-destroyed in the [[recycler]], or processed into half-spoiled nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6]&lt;br /&gt;
&lt;br /&gt;
* The agricultural science pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
* Gleba&#039;s atmosphere naturally absorbs most [[pollution]] from industrial buildings. Instead, &amp;quot;pollution&amp;quot; comes in the form of spores and aroma from biological harvesting and processing, which will attract the native pentapods.&lt;br /&gt;
&lt;br /&gt;
* Pentapods are new spider-like enemies native to Gleba. They have three units:  &#039;&#039;&#039;wrigglers&#039;&#039;&#039;, &#039;&#039;&#039;strafers&#039;&#039;&#039; and &#039;&#039;&#039;stompers&#039;&#039;&#039;. Strafers and stompers are able to walk over [[wall]]s. They are fairly passive compared to biters; pentapods will defend themselves and only attack once provoked.&lt;br /&gt;
&lt;br /&gt;
* Pentapods spawn in &#039;&#039;&#039;egg rafts&#039;&#039;&#039;, found in Gleba&#039;s marshlands. Egg rafts drop pentapod eggs when destroyed, a key ingredient in crafting the biochamber. With some research, pentapod eggs can be automated at the risk of them spoiling and hatching into wrigglers.&lt;br /&gt;
&lt;br /&gt;
* Wrigglers are newly hatched pentapods with average damage. They are very weak individually, but strong in large numbers, and can be spawned by both strafers and stompers. &lt;br /&gt;
&lt;br /&gt;
* Strafers are fast, agile creatures that circle targets at a distance and spit out wrigglers, which can go over walls. Strafers can outrange both gun and laser turrets, and will back off when suffering damage. &lt;br /&gt;
&lt;br /&gt;
* Stompers are slow and heavily armored that attack with both their crushing feet and a close-range spit. Their feet deal high damage in a small area of effect. When killed, stompers spawn a cluster of wrigglers. &lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
: &#039;&#039;&#039;This is a short overview of Quality, for more details see [[Quality]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats. There are 5 quality tiers: Normal, Uncommon, Rare, Epic, and Legendary.&lt;br /&gt;
&lt;br /&gt;
Known effects per quality level of items include improved crafting speed, turret range, health and module strength. These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Quality items above Normal are created when quality modules are used in the machine that is crafting the item. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty. Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
The quality mod also adds a new building: The [[recycler]], which gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375].&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super force building&amp;quot;: Will place [[landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;super force building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[blueprint]] grid offsets: {{Keybinding|shift|Arrow keys}} adjusts the grid position, {{Keybinding|ctrl|Arrow keys}} adjusts the absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;super force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrized blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use {{Keybinding|ctrl|Y}} (or {{Keybinding|cmd|Z}}) to redo a previously undone order.&lt;br /&gt;
** Using undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire connections, pasting entity settings, and blueprint rotations can now be undone (and redone).&lt;br /&gt;
** Configure entities while they are still ghosts [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
* Remote interactions [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
** Open any entity to configure it&lt;br /&gt;
** Rotate any entity instantly &lt;br /&gt;
** RMB to mark things for deconstruction&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their station limit is set to 0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive colors: Locomotives can update their color based on the destination station&#039;s color.&lt;br /&gt;
** Manual push: Push trains with your feet. Very slow.&lt;br /&gt;
** New rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
*** Trains will still drive on old rails in existing worlds, but old rails can no longer be built by any means, including copy/paste or blueprints.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote control: It&#039;s now possible to remote drive trains, which is convenient for controlling a train on another surface without traveling to it&lt;br /&gt;
** Train interrupts: Trains can be directed to a different station when a condition is met, such as when [[fuel]] is low.&lt;br /&gt;
** Train stop priority: A new slider in the train stop GUI. Stops have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stops with a higher priority.&lt;br /&gt;
*** Trains at stops with higher priority will be dispatched first.&lt;br /&gt;
** Train groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and color from an existing stop with that name.&lt;br /&gt;
*** A stop&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding {{Keybinding|ctrl}} when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
* UI additions [https://factorio.com/blog/post/fff-397], [https://factorio.com/blog/post/fff-408], [https://factorio.com/blog/post/fff-423], [https://factorio.com/blog/post/fff-426]&lt;br /&gt;
** Accumulator charge: The [[electric system#Electric network info screen | electric network info screen]] now has a third graph which displays [[accumulator]] charge over time.&lt;br /&gt;
** New [[alerts]] GUI: Alerts are more intuitively separated by category and location, with the option to pin the alert location to the map. Hovering over the alert will bring up a small view of the alert location. If using Space Age, alerts are further separated by planet.&lt;br /&gt;
** Factoriopedia: A new GUI which shows all items in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Space Age and modded content. &lt;br /&gt;
** Ingredient consumption: Hovering over any type of crafting machine will show the exact consumption and production rate of its items, taking into account any modules, beacons, machine crafting speed, productivity bonuses, and, if using quality from Space Age, quality.&lt;br /&gt;
** Map pins: Pin specific locations to your map for later use. If in multiplayer, these are unique to each player, unlike map tags.&lt;br /&gt;
** Map search: While in map view, you can search for production buildings, ore patches, map tags, and train stops.&lt;br /&gt;
** Online players: A new GUI exclusive to [[multiplayer]] that will show all online players, with the ability to show their current location and pin that location to the map. If using Space Age, will also show each player&#039;s current planet.&lt;br /&gt;
** Recipe/Product Info: Within crafting machines&#039; GUI, the selected recipe has been disconnected from the item being produced. Clicking either will open the Factoriopedia page for the item or recipe. This is particularly useful if using Space Age, where some items have multiple recipes.&lt;br /&gt;
** Science consumption: Hovering the mouse over the research progress bar in the top right will show a small graph showing the last 10 minutes of science consumption, and the estimated time remaining based on the last 1 minute. &lt;br /&gt;
** Science production: The [[production statistics]] GUI now has a special selectable item representing science produced by the [[lab|labs]].&lt;br /&gt;
*** If using Space Age, production statistics can show any or all planets.&lt;br /&gt;
*** If using quality from Space Age, production statistics can show any or all quality grades.&lt;br /&gt;
* Abstract items: [[Red wire]], [[green wire]], [[artillery targeting remote]], [[discharge defense remote]], and [[spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on the [[shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger technologies: Some [[technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called &amp;quot;steam power&amp;quot; will unlock [[steam engine]] and related buildings after crafting 50 [[iron plate]]s. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0 [https://factorio.com/blog/post/fff-416], [https://factorio.com/blog/post/fff-430]&lt;br /&gt;
** The [[fluid system]] has been completely rewritten. Connected [[pipe]]s and [[storage tank]]s combine to &#039;&#039;Fluid segments&#039;&#039; with a single collective fluid level. Fluid pushed into one part of a segment is instantly available across the complete segment, throughput within a segment is essentially unlimited. Only pumps can transfer fluid between segments, producing or consuming machines can add or remove fluid from segments.&lt;br /&gt;
** Fluid segments are restricted to a 250x250 tile area, extending a segment beyond this limit will stop fluid transfer to and from the segment. Segments can be split using [[pump]]s. A new alert will show exactly where the split needs to happen.&lt;br /&gt;
** When holding a fluid entity, the game will display a colored overlay showing pipe connections and their routing. This can also be viewed on the map.&lt;br /&gt;
** Balance changes:&lt;br /&gt;
*** Pump: maximum pumping speed decreased (12,000/s &amp;gt; 1,200/s) &lt;br /&gt;
*** Fluid transfer speed is limited proportionally by the fullness ratio of the sink and emptiness ratio of the source, except transfer to and from fluid wagons.&lt;br /&gt;
*** [[Fluid wagon]]: capacity increased (25,000 &amp;gt; 50,000)&lt;br /&gt;
*** [[Boiler]]s and [[heat exchanger]]s will consume 10x less [[water]] to produce the same amount of [[steam]].&lt;br /&gt;
* Display panel: A new building that displays signal icons and custom messages, in-game or on the map screen. It can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410], [https://factorio.com/blog/post/fff-421], [https://factorio.com/blog/post/fff-428]&lt;br /&gt;
** New connections&lt;br /&gt;
*** [[Assembling machine]]s: functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is complete.&lt;br /&gt;
*** [[Gun turret | Gun]], [[Laser turret | laser]], and [[Artillery turret | artillery]] turrets: all three are able to enable/disable and read their applicable ammunition. Gun and laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
*** [[Radar]]: signals passed into it on each wire color will transmit it wirelessly to all other radars on the same planet.&lt;br /&gt;
*** [[Nuclear reactor]]: can output the current reactor temperature and any inserted fuel, including fuel currently burning.&lt;br /&gt;
** New functions&lt;br /&gt;
*** [[Arithmetic combinator | Arithmetic]] and [[Decider combinator | decider]] combinators: heavily reworked GUI. Decider combinators can handle multiple conditions at once.&lt;br /&gt;
*** Cut tool: when using the cut tool, the game remembers outside circuit wire connections, and tries to reconnect if possible. This cannot be exported to a blueprint.&lt;br /&gt;
*** Descriptions: all three combinators can have a custom description added to them. &lt;br /&gt;
*** [[Lamp]]: now can use colors (and more of them) and enable during the day without the need for a circuit connection.&lt;br /&gt;
*** [[Logistic network]]: GUI has been heavily redone, with greater visual indication of separate robot networks and the items they contain.&lt;br /&gt;
*** [[Logistic network#Items | Logistic chests]]: All chests now have an enable/disable function. Disabling a requester will stop new deliveries being ordered; disabling a provider will stop those items from being provided to the network.&lt;br /&gt;
*** [[Pump]]: now has a filter, which can be set with signals.&lt;br /&gt;
*** [[Roboport]]: now has the ability to output the contents or requests of the local logistic network. Outputting requests will not include items needed to build [[ghost]]s. Further has the ability to output the number of roboports in the network.&lt;br /&gt;
*** [[Transport belt]]s: connecting wires to belts has far &amp;quot;less visual clutter&amp;quot;. Now has the ability to read the contents of all belts in a single &amp;quot;transport line&amp;quot;.&lt;br /&gt;
* Miscellaneous changes [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-427]&lt;br /&gt;
** Logistic requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
** [[Rock]]s no longer drop [[stone]] on the ground when destroyed.&lt;br /&gt;
* [[Filter inserter]] and [[stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;bulk inserter&amp;quot;. This will be due to a new inserter in Space Age with the ability to stack items on belts, which will take the more appropriate name of stack inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Portable fusion reactor]] will be renamed to &amp;quot;portable &#039;&#039;fission&#039;&#039; reactor&amp;quot;, with a new nuclear reactor-inspired icon. This will be due to the introduction of a full-sized fusion reactor in Space Age, which will come much later in the game.&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots|flying robot]] behavior. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* [[Roboport]]s have built-in radar coverage of 2 [[map structure#Chunk | chunk]]s. [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
* Big power poles now have a wire range of 32 tiles. [https://www.factorio.com/blog/post/fff-377]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] can now be faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* [[Modding]] additions [https://forums.factorio.com/viewtopic.php?p=589483#p589483], [https://www.factorio.com/blog/post/fff-425]&lt;br /&gt;
** Mods can create more than 255 tiles. &lt;br /&gt;
** Mods can use the upgraded enemy pathfinding system, which allows enemies to ignore certain obstacles, even though this system is only currently used in Space Age.&lt;br /&gt;
** Pollutant types: Mods can add different types of pollution, each with different name, emission and absorption rate, color, and more, with a restriction of one type per surface. &lt;br /&gt;
* Improvements to [[spidertron]] [https://www.factorio.com/blog/post/fff-380], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-425]&lt;br /&gt;
** Spidertrons can now be blueprinted &lt;br /&gt;
** The [[spidertron remote]] is renamed to the &amp;quot;RTS tool&amp;quot; and has been expanded with new controls.&lt;br /&gt;
*** It is no longer a craftable item, but a button on the quickbar {{Keybinding|alt|A}}&lt;br /&gt;
*** It can select a group of spidertrons to control them all.&lt;br /&gt;
** Improved pathfinding and performance when attempting to path over obstacles.&lt;br /&gt;
** Spidertrons have a slightly different walking animation due to changes in the leg algorithm made for spidertron-like enemies in Space Age.&lt;br /&gt;
* The pipette tool now works in more places: Recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, lava, oil ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: The silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[processing unit]]s instead.&lt;br /&gt;
* [[Beacon]] rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using quality from Space Age, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
* Combat balancing [https://factorio.com/blog/post/fff-427]&lt;br /&gt;
** [[Enemies#Nests | Spawners]]: Health increases with [[Enemies#Evolution | evolution]], up to a maximum of 3500 health at 100% evolution factor.&lt;br /&gt;
** Spawners: 15% explosive damage resistance removed&lt;br /&gt;
** [[Enemies#Worms | Worms]]: Medium and larger variants have increased health and laser resistance&lt;br /&gt;
** [[Artillery]]: +100% damage against spawners&lt;br /&gt;
** [[Distractor capsule | Distractor]]: Increased health (90 &amp;gt; 180); increased lifetime (45s &amp;gt; 90s)&lt;br /&gt;
** [[Destroyer capsule | Destroyer]]: Increased base damage (10 &amp;gt; 20); increased range (15 &amp;gt; 20)&lt;br /&gt;
** [[Personal laser defense]]: Decreased base damage (30 &amp;gt; 10)&lt;br /&gt;
** [[Cannon shell | Normal]], [[Explosive cannon shell | explosive]], and [[Uranium cannon shell | uranium]] cannon shells: Increased range and damage&lt;br /&gt;
** [[Shotgun shells]]: Increased base damage (5 &amp;gt; 8)&lt;br /&gt;
** [[Rocket]], [[explosive rocket]], and [[atomic bomb]]: Acceleration speed doubled&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-418 Friday Facts #418 - Space Age release date]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199589</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199589"/>
		<updated>2024-09-08T22:38:12Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: removed obsolete info, reformatted intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of publicized information about the &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; expansion and &#039;&#039;&#039;Version 2.0&#039;&#039;&#039; of the base game, both to be released &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. The expansion will be priced at $35.00 and &amp;quot;as big an addition as the whole vanilla game.&amp;quot;, 2.0 will be a free update. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, a lightning-prone desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours.&lt;br /&gt;
&lt;br /&gt;
==== New Music ====&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
==== New Buildings ====&lt;br /&gt;
&lt;br /&gt;
* Agricultural tower, harvests [[tree]]s within range and can replant certain plants with seeds [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Asteroid collector, sends out tentacle-like grabbers to collect asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414]&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Electromagnetic plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Fusion generator, converts plasma from the fusion reactor into electricity and warm coolant [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Fusion reactor, uses fusion fuel cells and cold coolant to generate plasma [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Rocket turret, fires [[rocket]]s, [[explosive rocket]]s, and [[atomic bomb]]s [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** Rockets have had [[electronic circuit]]s removed from their recipe, to compensate for higher demand&lt;br /&gt;
* Selector combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* Space platform hub, central unit for space platforms [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Stack inserter, a new inserter tier with the ability to place item stacks up to 4 items tall on belts [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
** The current [[stack inserter]] will be renamed to the bulk inserter&lt;br /&gt;
* Tesla turret, fires a chaining beam of lightning which damages and stuns enemies [https://www.factorio.com/blog/post/fff-422]&lt;br /&gt;
* A higher tier of [[transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
&lt;br /&gt;
==== Space Platforms ====&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a space platform starter pack on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* Satellites now only net 10 science packs per launch. Space science packs have been given a new recipe, however, and can be crafted with crushed asteroids and imported uranium-235. Uranium processing and tier 2 modules are now locked behind space science.&lt;br /&gt;
&lt;br /&gt;
==== Vulcanus ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
==== Fulgora ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are too far apart for electric poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The electromagnetic plant, Fulgora&#039;s equivalent to the foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is scrap, which can be processed in the [[recycler]] to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new holmium ore, which can be used to create the electromagnetic science pack.&lt;br /&gt;
&lt;br /&gt;
==== Gleba ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture], [https://factorio.com/blog/post/fff-424 424 - Pentapods]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local trees can be harvested with the new agricultural tower to give fruit, which can be processed in an assembling machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing fruit also gives seeds, which can be put back in the agricultural tower to replant trees, which the tower will harvest automatically when matured.&lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new biochamber, which requires a new item called nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[boiler]], semi-destroyed in the [[recycler]], or processed into half-spoiled nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6]&lt;br /&gt;
&lt;br /&gt;
* The agricultural science pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
* Gleba&#039;s atmosphere naturally absorbs most [[pollution]] from industrial buildings. Instead, &amp;quot;pollution&amp;quot; comes in the form of spores and aroma from biological harvesting and processing, which will attract the native pentapods.&lt;br /&gt;
&lt;br /&gt;
* Pentapods are new spider-like enemies native to Gleba. They have three units:  &#039;&#039;&#039;wrigglers&#039;&#039;&#039;, &#039;&#039;&#039;strafers&#039;&#039;&#039; and &#039;&#039;&#039;stompers&#039;&#039;&#039;. Strafers and stompers are able to walk over [[wall]]s. They are fairly passive compared to biters; pentapods will defend themselves and only attack once provoked.&lt;br /&gt;
&lt;br /&gt;
* Pentapods spawn in &#039;&#039;&#039;egg rafts&#039;&#039;&#039;, found in Gleba&#039;s marshlands. Egg rafts drop pentapod eggs when destroyed, a key ingredient in crafting the biochamber. With some research, pentapod eggs can be automated at the risk of them spoiling and hatching into wrigglers.&lt;br /&gt;
&lt;br /&gt;
* Wrigglers are newly hatched pentapods with average damage. They are very weak individually, but strong in large numbers, and can be spawned by both strafers and stompers. &lt;br /&gt;
&lt;br /&gt;
* Strafers are fast, agile creatures that circle targets at a distance and spit out wrigglers, which can go over walls. Strafers can outrange both gun and laser turrets, and will back off when suffering damage. &lt;br /&gt;
&lt;br /&gt;
* Stompers are slow and heavily armored that attack with both their crushing feet and a close-range spit. Their feet deal high damage in a small area of effect. When killed, stompers spawn a cluster of wrigglers. &lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
: &#039;&#039;&#039;This is a short overview of Quality, for more details see [[Quality]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats. There are 5 quality tiers: Normal, Uncommon, Rare, Epic, and Legendary.&lt;br /&gt;
&lt;br /&gt;
Known effects per quality level of items include improved crafting speed, turret range, health and module strength. These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Quality items above Normal are created when quality modules are used in the machine that is crafting the item. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty. Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
The quality mod also adds a new building: The [[recycler]], which gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375].&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super force building&amp;quot;: Will place [[landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;super force building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[blueprint]] grid offsets: {{Keybinding|shift|Arrow keys}} adjusts the grid position, {{Keybinding|ctrl|Arrow keys}} adjusts the absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;super force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrized blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use {{Keybinding|ctrl|Y}} (or {{Keybinding|cmd|Z}}) to redo a previously undone order.&lt;br /&gt;
** Using undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire connections, pasting entity settings, and blueprint rotations can now be undone (and redone).&lt;br /&gt;
** Configure entities while they are still ghosts [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
* Remote interactions [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
** Open any entity to configure it&lt;br /&gt;
** Rotate any entity instantly &lt;br /&gt;
** RMB to mark things for deconstruction&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their station limit is set to 0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive colors: Locomotives can update their color based on the destination station&#039;s color.&lt;br /&gt;
** Manual push: Push trains with your feet. Very slow.&lt;br /&gt;
** New rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
*** Trains will still drive on old rails in existing worlds, but old rails can no longer be built by any means, including copy/paste or blueprints.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote control: It&#039;s now possible to remote drive trains, which is convenient for controlling a train on another surface without traveling to it&lt;br /&gt;
** Train interrupts: Trains can be directed to a different station when a condition is met, such as when [[fuel]] is low.&lt;br /&gt;
** Train stop priority: A new slider in the train stop GUI. Stops have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stops with a higher priority.&lt;br /&gt;
*** Trains at stops with higher priority will be dispatched first.&lt;br /&gt;
** Train groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and color from an existing stop with that name.&lt;br /&gt;
*** A stop&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding {{Keybinding|ctrl}} when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
* UI additions [https://factorio.com/blog/post/fff-397], [https://factorio.com/blog/post/fff-408], [https://factorio.com/blog/post/fff-423], [https://factorio.com/blog/post/fff-426]&lt;br /&gt;
** Accumulator charge: The [[electric system#Electric network info screen | electric network info screen]] now has a third graph which displays [[accumulator]] charge over time.&lt;br /&gt;
** New [[alerts]] GUI: Alerts are more intuitively separated by category and location, with the option to pin the alert location to the map. Hovering over the alert will bring up a small view of the alert location. If using Space Age, alerts are further separated by planet.&lt;br /&gt;
** Factoriopedia: A new GUI which shows all items in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Space Age and modded content. &lt;br /&gt;
** Ingredient consumption: Hovering over any type of crafting machine will show the exact consumption and production rate of its items, taking into account any modules, beacons, machine crafting speed, productivity bonuses, and, if using quality from Space Age, quality.&lt;br /&gt;
** Map pins: Pin specific locations to your map for later use. If in multiplayer, these are unique to each player, unlike map tags.&lt;br /&gt;
** Map search: While in map view, you can search for production buildings, ore patches, map tags, and train stops.&lt;br /&gt;
** Online players: A new GUI exclusive to [[multiplayer]] that will show all online players, with the ability to show their current location and pin that location to the map. If using Space Age, will also show each player&#039;s current planet.&lt;br /&gt;
** Recipe/Product Info: Within crafting machines&#039; GUI, the selected recipe has been disconnected from the item being produced. Clicking either will open the Factoriopedia page for the item or recipe. This is particularly useful if using Space Age, where some items have multiple recipes.&lt;br /&gt;
** Science consumption: Hovering the mouse over the research progress bar in the top right will show a small graph showing the last 10 minutes of science consumption, and the estimated time remaining based on the last 1 minute. &lt;br /&gt;
** Science production: The [[production statistics]] GUI now has a special selectable item representing science produced by the [[lab|labs]].&lt;br /&gt;
*** If using Space Age, production statistics can show any or all planets.&lt;br /&gt;
*** If using quality from Space Age, production statistics can show any or all quality grades.&lt;br /&gt;
* Abstract items: [[Red wire]], [[green wire]], [[artillery targeting remote]], [[discharge defense remote]], and [[spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on the [[shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger technologies: Some [[technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called &amp;quot;steam power&amp;quot; will unlock [[steam engine]] and related buildings after crafting 50 [[iron plate]]s. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0: The [[fluid system]] has been completely rewritten. [[Pipe]]s now have essentially unlimited throughput; a fluid pushed into a segment of pipes is now fully available across the entire stretch of pipes equally. Machines &amp;quot;push&amp;quot; fluids into pipes at an unlimited rate, and &amp;quot;pull&amp;quot; at a rate equal to how full a segment is. [https://factorio.com/blog/post/fff-416]&lt;br /&gt;
* Display panel: A new building that displays signal icons and custom messages, in-game or on the map screen. It can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410], [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
** [[Assembling machine]]s can now be connected to the circuit network. Functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is finished.&lt;br /&gt;
** [[Lamp]]s now have an option to use colors and enable during the day without the need for a circuit connection.&lt;br /&gt;
** The GUI for [[arithmetic combinator]]s and [[decider combinator]]s are redone. Decider combinators can now handle multiple conditions at once.&lt;br /&gt;
** Connecting to [[transport belts]] has the option to read the contents of all belts in the same &amp;quot;transport line&amp;quot;, survives going through underground belts; also has &amp;quot;less visual clutter&amp;quot;.&lt;br /&gt;
** Wireless circuit transmission using [[radar]] with a single radar channel for each surface.&lt;br /&gt;
** Heavily reworked [[Logistic network]] GUI, with remote view panel and table of inventory icons.&lt;br /&gt;
** [[Pump]] now has a filter, which can be set with signals.&lt;br /&gt;
** When using the cut tool, the game remembers outside circuit wire connections, tries to reconnect if possible. This cannot be transferred to a blueprint export string.&lt;br /&gt;
** [[Gun turret]], [[laser turret]], and [[artillery turret]] can now be connected to the circuit network, with options to enable/disable and read their applicable ammunition. Gun and laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
* Miscellaneous changes [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-427]&lt;br /&gt;
** Logistic requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
** [[Rock]]s no longer drop [[stone]] on the ground when destroyed.&lt;br /&gt;
* [[Filter inserter]] and [[stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;bulk inserter&amp;quot;. This will be due to a new inserter in Space Age with the ability to stack items on belts, which will take the more appropriate name of stack inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Portable fusion reactor]] will be renamed to &amp;quot;portable &#039;&#039;fission&#039;&#039; reactor&amp;quot;, with a new nuclear reactor-inspired icon. This will be due to the introduction of a full-sized fusion reactor in Space Age, which will come much later in the game.&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots|flying robot]] behavior. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* [[Roboport]]s have built-in radar coverage of 2 [[map structure#Chunk | chunk]]s. [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
* Big power poles now have a wire range of 32 tiles. [https://www.factorio.com/blog/post/fff-377]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] can now be faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* [[Modding]] additions [https://forums.factorio.com/viewtopic.php?p=589483#p589483], [https://www.factorio.com/blog/post/fff-425]&lt;br /&gt;
** Mods can create more than 255 tiles. &lt;br /&gt;
** Mods can use the upgraded enemy pathfinding system, which allows enemies to ignore certain obstacles, even though this system is only currently used in Space Age.&lt;br /&gt;
** Pollutant types: Mods can add different types of pollution, each with different name, emission and absorption rate, color, and more, with a restriction of one type per surface. &lt;br /&gt;
* Improvements to [[spidertron]] [https://www.factorio.com/blog/post/fff-380], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-425]&lt;br /&gt;
** Spidertrons can now be blueprinted &lt;br /&gt;
** The [[spidertron remote]] is renamed to the &amp;quot;RTS tool&amp;quot; and has been expanded with new controls.&lt;br /&gt;
*** It is no longer a craftable item, but a button on the quickbar {{Keybinding|alt|A}}&lt;br /&gt;
*** It can select a group of spidertrons to control them all.&lt;br /&gt;
** Improved pathfinding and performance when attempting to path over obstacles.&lt;br /&gt;
** Spidertrons have a slightly different walking animation due to changes in the leg algorithm made for spidertron-like enemies in Space Age.&lt;br /&gt;
* The pipette tool now works in more places: Recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, lava, oil ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: The silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[processing unit]]s instead.&lt;br /&gt;
* [[Beacon]] rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using quality from Space Age, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
* Combat balancing [https://factorio.com/blog/post/fff-427]&lt;br /&gt;
** [[Enemies#Nests | Spawners]]: Health increases with [[Enemies#Evolution | evolution]], up to a maximum of 3500 health at 100% evolution factor.&lt;br /&gt;
** Spawners: 15% explosive damage resistance removed&lt;br /&gt;
** [[Enemies#Worms | Worms]]: Medium and larger variants have increased health and laser resistance&lt;br /&gt;
** [[Artillery]]: +100% damage against spawners&lt;br /&gt;
** [[Distractor capsule | Distractor]]: Increased health (90 &amp;gt; 180); increased lifetime (45s &amp;gt; 90s)&lt;br /&gt;
** [[Destroyer capsule | Destroyer]]: Increased base damage (10 &amp;gt; 20); increased range (15 &amp;gt; 20)&lt;br /&gt;
** [[Personal laser defense]]: Decreased base damage (30 &amp;gt; 10)&lt;br /&gt;
** [[Cannon shell | Normal]], [[Explosive cannon shell | explosive]], and [[Uranium cannon shell | uranium]] cannon shells: Increased range and damage&lt;br /&gt;
** [[Shotgun shells]]: Increased base damage (5 &amp;gt; 8)&lt;br /&gt;
** [[Rocket]], [[explosive rocket]], and [[atomic bomb]]: Acceleration speed doubled&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-418 Friday Facts #418 - Space Age release date]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199523</id>
		<title>Upcoming features</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Upcoming_features&amp;diff=199523"/>
		<updated>2024-09-03T14:31:37Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* Known free changes for 2.0 */ correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
This is a list of known information about the upcoming expansion pack &#039;&#039;&#039;Factorio: Space Age&#039;&#039;&#039; and the upcoming 2.0 version.&lt;br /&gt;
&lt;br /&gt;
* As of August 2023, development is at the end of step 5 &amp;quot;First pass of tweaking&amp;quot; out of 7 total steps until release. [https://factorio.com/blog/post/fff-373]&lt;br /&gt;
* The planned price is $35.00 because it is &amp;quot;as big an addition as the whole vanilla game.&amp;quot;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
* Space Age is expected to release on &#039;&#039;&#039;October 21, 2024&#039;&#039;&#039;. [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
== Factorio: Space Age ==&lt;br /&gt;
[https://factorio.com/blog/post/fff-367 Friday Facts #367] shows some concept art for the expansion. [https://factorio.com/blog/post/fff-372 Friday Facts #372] shows some item icons from the expansion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Factorio: Space Age continues the player&#039;s journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.&amp;quot; [https://factorio.com/blog/post/fff-418]&lt;br /&gt;
&lt;br /&gt;
Consists of 3 major mods which can be enabled and disabled at will: Space Age, Quality, and Elevated Rails.&lt;br /&gt;
&lt;br /&gt;
=== Space Age ===&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-373 FFF 373 - Factorio: Space Age], [https://www.factorio.com/blog/post/fff-381 FFF 381 - Space Platforms], [https://www.factorio.com/blog/post/fff-386 FFF 386 - Vulcanus], [https://www.factorio.com/blog/post/fff-387 FFF 387 - Swimming in lava], [https://factorio.com/blog/post/fff-398 FFF 398 - Fulgora], [https://factorio.com/blog/post/fff-399 FFF 399 - Trash to Treasure], [https://factorio.com/blog/post/fff-413 FFF 413 - Gleba], [https://factorio.com/blog/post/fff-414 FFF 414 - Spoils of Agriculture]&lt;br /&gt;
&lt;br /&gt;
* Space Age features 4 new planets, each with their own &amp;quot;unique theme, resource, challenges, and gameplay mechanics&amp;quot;, and new enemies to deal with.&lt;br /&gt;
** &#039;&#039;&#039;Vulcanus&#039;&#039;&#039;, a molten, waterless planet whose pools of lava can be casted into metal.&lt;br /&gt;
** &#039;&#039;&#039;Fulgora&#039;&#039;&#039;, a lightning-prone desert planet where the only resource is Scrap left by an alien civilization.&lt;br /&gt;
** &#039;&#039;&#039;Gleba&#039;&#039;&#039;, a world overgrown with trees and mushrooms whose biological products eventually degrade into spoilage.&lt;br /&gt;
** The final planet is yet to be revealed, but is thought to be named &#039;&#039;&#039;Aquilo&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* [[Rocket silo | Rockets]] will be significantly cheaper. [[Chemical science pack | Chemical science]] unlocks rocket silo and access to space. [[Space science pack | Space science]] unlocks access to other planets. Some technologies have been moved to one of these planets; artillery, cliff explosives, spidertron, tier 3 modules, and some personal equipment are in this list.&lt;br /&gt;
&lt;br /&gt;
* Playthroughs of Space Age are expected to take approximately 60-100 hours.&lt;br /&gt;
&lt;br /&gt;
==== New Music ====&lt;br /&gt;
&lt;br /&gt;
* The expansion will come with five hours of new music, some of it recorded using a live orchestra. [https://www.factorio.com/blog/post/fff-406] There will be around one hour of new music for each new surface (space, plus the four new planets).&lt;br /&gt;
&lt;br /&gt;
* It will also feature a new &amp;quot;variable music tracks&amp;quot; system [https://www.factorio.com/blog/post/fff-407], which seeks to &amp;quot;provide some variety in the music after tens or hundreds of hours spent in game&amp;quot;. But, the developers note: &amp;quot;regular music is still the main focus and large majority of the soundtrack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* The Space Age soundtrack will be available as a separate digital purchase. [https://factorio.com/blog/post/fff-407]&lt;br /&gt;
&lt;br /&gt;
==== New Buildings ====&lt;br /&gt;
&lt;br /&gt;
* Agricultural tower, harvests [[tree]]s within range and can replant certain plants with seeds [https://factorio.com/blog/post/fff-414].&lt;br /&gt;
* Asteroid collector, sends out tentacle-like grabbers to collect asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Big mining drill, upgraded electric mining drill [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Biochamber, processes biological products [https://factorio.com/blog/post/fff-414]&lt;br /&gt;
* Crusher, assembler-like building for breaking down asteroids [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Electromagnetic plant, builds electricity-based items [https://factorio.com/blog/post/fff-399]&lt;br /&gt;
* Foundry, processes molten materials [https://factorio.com/blog/post/fff-387]&lt;br /&gt;
* Fusion generator, converts plasma from the fusion reactor into electricity and warm coolant [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Fusion reactor, uses fusion fuel cells and cold coolant to generate plasma [https://factorio.com/blog/post/fff-420]&lt;br /&gt;
* Rocket turret, fires [[rocket]]s, [[explosive rocket]]s, and [[atomic bomb]]s [https://factorio.com/blog/post/fff-410]&lt;br /&gt;
** Rockets have had [[electronic circuit]]s removed from their recipe, to compensate for higher demand&lt;br /&gt;
* Selector combinator, used for filtering out various signals from a wire. [https://factorio.com/blog/post/fff-384]&lt;br /&gt;
* Space platform hub, central unit for space platforms [https://www.factorio.com/blog/post/fff-381]&lt;br /&gt;
* Stack inserter, a new inserter tier with the ability to place item stacks up to 4 items tall on belts [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
** The current [[stack inserter]] will be renamed to the bulk inserter&lt;br /&gt;
* Tesla turret, fires a chaining beam of lightning which damages and stuns enemies [https://www.factorio.com/blog/post/fff-422]&lt;br /&gt;
* A higher tier of [[transport belt]], transporting 60 items per second. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
&lt;br /&gt;
==== Space Platforms ====&lt;br /&gt;
&lt;br /&gt;
* Space platforms are player-created surfaces that function both as factories and as transport to other planets.&lt;br /&gt;
&lt;br /&gt;
* Platforms are created by launching a space platform starter pack on a rocket, which creates the surface with a hub on it with a small amount of flooring. More flooring can be placed, but can&#039;t contain any holes. The entire platform is lost if the hub is destroyed.&lt;br /&gt;
&lt;br /&gt;
* The hub counts as a construction and logistics handler (as the player is confined to the hub) as well as a train-like entity (for moving between planets).&lt;br /&gt;
&lt;br /&gt;
* Rocket silos now act as a requester chest and can request all items needed by a connected hub in orbit, including ghost entities. Silos can also be manually filled.&lt;br /&gt;
&lt;br /&gt;
* A number of buildings can&#039;t be built on platforms, including construction and logistics robots, chests, vehicles, and burner entities.&lt;br /&gt;
&lt;br /&gt;
* Storage within the hub can be expanded with cargo bays, which is important as you can&#039;t place chests on platforms. Cargo bays can also attach to other cargo bays.&lt;br /&gt;
&lt;br /&gt;
* Platforms act as a power transmitter, removing the need for power poles entirely.&lt;br /&gt;
&lt;br /&gt;
* Asteroids appear around space platforms and act as a renewable way to obtain iron, ice, and carbon. All three are required to produce fuel and oxidiser to move between planets. Moving causes larger, hazardous asteroids to appear that can be shot down into the smaller, collectible form. All asteroid types are collected and then crushed.&lt;br /&gt;
** Metallic asteroids are crushed into iron ore&lt;br /&gt;
** Carbonic asteroids are crushed into carbon&lt;br /&gt;
** Oxide asteroids are crushed into ice, which can be melted into water&lt;br /&gt;
&lt;br /&gt;
* Excess items can be dumped by &amp;quot;inserting&amp;quot; them into a space with no flooring.&lt;br /&gt;
&lt;br /&gt;
* Satellites now only net 10 science packs per launch. Space science packs have been given a new recipe, however, and can be crafted with crushed asteroids and imported uranium-235. Uranium processing and tier 2 modules are now locked behind space science.&lt;br /&gt;
&lt;br /&gt;
==== Vulcanus ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-386 386 - Vulcanus], [https://factorio.com/blog/post/fff-387 387 - Swimming in lava]&lt;br /&gt;
&lt;br /&gt;
* Vulcanus is a new volcanic planet. Its surface is divided between three distinct biomes: mountains, ashlands and lava basins.&lt;br /&gt;
&lt;br /&gt;
* Mountains are large volcanoes, covered in cliffs and with a large lava pool at their center. They are home to sulfuric acid vents where sulfuric acid can be directly obtained, and a new material, calcite, which is used as a cleansing agent in recipes.&lt;br /&gt;
&lt;br /&gt;
* Ashlands are plateaus speckled with sparse vegetation and deposits of coal. They are home to leafless alien trees, presumably a source of wood.  They are relatively free of cliffs and lava, making them ideal for building.&lt;br /&gt;
&lt;br /&gt;
* Lava basins are filled with winding lava rivers. Within them are deposits of a new material, tungsten, which can only be mined using the new big mining drill.&lt;br /&gt;
&lt;br /&gt;
* The foundry, a new building for crafting with molten materials, can be researched here. It is used to process lava and calcite into molten iron and molten copper, with a byproduct of stone. It can also be used to melt iron and copper and cast molten metals into items such as iron gear wheels, copper wire, steel, and low density structures more quickly than other methods.&lt;br /&gt;
&lt;br /&gt;
* Lava can be used to destroy items by placing items over it with an inserter.&lt;br /&gt;
&lt;br /&gt;
* Big mining drills have a range of 13x13 tiles, harvest materials at 2.5/s, have 4 module slots, and have a 50% chance not to reduce resource richness, which can be further decreased at higher qualities.&lt;br /&gt;
&lt;br /&gt;
* Sulfuric acid and calcite can be obtained to create water, which is the only local source of water on the planet.&lt;br /&gt;
&lt;br /&gt;
* Coal liquefaction is now only obtainable on Vulcanus. A simplified liquefaction process is also available, wherein coal can be processed into oil without the need for heavy oil.&lt;br /&gt;
&lt;br /&gt;
* Tungsten is used in a foundry to create the metallurgic science pack.&lt;br /&gt;
&lt;br /&gt;
==== Fulgora ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-398 398 - Fulgora], [https://factorio.com/blog/post/fff-399 399 - Trash to Treasure]&lt;br /&gt;
&lt;br /&gt;
* Fulgora is a new barren desert planet. Its surface is split between island-like plateaus, and deep oilsands.&lt;br /&gt;
&lt;br /&gt;
* Oilsands can be walked through, but only elevated rail supports and offshore pumps can be built in them. Offshore pumps will produce an unlimited supply of [[heavy oil]].&lt;br /&gt;
&lt;br /&gt;
* Factory buildings can only be built on plateaus. The only way to bridge the gaps will be with elevated rails, but you will be able to landfill the oilsands in the late game.&lt;br /&gt;
&lt;br /&gt;
* Fulgora is prone to lightning storms at night. Lightning will damage buildings not protected by the new lightning rods.&lt;br /&gt;
&lt;br /&gt;
* Lightning rods will also take energy from lightning and turn it into electricity for the power network. A bank of accumulators is needed to store it through the daytime.&lt;br /&gt;
&lt;br /&gt;
* The plateaus are too far apart for electric poles, so each island will need its own electric network.&lt;br /&gt;
&lt;br /&gt;
* The electromagnetic plant, Fulgora&#039;s equivalent to the foundry, is found here. It is used for crafting electrical-based items such as lightning rods, supercapacitors, and modules. It has an inherent productivity bonus of 50%, which, unlike modules, is not restricted to just intermediate items.&lt;br /&gt;
&lt;br /&gt;
* The main resource on Fulgora is scrap, which can be processed in the [[recycler]] to create 12 different basic and intermediate products.&lt;br /&gt;
&lt;br /&gt;
* These products include the new holmium ore, which can be used to create the electromagnetic science pack.&lt;br /&gt;
&lt;br /&gt;
==== Gleba ====&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://factorio.com/blog/post/fff-413 413 - Gleba], [https://factorio.com/blog/post/fff-414 414 - Spoils of Agriculture], [https://factorio.com/blog/post/fff-424 424 - Pentapods]&lt;br /&gt;
&lt;br /&gt;
* Gleba is the new swampy forest planet. Its surface is split between swampy lowlands and the fungal-infested hills.&lt;br /&gt;
&lt;br /&gt;
* Two types of local trees can be harvested with the new agricultural tower to give fruit, which can be processed in an assembling machine into further products.&lt;br /&gt;
&lt;br /&gt;
* Processing fruit also gives seeds, which can be put back in the agricultural tower to replant trees, which the tower will harvest automatically when matured.&lt;br /&gt;
&lt;br /&gt;
* Fruit can be further processed into more industrial products within the new biochamber, which requires a new item called nutrients to operate.&lt;br /&gt;
&lt;br /&gt;
* Biological items will eventually and inevitably degrade into spoilage. The exact time differs per item, ranging anywhere from a few minutes to 2 hours.&lt;br /&gt;
** Spoilage can be burned in a [[boiler]], semi-destroyed in the [[recycler]], or processed into half-spoiled nutrients.&lt;br /&gt;
** Spoilable items are used as ingredients in a few non-spoilable items. Once that final item is created, it does not degrade further.&lt;br /&gt;
** Inserters will be able to prioritize the most or least spoiled items.&lt;br /&gt;
** Mods will be able to dictate what item a spoilable item turns into. [https://www.reddit.com/r/factorio/comments/1da7v22/comment/l7iqyl6]&lt;br /&gt;
&lt;br /&gt;
* The agricultural science pack, crafted here, will also spoil, which will reduce its research value.&lt;br /&gt;
&lt;br /&gt;
* Gleba&#039;s atmosphere naturally absorbs most [[pollution]] from industrial buildings. Instead, &amp;quot;pollution&amp;quot; comes in the form of spores and aroma from biological harvesting and processing, which will attract the native pentapods.&lt;br /&gt;
&lt;br /&gt;
* Pentapods are new spider-like enemies native to Gleba. They have three units:  &#039;&#039;&#039;wrigglers&#039;&#039;&#039;, &#039;&#039;&#039;strafers&#039;&#039;&#039; and &#039;&#039;&#039;stompers&#039;&#039;&#039;. Strafers and stompers are able to walk over [[wall]]s. They are fairly passive compared to biters; pentapods will defend themselves and only attack once provoked.&lt;br /&gt;
&lt;br /&gt;
* Pentapods spawn in &#039;&#039;&#039;egg rafts&#039;&#039;&#039;, found in Gleba&#039;s marshlands. Egg rafts drop pentapod eggs when destroyed, a key ingredient in crafting the biochamber. With some research, pentapod eggs can be automated at the risk of them spoiling and hatching into wrigglers.&lt;br /&gt;
&lt;br /&gt;
* Wrigglers are newly hatched pentapods with average damage. They are very weak individually, but strong in large numbers, and can be spawned by both strafers and stompers. &lt;br /&gt;
&lt;br /&gt;
* Strafers are fast, agile creatures that circle targets at a distance and spit out wrigglers, which can go over walls. Strafers can outrange both gun and laser turrets, and will back off when suffering damage. &lt;br /&gt;
&lt;br /&gt;
* Stompers are slow and heavily armored that attack with both their crushing feet and a close-range spit. Their feet deal high damage in a small area of effect. When killed, stompers spawn a cluster of wrigglers. &lt;br /&gt;
&lt;br /&gt;
=== Quality ===&lt;br /&gt;
: &#039;&#039;&#039;This is a short overview of Quality, for more details see [[Quality]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relevant FFFs: [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality], [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
Quality offers &amp;quot;vertical&amp;quot; growth for factories and influences a variety of building and item stats. There are 5 quality tiers: Normal, Uncommon, Rare, Epic, and Legendary.&lt;br /&gt;
&lt;br /&gt;
Known effects per quality level of items include improved crafting speed, turret range, health and module strength. These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Quality items above Normal are created when quality modules are used in the machine that is crafting the item. Quality modules have a strength of 10%/15%/25% in line with the 2/3/5 system other modules use, as well as a speed penalty. Quality modules can be used on any recipe, unlike productivity modules which can only be used on intermediates. Quality is also random, whereas productivity is a cumulative effect.&lt;br /&gt;
&lt;br /&gt;
The quality mod also adds a new building: The [[recycler]], which gives a 25% chance of returning items created from recipes.&lt;br /&gt;
&lt;br /&gt;
There is a new achievement for having best legendary armor full of legendary equipment [https://www.factorio.com/blog/post/fff-375].&lt;br /&gt;
&lt;br /&gt;
=== Elevated Rails ===&lt;br /&gt;
Relevant FFF: [https://www.factorio.com/blog/post/fff-378 FFF 378 - Trains on another level]&lt;br /&gt;
&lt;br /&gt;
New buildings:&lt;br /&gt;
&lt;br /&gt;
* Rail ramp, to change layers&lt;br /&gt;
* Rail support, to support elevated rails&lt;br /&gt;
&lt;br /&gt;
Elevated rails offer a second layer of rail planning, including curved rails and signals. Elevated rails require periodic supports which can be placed on water.&lt;br /&gt;
&lt;br /&gt;
== Known free changes for 2.0 ==&lt;br /&gt;
&lt;br /&gt;
* [[Crafting#Recipe_difficulties|Expensive mode]] gets turned into a mod. [https://forums.factorio.com/viewtopic.php?p=577191#p577191]&lt;br /&gt;
* Better [[blueprint]] building. [https://www.factorio.com/blog/post/fff-380], [https://factorio.com/blog/post/fff-392], [https://www.factorio.com/blog/post/fff-394], [https://www.factorio.com/blog/post/fff-403], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-412]&lt;br /&gt;
** &amp;quot;Super force building&amp;quot;: Will place [[landfill]] underneath blueprints when building on water, or delete any other buildings in the way. Underground belts will be placed automatically, if possible.&lt;br /&gt;
*** Landfill can now also be mined both by the player and by [[construction robot]]s, in addition to being automatically marked for deconstruction when &amp;quot;super force building&amp;quot; an [[offshore pump]]. [https://www.factorio.com/blog/post/fff-383]&lt;br /&gt;
** Quick adjustment of [[blueprint]] grid offsets: {{Keybinding|shift|Arrow keys}} adjusts the grid position, {{Keybinding|ctrl|Arrow keys}} adjusts the absolute grid offset.&lt;br /&gt;
** [[Rail planner]] now works in map mode (and works especially well with the new &amp;quot;super force building&amp;quot; feature).&lt;br /&gt;
** Fluid-based buildings like the [[oil refinery]] can now be flipped.&lt;br /&gt;
** Parametrized blueprints: Assign parameters to entities within a blueprint, and change their values en masse when pasting the blueprint. Useful for changing a large number of entities within a generic blueprint, such as a line of [[filter inserter]]s at a train station.&lt;br /&gt;
** Redo: Use {{Keybinding|ctrl|Y}} (or {{Keybinding|cmd|Z}}) to redo a previously undone order.&lt;br /&gt;
** Using undo on actions more than 5 minutes old will show a confirmation box showing a preview of what is to be undone.&lt;br /&gt;
** Wire connections, pasting entity settings, and blueprint rotations can now be undone (and redone).&lt;br /&gt;
** Configure entities while they are still ghosts [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
* Remote interactions [https://www.factorio.com/blog/post/fff-380]&lt;br /&gt;
** Open any entity to configure it&lt;br /&gt;
** Rotate any entity instantly &lt;br /&gt;
** RMB to mark things for deconstruction&lt;br /&gt;
* Improvements to control of [[train]] systems. [https://factorio.com/blog/post/fff-377],[https://factorio.com/blog/post/fff-389], [https://factorio.com/blog/post/fff-395], [https://www.factorio.com/blog/post/fff-403]&lt;br /&gt;
** Any item: A new wildcard signal that will replace itself with the first item in the train, allowing for generic trains&lt;br /&gt;
** Disabling: Disabled stations will now act as if their station limit is set to 0.&lt;br /&gt;
*** A train en route to a station that is disabled will now continue to the station regardless, instead of skipping it and re-pathing.&lt;br /&gt;
*** A train told to go to a disabled station will enter the &amp;quot;destination full&amp;quot; state and wait until it is enabled again.&lt;br /&gt;
** Locomotive colors: Locomotives can update their color based on the destination station&#039;s color.&lt;br /&gt;
** Manual push: Push trains with your feet. Very slow.&lt;br /&gt;
** New rails: [[Rail]]s have a new texture. The geometry behind rail curves has been redone, allowing for 2 and 4-tile S-bends.&lt;br /&gt;
*** Trains will still drive on old rails in existing worlds, but old rails can no longer be built by any means, including copy/paste or blueprints.&lt;br /&gt;
** Reservations: Trains will give up their reservation in a station when they leave the block the station is in, opposed to immediately.&lt;br /&gt;
** Remote control: It&#039;s now possible to remote drive trains, which is convenient for controlling a train on another surface without traveling to it&lt;br /&gt;
** Train interrupts: Trains can be directed to a different station when a condition is met, such as when [[fuel]] is low.&lt;br /&gt;
** Train stop priority: A new slider in the train stop GUI. Stops have a priority of 0 to 255, with a default of 50.&lt;br /&gt;
*** When deciding between multiple destinations, trains will prefer stops with a higher priority.&lt;br /&gt;
*** Trains at stops with higher priority will be dispatched first.&lt;br /&gt;
** Train groups: Trains can be assigned a group, and have their schedules changed en masse.&lt;br /&gt;
** [[Train stop]] GUI Improvements:&lt;br /&gt;
*** The GUI now has a &#039;Trains on the way&#039; tab.&lt;br /&gt;
*** When you set the name of a stop, it will copy the limit and color from an existing stop with that name.&lt;br /&gt;
*** A stop&#039;s name is now shown when hovered over on the map.&lt;br /&gt;
*** Train stop now shows path of incoming trains.&lt;br /&gt;
*** Ability to copy-paste train stops from the map.&lt;br /&gt;
*** Mass stop rename: holding {{Keybinding|ctrl}} when confirming a change will rename all stops with that name to the new name.&lt;br /&gt;
* UI additions [https://factorio.com/blog/post/fff-397], [https://factorio.com/blog/post/fff-408], [https://factorio.com/blog/post/fff-423], [https://factorio.com/blog/post/fff-426]&lt;br /&gt;
** Accumulator charge: The [[electric system#Electric network info screen | electric network info screen]] now has a third graph which displays [[accumulator]] charge over time.&lt;br /&gt;
** New [[alerts]] GUI: Alerts are more intuitively separated by category and location, with the option to pin the alert location to the map. Hovering over the alert will bring up a small view of the alert location. If using Space Age, alerts are further separated by planet.&lt;br /&gt;
** Factoriopedia: A new GUI which shows all items in the game, how they are crafted, what recipes they&#039;re used in, and what technologies unlock them. Can also be built upon for Space Age and modded content. &lt;br /&gt;
** Ingredient consumption: Hovering over any type of crafting machine will show the exact consumption and production rate of its items, taking into account any modules, beacons, machine crafting speed, productivity bonuses, and, if using quality from Space Age, quality.&lt;br /&gt;
** Map pins: Pin specific locations to your map for later use. If in multiplayer, these are unique to each player, unlike map tags.&lt;br /&gt;
** Map search: While in map view, you can search for production buildings, ore patches, map tags, and train stops.&lt;br /&gt;
** Online players: A new GUI exclusive to [[multiplayer]] that will show all online players, with the ability to show their current location and pin that location to the map. If using Space Age, will also show each player&#039;s current planet.&lt;br /&gt;
** Recipe/Product Info: Within crafting machines&#039; GUI, the selected recipe has been disconnected from the item being produced. Clicking either will open the Factoriopedia page for the item or recipe. This is particularly useful if using Space Age, where some items have multiple recipes.&lt;br /&gt;
** Science consumption: Hovering the mouse over the research progress bar in the top right will show a small graph showing the last 10 minutes of science consumption, and the estimated time remaining based on the last 1 minute. &lt;br /&gt;
** Science production: The [[production statistics]] GUI now has a special selectable item representing science produced by the [[lab|labs]].&lt;br /&gt;
*** If using Space Age, production statistics can show any or all planets.&lt;br /&gt;
*** If using quality from Space Age, production statistics can show any or all quality grades.&lt;br /&gt;
* Abstract items: [[Red wire]], [[green wire]], [[artillery targeting remote]], [[discharge defense remote]], and [[spidertron remote]] are no longer physical items you craft and take up inventory space, but now buttons on the [[shortcut bar]]. [https://factorio.com/blog/post/fff-379]&lt;br /&gt;
* Trigger technologies: Some [[technologies]] will now be unlocked by mining an entity or crafting specific items. For example, a new technology called &amp;quot;steam power&amp;quot; will unlock [[steam engine]] and related buildings after crafting 50 [[iron plate]]s. As such, the number of recipes available at the start of the game is reduced from 28 to 12.&lt;br /&gt;
* Fluids 2.0: The [[fluid system]] has been completely rewritten. [[Pipe]]s now have essentially unlimited throughput; a fluid pushed into a segment of pipes is now fully available across the entire stretch of pipes equally. Machines &amp;quot;push&amp;quot; fluids into pipes at an unlimited rate, and &amp;quot;pull&amp;quot; at a rate equal to how full a segment is. [https://factorio.com/blog/post/fff-416]&lt;br /&gt;
* Display panel: A new building that displays signal icons and custom messages, in-game or on the map screen. It can be connected to the circuit network to set conditions. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Circuit network]] changes [https://factorio.com/blog/post/fff-384], [https://factorio.com/blog/post/fff-388], [https://factorio.com/blog/post/fff-394], [https://factorio.com/blog/post/fff-402], [https://factorio.com/blog/post/fff-405] [https://factorio.com/blog/post/fff-410], [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
** [[Assembling machine]]s can now be connected to the circuit network. Functions include setting recipes via signal, reading active ingredients, and outputting a signal when a recipe is finished.&lt;br /&gt;
** [[Lamp]]s now have an option to use colors and enable during the day without the need for a circuit connection.&lt;br /&gt;
** The GUI for [[arithmetic combinator]]s and [[decider combinator]]s are redone. Decider combinators can now handle multiple conditions at once.&lt;br /&gt;
** Connecting to [[transport belts]] has the option to read the contents of all belts in the same &amp;quot;transport line&amp;quot;, survives going through underground belts; also has &amp;quot;less visual clutter&amp;quot;.&lt;br /&gt;
** Wireless circuit transmission using [[radar]] with a single radar channel for each surface.&lt;br /&gt;
** Heavily reworked [[Logistic network]] GUI, with remote view panel and table of inventory icons.&lt;br /&gt;
** [[Pump]] now has a filter, which can be set with signals.&lt;br /&gt;
** When using the cut tool, the game remembers outside circuit wire connections, tries to reconnect if possible. This cannot be transferred to a blueprint export string.&lt;br /&gt;
** [[Gun turret]], [[laser turret]], and [[artillery turret]] can now be connected to the circuit network, with options to enable/disable and read their applicable ammunition. Gun and laser turrets also have the ability to set a list of priority targets via signals.&lt;br /&gt;
* Small changes [https://factorio.com/blog/post/fff-388]&lt;br /&gt;
** Logistic requests are re-enabled upon retrieving one&#039;s corpse.&lt;br /&gt;
** Mathematical expressions can be typed in text fields, such as 4k, 4*5k, etc.&lt;br /&gt;
** Save games can now be sorted by last time modified.&lt;br /&gt;
* [[Filter inserter]] and [[stack filter inserter]] will be removed. All remaining inserters will have the ability to filter 5 items. [https://factorio.com/blog/post/fff-393]&lt;br /&gt;
* [[Stack inserter]]s will be renamed to &amp;quot;bulk inserter&amp;quot;. This will be due to a new inserter in Space Age with the ability to stack items on belts, which will take the more appropriate name of stack inserter. [https://factorio.com/blog/post/fff-394].&lt;br /&gt;
* Inserters more reliably pickup items off of faster transport belts. [https://factorio.com/blog/post/fff-419]&lt;br /&gt;
* [[Portable fusion reactor]] will be renamed to &amp;quot;portable &#039;&#039;fission&#039;&#039; reactor&amp;quot;, with a new nuclear reactor-inspired icon. This will be due to the introduction of a full-sized fusion reactor in Space Age, which will come much later in the game.&lt;br /&gt;
* [[Ghost]] [[Pipe|pipes]] will visually connect to each other. [https://forums.factorio.com/viewtopic.php?p=578549#p578549]&lt;br /&gt;
* Improved [[Robots|flying robot]] behavior. [https://www.factorio.com/blog/post/fff-374], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
* [[Roboport]]s have built-in radar coverage of 2 [[map structure#Chunk | chunk]]s. [https://factorio.com/blog/post/fff-421]&lt;br /&gt;
* Big power poles now have a wire range of 32 tiles. [https://www.factorio.com/blog/post/fff-377]&lt;br /&gt;
* An overhaul to the sound engine, allowing for more dynamic and layered sounds. [https://factorio.com/blog/post/fff-396]&lt;br /&gt;
* Improved world generation of Nauvis, the starting planet. [https://factorio.com/blog/post/fff-401]&lt;br /&gt;
* [[Crafting]] can now be faster than 1 craft per tick [https://www.factorio.com/blog/post/fff-402]&lt;br /&gt;
* [[Modding]] additions [https://forums.factorio.com/viewtopic.php?p=589483#p589483], [https://www.factorio.com/blog/post/fff-425]&lt;br /&gt;
** Mods can create more than 255 tiles. &lt;br /&gt;
** Mods can use the upgraded enemy pathfinding system, which allows enemies to ignore certain obstacles, even though this system is only currently used in Space Age.&lt;br /&gt;
** Pollutant types: Mods can add different types of pollution, each with different name, emission and absorption rate, color, and more, with a restriction of one type per surface. &lt;br /&gt;
* Improvements to [[spidertron]] [https://www.factorio.com/blog/post/fff-380], [https://www.factorio.com/blog/post/fff-404], [https://factorio.com/blog/post/fff-425]&lt;br /&gt;
** Spidertrons can now be blueprinted &lt;br /&gt;
** The [[spidertron remote]] is renamed to the &amp;quot;RTS tool&amp;quot; and has been expanded with new controls.&lt;br /&gt;
*** It is no longer a craftable item, but a button on the quickbar {{Keybinding|alt|A}}&lt;br /&gt;
*** It can select a group of spidertrons to control them all.&lt;br /&gt;
** Improved pathfinding and performance when attempting to path over obstacles.&lt;br /&gt;
** Spidertrons have a slightly different walking animation due to changes in the leg algorithm made for spidertron-like enemies in Space Age.&lt;br /&gt;
* The pipette tool now works in more places: Recipe slots, logistic slots, inventory slots; placeable tiles like concrete, landfill, platform foundation, etc.; Water, lava, oil ocean (to get offshore pump) [https://www.factorio.com/blog/post/fff-404]&lt;br /&gt;
* [[Rocket silo]] changes [https://www.factorio.com/blog/post/fff-405] [https://discord.com/channels/139677590393716737/603392474458882065/1179442159628341318]&lt;br /&gt;
** Faster subsequent launches: The silo can craft and buffer an extra rocket inside. These buffered rockets will be launched without the silo going through its normal animation of closing and reopening its doors.&lt;br /&gt;
** [[Rocket control unit]]s are removed. [[Rocket part]]s now take [[processing unit]]s instead.&lt;br /&gt;
* [[Beacon]] rebalance [https://factorio.com/blog/post/fff-409]&lt;br /&gt;
** Beacons now transmit at a base strength of 1.5, instead of 0.5.&lt;br /&gt;
** A beacon&#039;s effect on a building now scales based on the square root of the number of beacons effecting the building. Buildings with 8 or fewer beacons receive a buff, 9 or more receive a nerf.&lt;br /&gt;
** If using quality from Space Age, higher quality beacons have a greater transmission power.&lt;br /&gt;
* [[Multiplayer]] improvements [https://factorio.com/blog/post/fff-412], [https://factorio.com/blog/post/fff-415]&lt;br /&gt;
** Latency improvements when driving [[vehicles]].&lt;br /&gt;
** A dedicated server that was auto-paused will remain paused until a player has fully loaded in, rather than immediately.&lt;br /&gt;
** Servers have the option to auto-pause when a player is joining.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[:Category:Upcoming]] - Pages for specific upcoming features&lt;br /&gt;
* [https://factorio.com/blog/post/fff-365 Friday Facts #365 - Future plans]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-367 Friday Facts #367 - Expansion news]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-373 Friday Facts #373 - Factorio: Space Age]&lt;br /&gt;
* [https://factorio.com/blog/post/fff-418 Friday Facts #418 - Space Age release date]&lt;br /&gt;
* [[Roadmap|Planned releases]]&lt;br /&gt;
&lt;br /&gt;
{{C|News}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=199522</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=199522"/>
		<updated>2024-09-03T13:06:34Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: new abstract, changed heading capitalization to follow rest of wiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
Quality is a feature of the [[Space Age]] expansion, it introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of Quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using Quality modules in the producing structure, the two highest quality tiers require technology not available on Nauvis.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
&lt;br /&gt;
* Normal (0)&lt;br /&gt;
* Uncommon (1)&lt;br /&gt;
* Rare (2)&lt;br /&gt;
* Epic (3)&lt;br /&gt;
* Legendary (5)&lt;br /&gt;
&lt;br /&gt;
All vanilla quality tiers have a 0.1 chance multiplier, which is used when crafting with quality modules.&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
&lt;br /&gt;
The currently known effects of quality strength are as follows:&lt;br /&gt;
&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach for power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* Increased ammo damage (30%?)&lt;br /&gt;
* Faster inserters&lt;br /&gt;
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)&lt;br /&gt;
* Larger capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on beacons&lt;br /&gt;
* Larger scan range on radars&lt;br /&gt;
* +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive, a Legendary [[Productivity module 3]] would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Quality modules ==&lt;br /&gt;
&lt;br /&gt;
Quality modules add 10%/15%/25% quality strength to a crafting machine, which allows resulting items to be a higher quality.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, start with the sum of quality strength, then for each quality improvement multiply by the tier chance multiplier (0.1 for all vanilla tiers).&lt;br /&gt;
&lt;br /&gt;
For 100% quality strength on Normal inputs with all tiers unlocked, this gives the following odds:&lt;br /&gt;
&lt;br /&gt;
* 90% Normal&lt;br /&gt;
* 9% Uncommon (10% Uncommon+)&lt;br /&gt;
* 0.9% Rare (1% Rare+)&lt;br /&gt;
* 0.09% Epic (0.1% Epic+)&lt;br /&gt;
* 0.01% Legendary&lt;br /&gt;
&lt;br /&gt;
For 248% quality strength (maximum possible as +150% on 25% rounds down to 62% per module), the odds are instead:&lt;br /&gt;
&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the lowest input quality ignoring [[fluid system|liquid]]s (as fluids cannot have quality). Crafting an [[Electronic circuit]] from Uncommon [[Iron plate]]s and Epic [[Copper cable]] will give a base quality of Uncommon.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is (in vanilla) the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
=== Optimal module usage ===&lt;br /&gt;
&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
&lt;br /&gt;
* If the quality modules offer less than 15% strength, use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary 3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is &#039;&#039;not&#039;&#039; Epic, use 3 quality modules&lt;br /&gt;
*** If the productivity modules offer 1.5% or less and the base quality of the inputs is Rare, use 4 quality modules and not 3&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Desynchronization&amp;diff=199237</id>
		<title>Desynchronization</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Desynchronization&amp;diff=199237"/>
		<updated>2024-08-05T23:22:35Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* Desync Investigations */ fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A desynchronization (desync) is a disagreement of the game state between the server and at least one client in a multiplayer game, this means the parties no longer run the simulation identically. &lt;br /&gt;
&lt;br /&gt;
== How desyncs happen ==&lt;br /&gt;
Desyncs are errors and should not occur during regular play, they can be caused by: &lt;br /&gt;
* a bug in Factorio code&lt;br /&gt;
* a bug in a mod/scenario&lt;br /&gt;
* a miscalculation on server or client hardware&lt;br /&gt;
Networking-, latency or performance problems do NOT cause desyncs.&lt;br /&gt;
&lt;br /&gt;
=== Factorio multiplayer architecture ===&lt;br /&gt;
Factorio multiplayer code uses deterministic lockstep to synchronize clients. This is a method of synchronizing a game from one computer to another by sending only the user inputs that control that game, rather than networking the state of the objects in the game itself. It means that all player&#039;s games need to simulate every single tick of the game identically. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. The game includes processes to ensure any issues with network traffic do not cause desyncs.&lt;br /&gt;
&lt;br /&gt;
=== Player experience of desyncs ===&lt;br /&gt;
When a client detects a desync, it disconnects the player and starts to download files from the server (map and game state information) to include them in the [[#Desync_report|Desync report]], this will take longer than the normal map download. After the download is finished and the desync report has been generated the player is offered the options to view the report, quit or reconnect to continue playing. Depending on the cause of the desync, the client might immediately desync again when reconnecting.&lt;br /&gt;
&lt;br /&gt;
[[File:Desync report notification.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Desync report ===&lt;br /&gt;
The desync report will help mod/scenario makers or Factorio developers to fix the underlying bug, it contains both the player&#039;s and server&#039;s copy of the save game (map and game state). The player&#039;s copy is from when the desync occurred and titled &#039;&#039;desynced-level&#039;&#039;. With the server&#039;s copy being from when the automatic reconnection was made and titled &#039;&#039;reference-level.zip&#039;&#039;. A copy of the players Factorio log file is included titled &#039;&#039;log.txt&#039;&#039;. As the report contains two copies of the save game it may have a large file size. Furthermore, the save files that are made for the desync report contain more data than normal save files, further increasing their size.&lt;br /&gt;
&lt;br /&gt;
The desync report does not state the cause of the desync but rather is a record of the game state at the time of the desync.&lt;br /&gt;
&lt;br /&gt;
=== Next Steps ===&lt;br /&gt;
The next steps after a desync occurs is to start a desync investigation. In many situations restarting the server will work around the desync in the short term and allow all players to rejoin until the conditions for the bug to occur are re-created. However, a server restart isn&#039;t guaranteed success and may lead to no players being able to rejoin the server without desyncing.&lt;br /&gt;
&lt;br /&gt;
== Desync Investigations ==&lt;br /&gt;
In most cases when desyncs occur and mods or scenarios are being used they are the cause and need to be handled first. If they are found to not be the cause then it should be reported as a [[#Desync_reporting_of_core_Factorio_game|core Factorio desync]]. In both cases identifying the activity that triggers the desync is an important step. For example, whether it is tied to a player&#039;s action or activity that happens in the game (i.e. a train arriving at a station) or is a time-related event. In some cases, the desync may not be reproducible and so only a code investigation can work towards a fix.&lt;br /&gt;
&lt;br /&gt;
When desyncs occur and mods/scenarios are in the use there are 2 different approaches that can be taken to help get the issue fixed. The code investigation approach requires you to be familiar with Factorio modding and its coding rules. The less technical method is to identify the mod and activity that causes the desync through trial and error so it can be reported to the mod author.&lt;br /&gt;
&lt;br /&gt;
=== Identifying desync causing mod through trial and error ===&lt;br /&gt;
This is a less technical method aiming to identify the mod and its activity that seems to cause the desync so it can be reported to the mod/scenario author. The activity that causes the desync should be established prior to these activities being done to confirm if they are having an impact. These steps may affect the gameplay and should be done on a test save. &lt;br /&gt;
* Removing any newly added mods and rolling back (returning to the previous version) any updated mods to see if the issue still occurs.&lt;br /&gt;
* Removing mods from the game to rule them out as the cause.&lt;br /&gt;
Once the desync can no longer be reproduced the suspected mod can be re-added/updated and the desync recreated to confirm the mod and activity are the cause of the desync. As these steps require the server to be restarted this may in itself fix any desyncs in the short term until the conditions for the bug to occur are re-created.&lt;br /&gt;
&lt;br /&gt;
=== Code investigations with mods/scenarios involved ===&lt;br /&gt;
The desync report is a useful reference for investigating desyncs but it does not state the cause of the desync. Comparing the desync files and use of heavy mode can assist in identifying which mods and activities to review initially. Ideally, it is supplemented by an account of what was occurring and being done by players at the point of the desync occurring to assist with narrowing down the activities of code to review. However in many complicated scenarios this may not be known prior to the investigation.&lt;br /&gt;
&lt;br /&gt;
==== Code that causes desyncs ====&lt;br /&gt;
There are a number of ways mod and scenario code can cause desyncs, such as due to incorrect variable scoping, requiring or API event handling. Examples of these can be found in [[Tutorial:Modding tutorial/Gangsir#Multiplayer_and_desyncs|Gangsir&#039;s modding tutorial multiplayer and desyncs section]], with the full technical definition of usage constraints for API events in the [https://lua-api.factorio.com/latest/Data-Lifecycle.html Factorio API data lifecycle]. Not all instances of non-compliance will lead to desyncs or errors, but most will. For this reason, it is recommended to always maintain compliance to avoid risk and time-consuming testing. Instances of non-compliance found should be raised to the code author.&lt;br /&gt;
&lt;br /&gt;
==== Comparing game state &amp;amp; save files ====&lt;br /&gt;
The desync report files and heavy mode dumps contain a number of files that can be compared by any text comparison tool to look for differences. These files are generally sequelized dumps of Lua tables or c++ game objects and so are only partially human readable. The less human readable items can include floating point numbers serilaised (0x.HEXp+HEX) and &#039;&#039;magic&#039;&#039; unique identifier numbers for prototype instances in the c++ game state. These numbers and reference ids should generally be the same between files as the in-game entity they reference normally won&#039;t have changed between the 2 save game states being obtained. &lt;br /&gt;
When the data differs between files the source code of that mod/scenario must be examined for all interactions with that data item for any instances of non-compliance.&lt;br /&gt;
&lt;br /&gt;
==== Examining the desync files ====&lt;br /&gt;
Within each savegame&#039;s zip in the desync report are a number of files that when compared can show data changes. As the server copy of the save is obtained after the desync there may be genuine differences between the files. So differences aren&#039;t hard evidence of the cause of a desync, but only a pointer on where to investigate further.&lt;br /&gt;
&lt;br /&gt;
* script.dat - contains the scenario and mods [https://lua-api.factorio.com/latest/Global.html Factorio global tables]. Generally, the save&#039;s persistent data should be the same between the 2 saves. On rare occasions, there can be a difference due to how the information is written out to the file. Should a mod causes a player&#039;s game to desync it can cause the player&#039;s game to stop processing other mod activity mid tick. This can lead those mod&#039;s global tables to have differences between the player and the server copies despite having no code defects themselves.&lt;br /&gt;
* level_with_tags_tick_XXXX.dat - contains the current game state together with additional saving tags to aid human readability. This can show if entity states or chat messages differ. &#039;&#039;level.dat&#039;&#039; is the same information, but without the descriptive tags for data values.&lt;br /&gt;
&lt;br /&gt;
==== Using heavy mode command ====&lt;br /&gt;
[[Console#Normal_commands|Heavy mode]] is an in-game option that can be enabled to make Factorio save and load the game every tick. This allows Factorio to highlight if there are any changes in the game state between the save and subsequent load. Should a state change occur, a message is shown in-game and the save and load game states recorded to a &#039;&#039;dumps&#039;&#039; folder in the players [[Application directory#User_data_directory|user data folder]].&lt;br /&gt;
Typically this process will trigger for incorrect changing of data as part of the on_load event or local/global variables being changed and not persisted. The recorded game state is a dump of the internal game state, including entities, but does not include the mod&#039;s global table. This allows the checking if an entity&#039;s state has become different between the load and save state.&lt;br /&gt;
&lt;br /&gt;
This process can be used to partially test a mod for multiplayer compliance without the need of multiple players or a server.&lt;br /&gt;
&lt;br /&gt;
=== Desync reporting of core Factorio game ===&lt;br /&gt;
If no mod or scenario were involved in the desync, the desync report and activity information should be posted to the [https://forums.factorio.com/53851 Factorio forums bug report section].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-63 FFF 63] - How heavy mode works&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Log_file&amp;diff=199236</id>
		<title>Log file</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Log_file&amp;diff=199236"/>
		<updated>2024-08-05T22:46:02Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: /* Bug Reporting */ removed forum contradicting instructions, referenced forum topic for centralization instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Log files store details about the run of Factorio and contain information that help when solving bugs. Log files are created from version 0.10.0 onwards.&lt;br /&gt;
&lt;br /&gt;
== Log file location ==&lt;br /&gt;
Factorio keeps log files in the [[user data directory]], next to the saves and mods directories. It is a .log file that can be opened with any text editor.&lt;br /&gt;
&lt;br /&gt;
The file you need most of the time is &#039;&#039;&#039;factorio-current.log&#039;&#039;&#039;.&lt;br /&gt;
Backup copy of the log file from previous run is in factorio-previous.log.&lt;br /&gt;
&lt;br /&gt;
== File layout ==&lt;br /&gt;
&lt;br /&gt;
The file is a long list of lines. The first column is the amount of seconds the game has been running. Typically, game starting will take anywhere from 10-60 secs.&lt;br /&gt;
&lt;br /&gt;
The first line is a print about your build of the game. For the Steam version for Linux, this will be:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;0.000 2017-04-24 21:39:48; Factorio 0.15.1 (build 29050, linux64, steam)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It will vary by version, OS, and origin of the game.&lt;br /&gt;
&lt;br /&gt;
Next follows information about the install of the game itself, like the specific version of the OS, and arguments provided to the game launch. It will also print read/write data paths, which can give clues about where the game stores the files it creates, and it&#039;s install location.&lt;br /&gt;
&lt;br /&gt;
It then prints off a bunch of information about graphics, hardware, and starts loading mods. The base game is loaded first, then all the mods the user has installed. It will print the order it loads mods in, this can be useful for debugging when a mod causes the game to fail to init. The log file also gives some insight to the interior code of Factorio, right after checking checksums it will load the PlayerData.cpp file, which compares the player-data.json to the cloud version (if running on steam) and checks for changes.&lt;br /&gt;
&lt;br /&gt;
After initializing mods, it will checksum them (used for the mod portal, to detect new versions) and start loading sprites, creating atlas bitmaps. At some point, it will print &amp;lt;code&amp;gt;Sprites loaded&amp;lt;/code&amp;gt; and start compressing the atlas depending on graphics settings. It will then load the sound engine, check custom inputs, and then finish.&lt;br /&gt;
&lt;br /&gt;
As soon as the user loads a map, it will state so, and specify the process of loading the map, loading from a few .dat files. The user is now free to play.&lt;br /&gt;
&lt;br /&gt;
== Bug Reporting ==&lt;br /&gt;
Log files contain information helpful to diagnose any type of bug, accordingly they are required in any official bug report to be made in the factorio forums. Please follow the [https://forums.factorio.com/viewtopic.php?f=7&amp;amp;t=3638 bug report instructions] closely when making a report.&lt;br /&gt;
&lt;br /&gt;
== Privacy ==&lt;br /&gt;
Log files (in 0.10.5 and later) contain the system date and time of your Factorio session, your updater login name and full paths for some files belonging to Factorio or mods. Before 0.10.5 the log also could contain your updater token (not a password) as a part of update request URLs. This has since been removed. Typically all of the information in a log file is not sensitive.&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Desynchronization&amp;diff=199235</id>
		<title>Desynchronization</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Desynchronization&amp;diff=199235"/>
		<updated>2024-08-05T21:25:09Z</updated>

		<summary type="html">&lt;p&gt;Loewchen: separate meaning/causes, move info to correct paragraph, clean up and simplify language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A desynchronization (desync) is a disagreement of the game state between the server and at least one client in a multiplayer game, this means the parties no longer run the simulation identically. &lt;br /&gt;
&lt;br /&gt;
== How desyncs happen ==&lt;br /&gt;
Desyncs are errors and should not occur during regular play, they can be caused by: &lt;br /&gt;
* a bug in Factorio code&lt;br /&gt;
* a bug in a mod/scenario&lt;br /&gt;
* a miscalculation on server or client hardware&lt;br /&gt;
Networking-, latency or performance problems do NOT cause desyncs.&lt;br /&gt;
&lt;br /&gt;
=== Factorio multiplayer architecture ===&lt;br /&gt;
Factorio multiplayer code uses deterministic lockstep to synchronize clients. This is a method of synchronizing a game from one computer to another by sending only the user inputs that control that game, rather than networking the state of the objects in the game itself. It means that all player&#039;s games need to simulate every single tick of the game identically. If any computer does something ever-so-slightly different, a desynchronization (desync) occurs. The game includes processes to ensure any issues with network traffic do not cause desyncs.&lt;br /&gt;
&lt;br /&gt;
=== Player experience of desyncs ===&lt;br /&gt;
When a client detects a desync, it disconnects the player and starts to download files from the server (map and game state information) to include them in the [[#Desync_report|Desync report]], this will take longer than the normal map download. After the download is finished and the desync report has been generated the player is offered the options to view the report, quit or reconnect to continue playing. Depending on the cause of the desync, the client might immediately desync again when reconnecting.&lt;br /&gt;
&lt;br /&gt;
[[File:Desync report notification.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Desync report ===&lt;br /&gt;
The desync report will help mod/scenario makers or Factorio developers to fix the underlying bug, it contains both the player&#039;s and server&#039;s copy of the save game (map and game state). The player&#039;s copy is from when the desync occurred and titled &#039;&#039;desynced-level&#039;&#039;. With the server&#039;s copy being from when the automatic reconnection was made and titled &#039;&#039;reference-level.zip&#039;&#039;. A copy of the players Factorio log file is included titled &#039;&#039;log.txt&#039;&#039;. As the report contains two copies of the save game it may have a large file size. Furthermore, the save files that are made for the desync report contain more data than normal save files, further increasing their size.&lt;br /&gt;
&lt;br /&gt;
The desync report does not state the cause of the desync but rather is a record of the game state at the time of the desync.&lt;br /&gt;
&lt;br /&gt;
=== Next Steps ===&lt;br /&gt;
The next steps after a desync occurs is to start a desync investigation. In many situations restarting the server will work around the desync in the short term and allow all players to rejoin until the conditions for the bug to occur are re-created. However, a server restart isn&#039;t guaranteed success and may lead to no players being able to rejoin the server without desyncing.&lt;br /&gt;
&lt;br /&gt;
== Desync Investigations ==&lt;br /&gt;
In most cases when desyncs occur and mods or scenarios are being used they are the cause and need to be handled first. If they are found to not be the cause then it should be reported as a [[#Desync_reporting_with_only_base_game|core Factorio desync error]]. In both cases identifying the activity that triggers the desync is an important step. For example, whether it is tied to a player&#039;s action or activity that happens in the game (i.e. a train arriving at a station) or is a time-related event. In some cases, the desync may not be reproducible and so only a code investigation can work towards a fix.&lt;br /&gt;
&lt;br /&gt;
When desyncs occur and mods/scenarios are in the use there are 2 different approaches that can be taken to help get the issue fixed. The code investigation approach requires you to be familiar with Factorio modding and its coding rules. The less technical method is to identify the mod and activity that causes the desync through trial and error so it can be reported to the mod author.&lt;br /&gt;
&lt;br /&gt;
=== Identifying desync causing mod through trial and error ===&lt;br /&gt;
This is a less technical method aiming to identify the mod and its activity that seems to cause the desync so it can be reported to the mod/scenario author. The activity that causes the desync should be established prior to these activities being done to confirm if they are having an impact. These steps may affect the gameplay and should be done on a test save. &lt;br /&gt;
* Removing any newly added mods and rolling back (returning to the previous version) any updated mods to see if the issue still occurs.&lt;br /&gt;
* Removing mods from the game to rule them out as the cause.&lt;br /&gt;
Once the desync can no longer be reproduced the suspected mod can be re-added/updated and the desync recreated to confirm the mod and activity are the cause of the desync. As these steps require the server to be restarted this may in itself fix any desyncs in the short term until the conditions for the bug to occur are re-created.&lt;br /&gt;
&lt;br /&gt;
=== Code investigations with mods/scenarios involved ===&lt;br /&gt;
The desync report is a useful reference for investigating desyncs but it does not state the cause of the desync. Comparing the desync files and use of heavy mode can assist in identifying which mods and activities to review initially. Ideally, it is supplemented by an account of what was occurring and being done by players at the point of the desync occurring to assist with narrowing down the activities of code to review. However in many complicated scenarios this may not be known prior to the investigation.&lt;br /&gt;
&lt;br /&gt;
==== Code that causes desyncs ====&lt;br /&gt;
There are a number of ways mod and scenario code can cause desyncs, such as due to incorrect variable scoping, requiring or API event handling. Examples of these can be found in [[Tutorial:Modding tutorial/Gangsir#Multiplayer_and_desyncs|Gangsir&#039;s modding tutorial multiplayer and desyncs section]], with the full technical definition of usage constraints for API events in the [https://lua-api.factorio.com/latest/Data-Lifecycle.html Factorio API data lifecycle]. Not all instances of non-compliance will lead to desyncs or errors, but most will. For this reason, it is recommended to always maintain compliance to avoid risk and time-consuming testing. Instances of non-compliance found should be raised to the code author.&lt;br /&gt;
&lt;br /&gt;
==== Comparing game state &amp;amp; save files ====&lt;br /&gt;
The desync report files and heavy mode dumps contain a number of files that can be compared by any text comparison tool to look for differences. These files are generally sequelized dumps of Lua tables or c++ game objects and so are only partially human readable. The less human readable items can include floating point numbers serilaised (0x.HEXp+HEX) and &#039;&#039;magic&#039;&#039; unique identifier numbers for prototype instances in the c++ game state. These numbers and reference ids should generally be the same between files as the in-game entity they reference normally won&#039;t have changed between the 2 save game states being obtained. &lt;br /&gt;
When the data differs between files the source code of that mod/scenario must be examined for all interactions with that data item for any instances of non-compliance.&lt;br /&gt;
&lt;br /&gt;
==== Examining the desync files ====&lt;br /&gt;
Within each savegame&#039;s zip in the desync report are a number of files that when compared can show data changes. As the server copy of the save is obtained after the desync there may be genuine differences between the files. So differences aren&#039;t hard evidence of the cause of a desync, but only a pointer on where to investigate further.&lt;br /&gt;
&lt;br /&gt;
* script.dat - contains the scenario and mods [https://lua-api.factorio.com/latest/Global.html Factorio global tables]. Generally, the save&#039;s persistent data should be the same between the 2 saves. On rare occasions, there can be a difference due to how the information is written out to the file. Should a mod causes a player&#039;s game to desync it can cause the player&#039;s game to stop processing other mod activity mid tick. This can lead those mod&#039;s global tables to have differences between the player and the server copies despite having no code defects themselves.&lt;br /&gt;
* level_with_tags_tick_XXXX.dat - contains the current game state together with additional saving tags to aid human readability. This can show if entity states or chat messages differ. &#039;&#039;level.dat&#039;&#039; is the same information, but without the descriptive tags for data values.&lt;br /&gt;
&lt;br /&gt;
==== Using heavy mode command ====&lt;br /&gt;
[[Console#Normal_commands|Heavy mode]] is an in-game option that can be enabled to make Factorio save and load the game every tick. This allows Factorio to highlight if there are any changes in the game state between the save and subsequent load. Should a state change occur, a message is shown in-game and the save and load game states recorded to a &#039;&#039;dumps&#039;&#039; folder in the players [[Application directory#User_data_directory|user data folder]].&lt;br /&gt;
Typically this process will trigger for incorrect changing of data as part of the on_load event or local/global variables being changed and not persisted. The recorded game state is a dump of the internal game state, including entities, but does not include the mod&#039;s global table. This allows the checking if an entity&#039;s state has become different between the load and save state.&lt;br /&gt;
&lt;br /&gt;
This process can be used to partially test a mod for multiplayer compliance without the need of multiple players or a server.&lt;br /&gt;
&lt;br /&gt;
=== Desync reporting of core Factorio game ===&lt;br /&gt;
If no mod or scenario were involved in the desync, the desync report and activity information should be posted to the [https://forums.factorio.com/53851 Factorio forums bug report section].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-63 FFF 63] - How heavy mode works&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical]]&lt;/div&gt;</summary>
		<author><name>Loewchen</name></author>
	</entry>
</feed>