[{"cid":58162,"parent_cid":null,"body":"Friday Facts #441 - Space logistics improvements\r\n\r\nhttps://factorio.com/blog/post/fff-441\r\n\r\nTildes: https://tildes.net/~games/1ujk/friday_facts_441_space_logistics_improvements","created_at":"2026-06-05T21:55:50.630Z","tags":["tildes","bot"],"orgs":[],"usrs":[],"created_by":"bot_tildes","thumb":"https://cdn.factorio.com/assets/img/blog/FFF-441-platform-logistics-thumbnail.png","c_comments":1,"c_reactions":"","c_flags":0,"links":[],"flaggers":[],"author_ups":41,"author_downs":4,"author_posts_count":1076,"tag_ups":446,"tag_downs":77,"domain_ups":45,"domain_downs":4,"score":"2026-06-03T16:53:39.202Z","repost_ups":0,"mentions":[],"domains":["factorio.com","tildes.net"],"comments":"1","reaction_count":"0","reaction_counts":{},"user_reactions":[],"child_comments":[{"cid":58170,"body":"> # [Friday Facts #441 - Space logistics improvements | Factorio](https://factorio.com/blog/post/fff-441)\r\n>\r\n> Hello, Nice to see you all again so soon.\r\n>\r\n> ## Mixed rockets Genhis\r\n>\r\n> Imagine you are setting up your first space platform. You start building tiles, a full rocket-load is sent. When you need belts, assembling machines or furnaces, again, a full stack is sent. A small platform could request 10-20 automated rockets and leave plenty of unused items in the inventory. The advantage is that you don't have to wait for more when you decide to rebuild it or add machines. This is how we envisioned space platform building - as making incremental progress.\r\n>\r\n> But not all players do it this way, some like to plan more in advance. These players view sending full stacks of items as a waste of rockets, especially in the early game. We noticed the discussions on our forums, on Reddit, and on the community Discord.\r\n>\r\n> We didn't attempt it during 2.0 development because mixing multiple item types in one rocket seemed too complicated, it had lots of edge cases which we didn't have a good answer for. However, it was also something I missed in my own playthrough, so much so that I started working on a proof-of-concept mod abusing our Lua API. It was functional but wasn't polished enough to make it available, and no, none of my co-workers ever saw it. Then the feature popped up independently on our internal 2.1 wishlist, and I volunteered to implement it.\r\n>\r\n> Handling the edge cases, thinking about our options and discussing what we wanted to achieve took quite some time and wasn't without compromises. In the end, I think we reached a good place, so let me present our results:\r\n>\r\n> A typical 'full build' platform construction request.\r\n>\r\n> One of the mixed rocket payloads to build the platform.\r\n>\r\n> The important part of supporting mixed payloads was to make it fully automatic. That is, you request something on your space platform and if you have automatic requests turned on in your rocket silo, the logic should pick the right batch of items and have robots deliver them to the silo. At the same time we had to keep performance in mind and not try to find the most optimal solution, just something good enough.\r\n>\r\n> We process requests sequentially and start with the lowest request count. These represent one-off construction requests or important items, so we want to deliver them before bulk goods which platforms normally transport, like calcite from Vulcanus or planetary science packs.\r\n>\r\n> Things get tricky if you have too few unsatisfied requests to fill a rocket. Sending the rocket half-empty would be wasteful, but we didn't know how to solve it nicely when making 2.0. In 2.1 we decided that we should select the most requested items and overdeliver them because you likely want more. Delaying the rocket until players request more items wouldn't be intuitive and wouldn't really work with the \"all requests satisfied\" condition.\r\n>\r\n> Mp4 playback not supported on your device. Step-by-step demonstration of the logic.\r\n>\r\n> Even when overdelivering some items, the algorithm can still fail to find a complete batch due to our sorting constraints. It usually happens when you don't have enough supply in your logistic network. The logic hopes that missing items will be produced eventually and wants to wait. Some co-workers were confused about it during our playtesting, so I opted to fall back to single-item rockets to keep things flowing.\r\n>\r\n> I also made various other tweaks, so the fallback should be very rare and we can change it more based on players' feedback.\r\n>\r\n> ## Platform construction deadlocks\r\n>\r\n> …","orgs":[],"tags":["tildes","bot"],"usrs":[],"c_flags":0,"comments":0,"created_at":"2026-06-05T21:56:16.907253+00:00","created_by":"bot_reader","parent_cid":58162,"child_comments":[],"user_reactions":[],"reaction_counts":{}}]}]