Fast, high-throughput item and player logistics via custom pressurized tube networks, specialized capsules, multi-port diverters, and electromagnetic launch projectors.
Mods introducing new content into the game.
Version: 0.3.22
Date: 2026-09-11
Features:
- Kinetic projector beams can now shoot through open gates. Beams dynamically extend or cut off when gates open and close.
- Added an Alt-Mode launch muzzle indicator dot on Electromagnetic Projectors when idle or unpowered to clearly show machine orientation.
Bugfixes:
- Fixed non-electromagnetic capsules getting permanently stuck in Electromagnetic Projectors; intake ports now reject them and allow reverse pressure to pull them back into the tube network.
- Fixed kinetic projector beams getting blocked by cliffs and overhead elevated rail spans (rail supports and ramps still block beams).
Version: 0.3.21
Date: 2026-09-11
Features:
- Added the Electromagnetic Projector (Fulgora): A 3x3 facility that shoots Electromagnetic Capsules through the air across open ground (up to 500 tiles).
- Projector Catchment: Aiming a projector at another projector catches incoming capsules and sends them directly into connected pneumatic tubes.
- Projector Circuit Proxy & GUI: Configure manual on/off toggles and circuit conditions to control when the projector is enabled.
- Projectile Hazards: In-flight capsules deal impact damage to players and vehicles on collision, and spill their items into temporary containers if they hit obstacles or unaligned receivers.
- Alt-Mode trajectory dots and connection indicators for projector ports.
Balancing:
- Firing a projector requires 9 MJ stored energy per shot and drains the capacitor, spacing out launches.
- Added launch backpressure: Projectors hold fire if the target receiver or endpoint has more than 2 capsules waiting.
- Normalized projectile flight speed to ~50 tiles/second (5 tiles every 6 ticks).
- Enforced planetary crafting conditions:
* Vacuum Capsules: Space platforms only (0 pressure).
* Reinforced Capsules: Vulcanus only (4000 hPa).
* Refrigerated Capsules: Aquilo only (300 hPa; now closed-loop 100 cold fluoroketone in / 100 hot fluoroketone out).
* Electromagnetic Capsules & Projectors: Fulgora only (>= 99% magnetic field).
Bugfixes:
- Fixed kinetic beams getting blocked by ground resources (ore patches), corpses, and small units.
- Fixed in-flight projectiles crashing or vanishing when the launching projector is mined or destroyed mid-flight.
- Fixed unpowered intake docks rejecting capsules from connected tube lines.
- Fixed projector visual dots disappearing when toggling flow debug overlays.
Version: 0.3.2
Date: 2026-09-09
Bugfixes:
- Decoupled Vacuum Capsule belt siphoning/depositing from the 10-tick loop to run every tick (60Hz), eliminating item gaps for 100% belt compression.
- Fixed spent capsule shells depositing onto belts before cargo, preventing belt contamination.
- Fixed outbound hub packing drafting active vacuum capsules instead of empty hulls, keeping outpost belt unloaders running.
Optimizations:
- Added net-pressure early exits and C++ engine belt filtering to ensure 60Hz belt polling has negligible UPS impact.
Version: 0.3.1
Date: 2026-09-09
Overview:
- Introduced the Pneumatic Capsule Counter, featuring territorial sensing range wavefronts and a triple-proxy circuit architecture for zero-bleed Red/Green network signal isolation.
- Added vanilla Stone Wall and Fence Gate interoperability, allowing pneumatic networks to cross perimeter defenses with exclusive-axis wall locking and dynamic gate pressure cutoffs.
- Added the Fulgora Electromagnetic Capsule (unrestricted mixed cargo and fractional capacity scaling) and the Space Science Vacuum Capsule (automated transport belt siphoning and depositing).
- Overhauled Diverter and Machine GUIs with Factorio 2.0 native quality comparators, draggable modal draft windows, 3x3 directional arrow selectors, and per-port copy-paste.
- Added 1:1 inserter-parity Alt Mode diverter port filter overlays with inward-shifted high-contrast frames, quality badges, comparators, and blacklist symbols.
- Achieved full blueprint, ghost entity, live copy-paste, and fast-replace parity across all active machines, preserving settings, circuit wires, and relative orientations.
- Completely purged and removed the legacy v1 flow engine, establishing the zero-overhead v2 delta wavefront engine as the sole simulation pipeline.
Features:
- Pneumatic Capsule Counter: Added physical counter entity (`capsule-counter` tech) with territorial range sensing (15-hop wavefront with deterministic midpoint tie-breaking) and a triple-proxy architecture providing completely isolated Red/Green channel outputs without signal bleed.
- Wall & Fence Gate Interoperability: Researched via `pneumatic-fence-gate-interoperability`, vanilla stone walls and gates now route pneumatic flow; walls support exclusive orthogonal crossflow axis-locking, and gates dynamically sever transit and pressure on open while maintaining sensing continuity.
- Electromagnetic Capsule (Fulgora): Added an advanced transit capsule featuring stack-proportional fractional cargo capacity (`mixed_quantity`) and unrestricted multi-type, partial-stack, and mixed-quality transport. Crafted in the Electromagnetic Plant (+50% productivity bonus).
- Vacuum Capsule (Space Science): Added a pressure-driven transport capsule that siphons items from adjacent belts at negative pressure and deposits onto belts at positive pressure, featuring near-lane sideloading, Gleba belt stacking, per-item durability drain, and spent shell recycling.
- Native Factorio 2.0 Quality Filtering: Overhauled Diverter filtering with 5-tier quality rank math, comparator operators (`=`, `≥`, `≤`, `>`, `<`, `≠`), wildcard quality matching, and standalone quality filters.
- Diverter GUI Overhaul: Redesigned diverter interface with 40x40 overlay slot buttons, draggable draft-mode configuration pop-ups, 3x3 spatial arrow direction selectors, and native per-port copy/paste tool buttons.
- 1:1 Inserter-Parity Alt Mode Overlays: Dynamic 2x2 port overlay clusters with inward topological offsets, solid black outlines, quality badges, comparator symbols, and prominent per-slot blacklist indicators matching native inserters.
- Ghost Entity & Blueprint Parity: Ghost machines now support full GUI interaction, Alt-Mode overlays, live copy-paste, blueprint wire 4-tuple reconstruction, and automatic configuration inheritance upon physical placement, fast-replace, or quality upgrade.
Minor Features:
- Capsule Nesting Hub Toggle: Added a "Nest capsules" checkbox (default off) allowing hubs to selectively pack capsule vessels or standard cargo.
- Pressure Differential Outbound Enforcement: Hub capsule dispatch and cross-transit motion now strictly require positive pressure drops (`drop > 0`), eliminating dumps into unpressurized or opposing lines.
- Single-Use Bio Capsule Dissolution: Biodegradable capsule shells now travel with cargo and dissolve cleanly upon destination delivery or spills.
- Dynamic Holder Bar Clamping: Liminal capsule holders dynamically clamp inventory depth post-packing (`set_bar`), ensuring exact container capacity for fractional items.
- Rocket Payload Standardization: Configured explicit 50 kg weight across all capsule items (active and spent), establishing a clean capacity of 20 capsules per rocket launch.
- Planetary Machine Specialization: Assigned specialized capsule recipes to signature planetary facilities: Reinforced (Foundry), Electromagnetic (Electromagnetic Plant), Refrigerated (Cryogenic Plant).
- Independent Overlay Lifecycles: Alt-Mode pressure flow and Capsule Counter sensing range overlays can now be toggled independently without clearing each other.
- Reusable UI Widget Library: Centralized declarative Factorio 2.1 GUI construction (`gui-components.lua`) across all machine configuration windows.
Balancing:
- Rebalanced Biodegradable Capsule recipe to use Gleba staples (yumako mash, jelly, spoilage) yielding 10 capsules (15 in Biochambers), and deprecated transit rupture risk mechanics and integrity research tiers.
- Overhauled Vacuum Capsule durability to 500 base charges (scaling to 1,250 at Legendary) with closed-loop electric repressurization.
- Increased Refrigerated Capsule cooling lifespan to 600 base charges (10–25 minutes of active cooling), protecting perishable cargo against queue backpressure.
- Standardized Reinforced Capsules to strict single-item bulk transport (2 full stacks base) crafted in Foundries.
- Standardized baseline capsule capacities across variants to 1 stack (2 for Reinforced) with explicit quality scaling (+1 per tier).
Optimizations:
- Completely purged legacy v1 flow engine code, startup settings, and obsolete files, consolidating motion execution into a single zero-allocation runner.
- Unified active machine background scanning into a single 15-tick scanner (`active-device-scanner.lua`), eliminating redundant per-machine event loops.
- Refactored Alt-Mode flow junction overlays to single spatial coordinate keys (`pos_key`), eliminating duplicate circle stacking and text z-fighting.
- Implemented zero-state blueprint wire reconstruction and purged multi-tick storage buffers.
- Added throttled batching (`INTEROP_BATCH_SIZE = 10`) for fence gate interoperability research activation.
Bugfixes:
- Fixed blueprint ghost gate runtime crash (`Entity is not gate`) by excluding unbuilt ghost entities from active gate polling and flow grids.
- Fixed blueprint proxy wire corruption where stamped entities generated a web of wires cross-linked to Entity #1.
- Fixed `LuaEntity::minable is read only` runtime crash during entity placement in Factorio 2.1.
- Fixed left-clicking physical pneumatic pumps failing to open the pump configuration GUI.
- Fixed modal filter slot configuration windows closing unexpectedly when opening item pickers by decoupling parent window focus.
- Fixed circular module dependency cycle between capsule runner, lifecycle, and hub spill.
- Fixed unanchored orphan circuit proxies remaining after blueprint modifications, ghost cancellations, or super force building.
- Fixed loss of machine settings during in-place fast-replacement or robot quality upgrades.
- Fixed Total Capsule Count signal picker clearing in the Capsule Counter GUI reverting back to signal-C.
Locale:
- Added comprehensive English descriptions for all 13 crafting recipes in Factoriopedia and tooltips.
- Added localized strings for Capsule Counter, Vacuum Capsule, Electromagnetic Capsule, Fence Gate Interoperability, and custom hotkey bindings (`pneumatic-copy-settings`, `pneumatic-paste-settings`, `pneumatic-confirm-gui`).
Version: 0.3.0
Date: 2026-09-02
Overview:
- Introduced the event-driven v2 Flow Engine, replacing global BFS graph sweeps with localized delta wavefront pressure propagation that sleeps at 0-UPS during steady state.
- Added pressure gradient-driven capsule motion with multi-hop internal transitions, data-driven hub cross-transit, and zero GC table churn pathfinding.
- Integrated object destruction hooks for clean sandbox wipes and chunk deletions, paired with console debug message prefix filters and Alt Mode render sensitivity.
Features:
- Upgraded the flow engine backend to Version 2 (now default), propagating pressure differentials locally at 60 tiles/second and sleeping completely when networks reach equilibrium.
- Implemented pressure gradient-driven capsule movement for v2 networks, enabling capsules to evaluate downstream path validity, navigate hubs (`cross_transit`), and park cleanly when no positive drop is available.
- Added a startup mod setting (`pneumatic-flow-version`) to toggle between the legacy pressure graph engine (`v1`) and the new event-driven delta wavefront engine (`v2`).
- Added `/debug-filter <text>` and `/debug-filter-reset` console commands to filter debug chat logging output by string prefix.
Minor Features:
- Integrated object destruction handlers (`script.register_on_object_destroyed`) across pneumatic structures and liminal holders to cleanly purge flow nodes and capsules during sandbox wipes or chunk deletions.
- Updated the v2 flow engine to dynamically react to electrical power availability and circuit network enable conditions on pneumatic pumps and diverters.
- Configured visual debug overlays to natively respect Factorio Alt Mode settings (`only_in_alt_mode = true`).
- Decoupled capsule crossing permission (`cross_transit`) from gas flow propagation (`transmit`), allowing hubs to route capsules without bridging independent pressure networks.
Optimizations:
- Replaced map-wide capsule scans during target wakeups with an O(1) spatial parked capsule index (`storage.parked_by_port`).
- Implemented time-sliced batching (`BATCH_SIZE = 50`) on the flow propagation queue to smooth processing across ticks during large blueprint placements or mass deconstruction.
- Implemented module-level persistent scratch buffers for pathfinding, hop selection, and neighbor wakeups in the v2 motion runner, eliminating Lua GC table allocation during active transit.
- Added fast-path short-circuits in visual debug renderers to bypass string key formatting and node lookups when overlays are disabled.
Bugfixes:
- Fixed capsule oscillation ("dancing") in zero-gradient zones, unpowered tube lines, or dead ends by enforcing strict positive pressure drop requirements (`drop > 0`).
- Resolved capsule lockups when flow direction reverses by resetting stale origin port memory upon parking and target wakeups.
- Fixed potential Pneumatic Control Panel GUI crashes when updating debug overlays from player handles or integer player indices.
- Fixed orphan tracking data and stalled tube traffic during Sandbox "remove all entities" wipes by safely unparking capsules, waking upstream traffic, and disembarking passengers.
Version: 0.2.0
Date: 2026-08-31
Overview:
- This update introduces a consolidated Pneumatic Control Panel GUI, distinct color-coded capsule render overlays, expanded Space Age biological cargo support, and increased diverter junction throughput.
- Network pathfinding now features downstream route lookahead validation to prevent diverters from backing up, while complete item metadata and equipment grids are preserved across all capsule operations and ground spills.
- Major performance optimizations include 0-tick queue advancement and time-sliced network rebuilding to eliminate lag spikes, paired with seamless circuit proxy placement and improved spilled container mechanics.
Features:
- Added a unified Pneumatic Control Panel GUI (`/pneumatic-panel`, `/debug-panel`) accessible via a single hotbar shortcut button (`pt-debug-panel`).
- Added Alt Mode capsule hover-peeking (`/toggle-capsule-peek` or `/capsule-peek`) to inspect capsules occupying targeted pneumatic structures.
- Added distinct color-coded indicator rings for each capsule variant overlay (Gold, Emerald Green, Frost Cyan, Slate Grey, Violet Purple, Crimson Orange).
- Expanded bio capsule 2x slot capacity bonus to all Space Age and Factorio 2.0 organic items (yumako, jellynut, seeds, slumps, bioflux, nutrients, eggs, bacteria, fish, wood).
- Added red inventory bar limit slider to Pneumatic Hub GUIs for inserter deposition control.
- Increased Pneumatic Diverter internal capsule capacity from 1 to 2 to double junction throughput.
Minor Features:
- Added downstream capacity and filter lookahead validation to diverters to prevent capsules from taking branches leading to full or blocked lines.
- Preserved 100% of item metadata (quality, spoilage, durability, health, ammo, custom tags) and equipment grids (`stack.grid`) across transfers, spills, and decay.
- Configured spilled capsule containers to red-lock slots against manual item insertion while supporting Ctrl+Click fast-looting and self-despawning when empty.
- Partitioned storage surface grid into dual domains, placing biological cargo on 3x3 lab platforms with 2-tile water moats to contain spawned organic units.
Graphics:
- Configured debug render overlays to update dynamically mid-flight when refrigerated tools expire into spent capsules or cargo spoils.
- Updated debug render layers so capsule overlays draw cleanly in front of flow vectors.
- Suppressed secondary selection box outlines on pump and diverter circuit proxies.
Optimizations:
- Implemented 0-tick queue advancement for parked capsules, waking queued upstream capsules instantly when space opens without 10-tick retry delays.
- Implemented staged, time-sliced network rebuilding and batched flow updates to eliminate FPS/UPS drops during mass building, blueprinting, or deconstruction.
- Implemented O(1) spatial occupancy indexing and memoized port key parsing for constant-time lookups during pathing.
- Suppressed 60-tick periodic inventory spoilage scans for capsules carrying non-spoilable cargo or fully spoiled cargo.
Bugfixes:
- Fixed circuit proxy combinators blocking building placement, building over, and fast-replace upgrades by assigning an empty collision mask.
- Tuned circuit proxy selection footprints to cleanly defer hover selection and GUI opening to parent pump and diverter entities.
- Fixed orphaned circuit proxies remaining after sandbox deconstruction, scripted removal, or space platform building/mining events.
- Fixed Factorio 2.0 LuaItemPrototype indexing crash during hub packing.
Locale:
- Added localized English display names for pneumatic pump circuit proxies and hotbar shortcut toggles.
Version: 0.1.2
Date: 2026-08-29
Features:
- Added English locale strings for bio capsule technologies.
- Reorganized pneumatic items and structures into a dedicated inventory tab.
- Added native Alt Mode visual overlays for flow maps and pressure levels.
- Refactored debug console commands and visual overlays to work per-player.
- Added circuit network toggles for diverter enable/disable operational modes.
- Improved hub packing logic to dynamically select optimal, capacity-cleared dispatch ports.
- Added circuit proxies, custom GUI, and dynamic network updates for pneumatic pumps.
Version: 0.1.1
Date: 2026-08-28
Features:
- Fixed thumbnail having two .png extensions.
Version: 0.1.0
Date: 2026-08-28
Features:
- Initial public testing build for pneumatic tube transport, dynamic flow, and diverters.