Planet Express


Cross-planet delivery that just works. GOOD NEWS EVERYONE! Moving goods between planets means babysitting platform schedules and cargo requests by hand. Planet Express does it for you. Enrol a few cargo ships, tell each planet what it needs, and the mod finds the goods, picks a ship, and flies them over — no schedule micromanagement, ever.

Utilities
4 days ago
2.0 - 2.1
441
Logistics Logistic network

Changelog

Version: 2.1.3
Date: 2026-07-10
  Bugfixes:
    - Ships are no longer scheduled to carry more cargo than they can physically hold. The fleet now measures a ship's free hold space instead of its total slot count, so anything already aboard — your own requested items, thruster fuel, ammo, repair packs, or leftovers from an earlier delivery — is properly accounted for. Previously a partly-full ship was sent to collect a load that could not fit, its loading condition was never met, and it sat at the source until it timed out.
Version: 2.1.2
Date: 2026-07-03
  Bugfixes:
    - Planets no longer shuttle the same goods back and forth across space. A planet now keeps the amount it requests on its Cargo Landing Pad as a buffer and exports only what it holds above that request, instead of exporting stock it was just delivered and then immediately re-requesting it. A planet that produces an item still exports everything above its own request; raise its Reserve if you want it to keep even more before exporting.
Version: 2.1.1
Date: 2026-07-02
  Bugfixes:
    - A multiplied request group on a Cargo Landing Pad is now honoured in full. When you use the small edit button to multiply a request group (for example a stack of calcite ×100), the fleet delivers the full multiplied amount instead of only the un-multiplied base amount, so large batched requests fill as intended.
Version: 2.1.0
Date: 2026-06-30
  Changes:
    - Updated for Factorio 2.1 — the mod now declares compatibility with the 2.1 release series. An audit of the 2.0-to-2.1 modding API found that nothing the mod relies on (platform schedules, hub/landing-pad logistic requests, item and spoilage reads, planets) changed or was removed, so there are no behaviour changes: it works exactly as before, now on 2.1.
Version: 1.10.4
Date: 2026-07-10
  Bugfixes:
    - Ships are no longer scheduled to carry more cargo than they can physically hold. The fleet now measures a ship's free hold space instead of its total slot count, so anything already aboard — your own requested items, thruster fuel, ammo, repair packs, or leftovers from an earlier delivery — is properly accounted for. Previously a partly-full ship was sent to collect a load that could not fit, its loading condition was never met, and it sat at the source until it timed out.
Version: 1.10.3
Date: 2026-07-03
  Bugfixes:
    - Planets no longer shuttle the same goods back and forth across space. A planet now keeps the amount it requests on its Cargo Landing Pad as a buffer and exports only what it holds above that request, instead of exporting stock it was just delivered and then immediately re-requesting it. A planet that produces an item still exports everything above its own request; raise its Reserve if you want it to keep even more before exporting.
Version: 1.10.2
Date: 2026-07-02
  Bugfixes:
    - A multiplied request group on a Cargo Landing Pad is now honoured in full. When you use the small edit button to multiply a request group (for example a stack of calcite ×100), the fleet delivers the full multiplied amount instead of only the un-multiplied base amount, so large batched requests fill as intended.
Version: 1.10.1
Date: 2026-06-30
  Bugfixes:
    - The Fleet tab's list of allowed destinations no longer runs off the screen when you have many planets installed. It now sits in a scrollable area, so every destination stays visible and its checkbox usable without having to lower the UI scale.
    - The "Allowed destinations" heading on the Fleet tab is now short; the "untick a planet this ship can't reach" hint moved into its tooltip, so it no longer stretches the narrow panel.
Version: 1.10.0
Date: 2026-06-28
  Features:
    - The Cargo Landing Pad's Planet Express panel now has a master "Planet Express manages this pad" switch at the top. Turn it off and the fleet ignores that pad completely — no automatic deliveries to it and no exports from it — instead of having to untick every item one by one. Handy for a freshly-landed planet you're stocking by hand from a parked ship; in-flight shipments still finish, and turning it back on resumes everything.
  Bugfixes:
    - Editing a Cargo Landing Pad's own requests now updates the Planet Express panel right away (its Imports list and "this planet now" readout), instead of only after you close and reopen the panel.
Version: 1.9.1
Date: 2026-06-26
  Changes:
    - The Fleet Monitor's "waiting" reasons are now more specific. When the fleet is holding an item back because the load would be below your minimum cargo fraction, because the route is already at its max-ships-per-route limit, or because the ship is held by your "ready" circuit signal, the Monitor now names that exact reason instead of a generic "no ship".
Version: 1.9.0
Date: 2026-06-26
  Features:
    - You can now set a per-item "Min req" threshold on a planet's Trade tab: the fleet won't ship that item until the shortfall reaches the amount you set, so a planet stops getting tiny top-up deliveries and instead waits for a worthwhile batch. Leave it at 0 (the default) to request as soon as anything is short, exactly as before.
    - The Fleet Monitor now shows a "below threshold" status for an item held back by its Min req, so a deliberately-held request stays visible in the Demand list instead of silently disappearing.
  Bugfixes:
    - A ship on a two-way route could occasionally get stuck at a loading stop requesting the wrong leg's cargo — the goods meant for the trip home instead of the ones it was supposed to pick up there — so the load never completed and the ship eventually left only partly full. This happened when a refuel or rearm interrupt briefly bumped the ship off its loading stop and back. The mod now re-checks and corrects each ship's hub request every fleet tick, so a request that drifted onto the wrong leg fixes itself within moments instead of stranding the ship until its load timer runs out.
    - Toggling an item's "source via fleet" checkbox on a Cargo Landing Pad's Trade panel now updates the panel immediately — the "this planet now" readout reflects the change right away, instead of only after you close and reopen the panel.
  Locale:
    - Item and quality names now display in your game language, with their icons, wherever the mod lists cargo — the Cargo Landing Pad's Trade panel (requested items, reserves, and the "this planet now" readout) and the Fleet Monitor — instead of raw internal names like "iron-plate (uncommon)".
    - More of the Fleet Monitor is now translated: each ship's status (in transit, loading on a planet, unloading, idle, stuck, held), the state filter, and the Source toggle. The Source toggle's "Fastest / Most surplus" labels had been English-only since they were added; they — and the new status/filter labels — are now translated across all 15 supported languages.
Version: 1.8.0
Date: 2026-06-22
  Features:
    - The fleet no longer lets a short, busy route hog every freed ship while a far planet with a huge backlog waits forever. Each planet now tracks how long it has gone unserved, and when ships are scarce the one that has waited longest wins the next ship — so a starved planet (say a distant Gleba with hundreds of outstanding requests) climbs the queue instead of being shut out by a fast Vulcanus-to-Nauvis science loop. The order is fully deterministic and survives save/load and multiplayer.
    - New "Minimum load" setting (runtime-global, default 80%): a ship now waits to fill at least this fraction of its cargo before it dispatches, instead of burning a whole trip on a tiny partial load. Demand that can't fill a ship yet accumulates at the source and ships once it batches into a worthwhile load. Set it to 0 to ship any load immediately (the old behaviour). Perishable cargo and trips that would otherwise leave a ship idle are always exempt, so nothing rots or strands waiting to batch.
  Changes:
    - Lowering "Max ships per route" is no longer the recommended way to spread ships across planets — the new anti-starvation ordering distributes a scarce fleet fairly on its own.
Version: 1.7.0
Date: 2026-06-20
  Features:
    - New "Source" toggle in the Fleet Monitor lets you choose how the fleet picks which planet to load from: "Fastest" (the default — the planet that fills the most of a request, with the nearest winning ties) or "Most surplus" (the planet holding the most total stock of what's requested). The choice is per force and takes effect on the next dispatch. The per-ship pick is unchanged — it always sends whichever ship will arrive soonest.
Version: 1.6.0
Date: 2026-06-19
  Features:
    - You can now stop the fleet from ever exporting a specific item from a planet. On the planet's Trade tab, set that item's reserve to -1: a reserve normally means "keep this much in stock before exporting", and -1 now means "never export this item from here". Setting the default reserve floor to -1 makes the planet export nothing by default, so you can whitelist individual items by giving them a normal reserve — handy for a planet you only want to receive goods.
Version: 1.5.2
Date: 2026-06-19
  Features:
    - The Fleet Monitor now closes when you press E or Escape, the same as the rest of the game's windows — no more reaching for the X in the corner. (Opening another entity or window also closes it, as usual.)
Version: 1.5.1
Date: 2026-06-18
  Bugfixes:
    - The fleet no longer sources an item from a planet that is itself requesting that item but does not yet hold enough of it. Previously, if a planet requested (say) 20 electromagnetic plants and had 15 on hand with the remaining 5 already on the way, those 15 showed up as exportable surplus — so the fleet sent a ship there to load them, the planet wouldn't release stock it still needs, and the ship sat idle until it timed out and failed. A planet that holds less of an item than it has requested is now never chosen as the source for it.
Version: 1.5.0
Date: 2026-06-17
  Features:
    - Perishable cargo — biter eggs, food, fish, and anything else that spoils — now ships on its own dedicated trip instead of being bundled in with slow bulk cargo. A ship carrying both used to wait at the source until every item was aboard — up to the five-minute load timeout — with the perishables spoiling the whole time. Now a request that includes a perishable loads only the perishables, so the ship leaves the moment they are aboard. Surviving the trip itself is still up to you (build a faster ship for the long hauls), but nothing spoils waiting behind a slow load. The non-perishable items on that request simply follow on the next trip.
Version: 1.4.0
Date: 2026-06-16
  Locale:
    - Added full translations of every in-game string — the technology, mod settings, the ready virtual-signal, the Fleet Monitor, the Trade and Fleet tabs, and all tips-and-tricks entries — into 14 languages: German, French, Spanish, Italian, Russian, Ukrainian, Polish, Czech, Brazilian Portuguese, Dutch, Turkish, Simplified Chinese, Japanese, and Korean. The "Planet Express" name stays untranslated as the brand, and all rich-text references (entities, the ready signal, the technology) render in each player's own language.
Version: 1.3.3
Date: 2026-06-16
  Bugfixes:
    - A planet's exportable surplus is now measured across all of the planet's logistic networks, instead of only the cargo landing pad's own network. Previously, if your stock sat on a different logistic network than the landing pad, the mod saw only a fraction of what the planet held and shipped a trickle of each request — e.g. loading 100-200 of a 2,000 request despite plenty in stock. (Note: stock that is not in any logistic network — pure belt/train buffers with no roboport coverage — still can't be measured.)
    - The Fleet Monitor's Demand view now tracks both legs of a two-way (there-and-back) trip and clears each item once it is actually delivered. The return cargo is shown loading at the turnaround planet and then delivering back to the source, and an item disappears from the view the moment the ship parks to unload it, instead of lingering as "delivering". Previously the outbound cargo stayed stuck under the destination — same items, same state — for the whole round trip.
  Changes:
    - The /pe-status diagnostic now prints each planet's exportable surplus per item next to its demand, so an under-supplying source is visible at a glance.
    - The Fleet Monitor now shows, on each loading item, the provider planet it is picked up from and that planet's launchable holdings — "from [planet] (N avail)" — so an under-supplying source is visible without running /pe-status.
Version: 1.3.2
Date: 2026-06-16
  Bugfixes:
    - New space platforms are now detected the moment they are created, so the Fleet tab and enrollment work right away. Previously a platform built during play stayed invisible to the mod until the next mod update or reinstall, because the engine spawns a new platform's hub without firing any of the build events the mod was listening for.
Version: 1.3.1
Date: 2026-06-13
  Bugfixes:
    - Fixed a crash that hit a few seconds into any cargo flight, the moment the mod first measured a ship's speed to calibrate its ETA. In-flight ETA never appeared before this fix because the crash struck exactly when the first progress-rate would have been recorded.
  Changes:
    - The live in-flight ETA in the Fleet Monitor now counts down every second instead of every five, on both the roster row and each delivering item. Only the ETA refreshes that often; the rest of the panel updates on its usual cadence.
Version: 1.3.0
Date: 2026-06-12
  Features:
    - ETA-aware dispatch: the mod now sends the ship that delivers soonest, scoring every candidate by a real ETA built from inter-planet distances and a learned per-ship speed factor, instead of the old "parked here / lowest id" heuristic.
    - Per-ship speed calibration: each enrolled platform learns its own speed factor from measured flight progress (a continuously-updated EMA), so a slow or freshly-upgraded ship's ETA self-corrects within a trip or two.
    - Source selection stays coverage-first; ETA only decides which ship is sent and breaks ties between equally-covering sources toward the shorter route. The two-way return leg flips direction only when that genuinely lowers the ETA.
    - Live ETA in the Fleet Monitor: in-flight ships show an "ETA m:ss" on their roster row and on each delivering item in the Demand view, computed from the ship's measured progress-rate.
  Info:
    - Distances come from the game's space-connection prototypes and the learned factor lives in storage, so every dispatch decision stays multiplayer-deterministic and survives save/load. Still read-only and schedule-only — nothing is spawned, recalled mid-flight, or hand-inserted.
Version: 1.2.0
Date: 2026-06-11
  Features:
    - The ready-signal gate now holds at every schedule stop, not only at dispatch: a circuit wait-condition on each stop keeps a ship from leaving while its hub reads "Planet Express: ready" at zero or below. The signal both clears and restricts departure, and the per-stop timeout cannot bypass it.
    - A ship held past the no-progress timeout is freed and flagged "stuck" (in the top-left fleet panel and the Monitor), so a permanently-restricted ship surfaces instead of parking silently forever.
  Info:
    - Still read-only: it only reads the hub's circuit signal and never recalls a ship mid-flight — it holds it at stops.
Version: 1.1.0
Date: 2026-06-11
  Features:
    - Ready-signal dispatch gate: a per-ship "Hold until ready signal" toggle in the Fleet tab keeps a platform docked until its hub reads the new "Planet Express: ready" virtual signal above zero. Build whatever readiness logic you want (fuel, ammo, asteroid stock, …) in your own combinators and emit that one signal to the hub.
    - The Fleet tab shows which signal to wire and a setup-time readout of the current value; a held ship is flagged "held" on its Fleet Monitor row.
  Info:
    - The gate is dispatch-only and read-only: it never recalls a ship already in flight and only ever reads the hub's circuit signal.
Version: 1.0.0
Date: 2026-06-11
  Features:
    - First public release.
    - Automatic interplanetary cargo logistics: dispatches your enrolled space platforms to carry surplus goods between planets, sized to live cargo landing pad demand. Uses real rockets and real schedules only — never spawns, destroys, teleports, or hand-inserts anything.
    - Per-platform enrollment on the Space Platform Hub (Fleet tab), with a per-ship planet allow-list and a "reserve for manual use" opt-out.
    - Per-planet Trade tab on the Cargo Landing Pad: reserves (keep stock before exporting), per-item priorities, and a preferred-ship pin.
    - Two-way return trips: a returning ship also carries goods the destination has spare and the source still needs.
    - Quality-aware cargo: demand, surplus, and shipments are tracked per (item, quality).
    - Always-visible fleet status panel in the top-left corner (working / idle / stuck), and a full Fleet Monitor with per-ship routes and a per-planet Demand view showing what is delivering, loading, or waiting — and why.
    - Watchdog that frees stranded or timed-out ships and steps back when you edit a ship's schedule yourself.
    - In-game Tips and Tricks guide.
  Info:
    - Requires Factorio: Space Age. Gated behind the "Interplanetary Trade Logistics" technology.