[space-age] Offshore pump speed increases with quality.
Changes
Curved rails cost 3 rail items to build.
Bugfixes
Fixed Remote View sometimes flickering to the wrong surface when using Next Surface/Previous Surface hotkeys.
Fixed that the Surface List would react to the Home and End keys after it was clicked more
Improved diagonal character movement which should help slip between things easier. more
Fixed a crash when upgrading the inner entity of a ghost while the GUI was open. more
Fixed that joining LAN games without a username set would allow any characters for the username. more
Fixed that request from buffer chests was not preserved when changing the force of an entity. more
Fixed that flamethrower turret could be manually built to mix fluids. more
Fixed that half diagonal rails would cost only 1 rail item. more
Fixed pipe sound starting and stopping too abruptly. more
Fixed turret behaviour when it has more than 4 directions and the collision box is not affected by rotation.
Fixed a crash when switching preferred audio output device while a variable music track is being generated. more
Fixed an issue with platform construction requests when copying settings onto the hub. more
Fixed a crash when saving related to construction robots and their work targets moving. more
Fixed that Continue host option didn't offer mod sync to the save to be hosted. more
Fixed Space platform requests would always be checked in the same order, leading to some requests being ignored. more
Fixed base game space science getting throughput limited due to limited hatches. more
Fixed defines.space_platform_state was missing value for paused. more
Fixed solar panel output multiplier flickering in tooltip. more
Fixed that deconstruction of a chest with full trash slots didn't dispatch enough robots. more
Fixed a crash caused by a player sending a space platform which was waiting for departure (not enough thrust) to a location which wasn't unlocked yet. more
Fixed that train interrupts were not checked when passing station without conditions. more
Fixed that the browse-games GUI 'dedicated server' and 'favorite' settings would get confused with each other. more
Fixed that capture-spawner research trigger reported incorrect type. more
Fixed production and electricity statistics would use wrong locale for ranges exceeding 99 hours. more
Fixed that exoskeleton legs would incorrectly consume more energy at higher qualities. more
Fixed that logistic filter upper count wasn't considered by the blueprint parametrisation. more
Fixed technology trigger info showing outside the tooltip. more
Fixed that Lua require didn't accept symbolic links. more
Fixed that migrating logistic cell charger count would corrupt loading. more
Fixed that cars/tanks would not preserve their settings correctly in blueprint strings. more
Fixed that fluids would be duplicated when fast-replacing machines. more
Fixed that the window could get stuck in an infinite loop of toggling fullscreen when changing displays on Linux. more
Fixed that the "make it better" achievement only worked with quality level 1 modules. more
Fixed that opened console was rendered into the galaxy of fame output. more
Fixed that the focus search hotkey would not work in choose elem button GUIs if a mod GUI was marked as opened. more
Fixed that Intel Macs running macOS Big Sur or later logged the wrong version number.
Fixed issue where entities at position where entities at the point where lightning attractor collection ranges touch were incorrectly considered endangered by lightning more
Fixed blue line at the edge of some sprites by clearing sprite atlas background to clear color. more
Fixed some cases of upgradeable overbuilds not upgrading more
Fixed that using Nauvis map gen settings for other planets made them generate only grass. more
Fixed that the select-recipe GUI did not work correctly if you re-bound the crafting hotkeys. more
Fixed a crash when editing a pin while the entity was referencing was removed. more
Fixed that some technology triggers required crafting specific quality items. more
Fixed constant combinator activity lamp not updating state in certain cases. more
Fixed that custom sprite button's caption would be drawn under the sprite. more
Possibly fixed a crash on Intel Macs related to printing floats with 0 precision. more
Fixed layered icons in rich text were not scaled and rotated properly. more
Fixed that moisture and terrain type weren't migrated properly for 1.1 saves resulting in hard chunk edges.
Fixed occasional crash occurring when super force deconstructing with filtered tiles only planner includes double tile ghosts and an entity ghost on one tile more
Fixed a crash when a space platform hub with 'Any request zero' wait condition was destroyed. more
Fixed that custom gui elem_tooltip did not work for some new types. more
Fixed big electric poles were not colliding with asteroid collectors. more
Fixed that LuaGameScript::show_message_dialog() could use the wrong player and freeze the game. more
Scripting
Added LuaSpacePlatform::name write.
Added player_won to the on_pre_scenario_finished event.
Galaxy of fame. Offered when the game is finished. more
Changes
Non-blocking saving setting is no longer synced over the Steam cloud.
Minor Features
Added flying text for more cases of unsuccessful resource mining.
Bugfixes
Fixed that blueprint book tooltips did not look correct when in the quickbar. more
Fixed that movement speed bonus equipment would show garbage values when low on energy. more
Fixed that some fluid-only recipes would allow quality modules. more
Fixed that the "kill with artillery" achievement did not work with artillery wagons. more
Fixed invalid package name in sprite path definition would result in OS error message dialog instead of loading into minimal mode. more
Fixed that continue host menu option didn't respect the port from the config. more
From now on, we wont save blueprint-storage to a file when it was not used yet. This might help preventing cloud storage file by a file representing empty blueprint storage. more
Fixed that the blueprint setup GUI would always confirm to discard changes even if nothing changed when the blueprint had a description. more
Leaked D3D device and swap chain in attempt to avoid AMD driver crash when closing the game. more
Fixed LogisticContainerControlBehavior exclusive mode could get out of sync from the ContainerControlBehavior it derives from. more
Fixed that the debug settings GUI could get stuck behind the normal game logic. more
Fixed that the elem_tooltip type of "signal" did not work correctly. more
Instead of aborting when SDL_DXGIGetOutputInfo call fails, the game will try to initialize D3D device using adapter 0. more
Fixed crashes when using LuaEntity fluid methods when the entity's fluidboxes were not part of a segment. more
Fixed that LuaEntity::insert_fluid would not work on the output FluidBoxes of a crafting machine.
Fixed removal of transport belts under cursor which would be normally fast-replaeable while drag traversing underground gap by belt rebuilding. more
Fixed arithmetic combinator's first constant would not be proposed as parameter. more
Fixed that on_entity_logistic_slot_changed did not fire for constant combinators. more
Fixed a crash in the space platform hub GUI when the inventory size changes at the same time as the limit is changed. more
Fixed turbo underground belts simulation in factoriopedia. more
Fixed a crash when a segmented unit entity causes the entire segmented unit to die. more
Fixed a crash when a platform was traveling to the shattered planet using a temporary stop which expired. more
Fixed fluid conditions not showing fluid amounts. more
Fixed using a custom surface in PvP was preventing Space Age progression. more
Fixed a crash when switching preferred audio output device while a variable music track is playing. more
Fixed train stop GUI being too wide at some smaller resolutions. more
Fixed driven car being drawn on all surfaces in latency. more
Fixed dying enemy would not randomize direction of its dying animation.
Fixed that failed achievement wasn't gettable again without restarting the game. more
Fixed a crash when defining planet prototypes that don't contain any resources. more
Fixed logistic section active state was not preserved in a blueprint string. more
Fixed a crash when showing some modded GUI tables. more
Fixed an issue where entity flagged as not mineable could be marked for deconstruction using undo.
Fixed pumpjacks with low yield would show 0 output rate in the tooltip. more
Fixed Nauvis elevation dropdown missing in map generator GUI, causing incorrect previews from map exchange strings. more
Fixed that it wasn't possible to parametrise virtual signals and space locations contained in text. more
Fixed brightness and contrast sliders being reset to 0 when setting the text field to a negative value. more
Fixed that it wasn't possible to parametrise entities, virtual signals and space locations contained in text. more
Added space platforms, which can request items to be delivered by rockets and used to deliver cargo between planets. more
Added new planet Vulcanus, a volcanic planet with new resources, structures, items, recipes and technologies focussed on metallurgy. moremore
Added new planet Gleba, a swampy planet with new resources, structures, items, recipes and technologies focussed on agriculture. moremore
Added new planet Fulgora, a stormy desert planet with new resources, structures, items, recipes and technologies focussed on elecromagnetism. moremore
Added new planet Aquilo, a freezing planet with new resources, structures, items, recipes and technologies focussed on cryogenics.
Introduced quality, which is additional property of item, entities and equipment. more Most entities, equipment, modules and ammo have various kind of bonuses with higher quality.
Added rail ramps, rail supports and elevated rails to build bridges. more
Added stack inserters (previous stack inserters are called bulk inserters now) which can load transport belts with layered stacks of items. more
New rail shapes, rail curves, 22.5 degree tracks.
Added Train interrupts moremore Trains can have number of interrupts, each interrupt has conditions and set of stops. Whenever is the train leaving a station, the first interrupt with fulfilled condition is activated, which adds its stations as temporary items into the schedule.
Added Train groups. more Train name is editable and trains with the same name are considered to be in the same group. Editing schedule of a train automatically updates schedules of all the trains in the same group.
Added Logistic groups. more Logistic group is editable for logistic points (Requester chest, Roboport, Character, Spidertron, etc.). Editing the requests of a logistic point automatically updates requests of all the points in the same group.
Added Factoriopedia. more It provides detailed information about different kind of objects. Alt clicking any relevant gui element or game entity opens the related page.
Forced building will now automatically adds missing landfill or other other tiles based on context.
Added super forced building mode. Ctrl + Shift + Build marks for deconstruction player's colliding entities and replaces ghosts and tiles. more
Added search to the remote view. It allows to do surface wide search for recipe production, resources and train stations and map tags. more
Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building. more
Features
Rail planner is usable in the map (remote view). more
Added smart dragging of underground belts and pipes.
Added a toggle to show pipelines on the map.
Added the option to pin positions, entities, alerts or search results, and keep track of their location. more
Entity ghosts are now buildable on water if the landfill ghosts are already there.
Added a third graph to the electric network overview to track the charges of accumulators over time. more
Added a new alert for construction and logistic robots that can't find free space in a roboport.
Added a new alert for trains failing to pathfind to their target. more
Added a new alert for turrets running out of ammunition. It only sounds once right when the ammo is used up.
Added fuel condition to the train schedule.
Added condition to the train schedule to check whether a specific station is full or not.
Added an option for a locomotive to update its color automatically based on the color of the target train stop. more
Smarter worker robot scheduling. Worker robots have task queue now which allows the planner to choose the robot that will be able to get to the destination fastest, even if it is doing something else at the moment.
Robot requests in roboports.
Added Flipping as a primary action to flip entities horizontally or vertically. Works on items in hand placed on the surface or ghosts. AssemblingMachines can now be mirrored by flipping them, allowing additional fluid box configurations. Bound to F (Horizontal) & V (Vertical) by default.
Upgrade planner can install new modules into machines, this is done by leaving the source slot empty and setting up only the destination slot.
Upgrade planner module upgrade/install can have machine filter and maximum count per machine specified.
Upgrade planner now has dynamic size, similar to the blueprint library. The size is capped at 250 rows now.
Added a way to create module/fuel requests in entities remotely by clicking with ghost item in hand. more
All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets. more The priority settings can be copy-pasted between the different turret types and can be configured through the circuit network.
Added latency hiding for cars (and tanks).
Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors. more
Improved the way spidertrons are remotely controlled. Instead of spidertron remote being linked to single spidertron, it can be used to group select and command spidertrons like in your typical RTS game.
Spidertrons can be entered remotely, so you can control them as if you were inside physically, so switching the map on/off doesn't distrubt the mode.
Allowed opening and configuring entities through remote view. more
Ease of use
Added green indicator (instead of yellow), when previewing underground belt/pipe on its maximal distance. more
Circuit Network
Added selector combinator. It allows to select one of the signals, or the signal count from an input.
Added editable description to combinator entities.
Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.
Arithmetic combinator now allows to select red and green networks for input signals and perform Each-Each operations.
Signal pipetting.
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. more
Transport belt connected to a circuit network can now read contents of the whole segment instead of just the one tile. more
Roboports can read logistic network contents and requests. more
Roboports can output the number of roboports in the logistic network to the circuit network. more
Logistic Chests have an optional circuit condition to enable / disable their connection to the network. more
Rocket silo is connectable to circuit network, and allows to read its contents.
Rocket silo circuit connection can read orbital requests.
All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. more
Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.
Drag building electric poles will also drag circuit wires when starting from electric pole with already connected circuit wires.
When electric pole is removed, it will rewire circuit wires similar to copper wires.
Cut/copy pasting blueprint with external circuit wire connections will preserve these connections when the blueprint is built (if possible). more
Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface. more
Added a way to read nuclear reactor temperature through the circuit network. more
Minor Features
Added "No enemies" setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.
Upgrade planner can upgrade fuel in blueprints (yet to be implemented for existing entities).
Added cargo pods that move items from platforms to landing pads.
Added a warning when a save game is too large to sync via the Steam cloud.
Added PipeWire audio driver.
Added a setting to select the preferred audio driver on Windows and Linux.
Undo improvements. Undo actions older than 1 minute require confirmation +flying text notification of what was undone.
Added redo.
Allow undoing of module changes done via upgrade planner.
Allow undoing of copy-pasting entity settings like assembler recipes or inserter filters. more
Allowed lamps color to be configured manually.
Manual building in latency state now tracks used items.
Manual building previews will now highlight ghosts that would be removed.
Blueprints with entities and landfill are now one-click buildable over water.
Added icons for tileable blueprints, like "Curve, Corner, T junction, X junction" and similar, in Virtual signals category.
Evolution factors are now tracked individually for each surface.
Pumps now can have a fluid filter. If present, only the specified fluid is taken from the pump's source.
Electric poles are no longer limited to 5 copper connections to other electric poles.
Removed some of the abstract items (red wire, green wire, discharge defense, artillery remote, spidertron remote) and replaced them with shortcut bar tools which can be used anytime for free. more These tools can still be placed into the quickbar if desired.
The smart pipette can also pick terrain and using it on fluid select the offshore pump.
The smart pipette can also pick items from crafting, logistic, select list, inventory and quickbar.
Disabling train stop no longer sends ongoing trains away. Disabled train stop is now considered full and trains will not skip schedule records.
Map tags can be quickly copied using pipette. more
Map tags and pings can be placed while zoomed in to game view.
Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.
Switching to the map editor using /editor now places the player at the position they were looking at in remote view. Switching out of the map editor returns the character to the position it was when entering. Added editor options to individually revert these changes to their previous behavior.
Numerical textfields accepts values with postfix formats (10k instead of 10000 etc), simple math expressions, like 3*7+7k are also possible.
Added logic to hide previews for buildable items if fast-transfer modifiers (default: Ctrl) are pressed. Doesn't apply to blueprints or when rail planner is active.
Improved the AI of the worker flying robots when it comes to choosing roboport to recharge. It prefers roboports closer to its destination, so (for example) it won't get stuck over lakes forever.
When you retrieve your corpse, the logistic requests will re-enable if they were enabled before death. (Related to the already existing behaviour, where the requests are disabled upon death, to avoid unwanted supply)
Dedicated servers will stay paused until the first player is fully connected (if auto-pause is enabled).
Added an option to auto-pause servers while any player is connecting (defaults to false).
Added several new achievements both to the base game and space age.
When renaming a train stop, it will try to copy its color from an existing stop with that name.
Added control inputs (Ctrl/Shift + Arrow keys) to adjust blueprint grid alignment.
Train stop can be given a priority, trains will prefer going to the train stop with higher priority and it will be easier for them to depart from such train stop. more
Allow copy-pasting of setting for trains and train stops while in chart view. more
Crafting machines can craft more than 1 recipe per tick if their speeds are fast enough.
Improved the ultra-wide monitor experience by greatly increasing the maximum view distance based on the game window's dimensions.
Added "sync-mods" command line option to sync mods with a given save file.
Trains with non-empty schedule are automatically switched into automated mode upon completition.
The spidertron inventory is automatically sorted.
Added a browse history feature. Pressing ALT + arrow keys (or the arrow button on the right top of the window), can go back and forth through what was opened. more
Added 8 directional arrows to virtual signals. Also added red cross signal next to the checkmark.
Added a super forced mode for deconstruction planner: when selecting area while holding Ctrl + Shift (by default) deconstructs everything (deconstructible and not filtered out), i.e. entities, tiles and hidden tiles
Added a reverse mode for deconstruction planner: when selecting an area using right-click, the white-/blacklist setting for entity and tile filters will be reversed for this selection.
Added a nondefault tile cover cache - last used cover tile is being saved per surface per force per tile id being covered. For most intents and purposes, those values act the same as default covers defined by covered tile prototype (for tiles without default cover defined).
The storage filter of logistic storage chests can now be copy-pasted.
Optimizations
Added automatic splitting of repeated noise expressions into separate procedures which increased map generation speed.
Improved C++ structure of noise expressions which reduced game start-up time and MapGenSettings compilation time.
Improved worker robot performance, they are not updated every tick when moving or stationary anymore. more
Improved circuit network logic by making it fully multithreaded.
Changed Spidertron walking strategy to deliberately alternate legs and be overall more efficient and performant.
Changed train wait condition evaluation order to check 'cheap' conditions (e.g. wait time) before 'expensive' conditions (e.g. inventory) within a set of "and"-connected conditions.
Graphics
Changed night vision effect from grayscale to a more contrasty one.
Added decay stages for enemies. (Biters, Spitters, Worms, Spawners)
Reworked die animations, now they have more gore to transition into the decay stages better.
Reworked fire animations, improved quality and increased resolution.
Reworked rocket projectile animations
Fixed copper and circuit wires appearing to sag below the perceived ground level.
Fixed copper and circuit wire shadows projecting onto the ground incorrectly.
Sounds
Improved sounds of dying enemies.
Added different sounds for manipulating different items in the inventory and opening different entities. more
Added different sounds for shooting different kind of targets.
Decreased the crafting time of rocket ingredients.
Decreased the crafting time of solid fuel.
Increased damage and range of non-explosive cannon shells.
Doubled the distractor robot health from 90 to 180 and life time from 45s to 90s.
Increased destroyer robot base damage from 10 to 20 and range from 15 to 20.
Increased damage of shotgun pellets from 5 to 8, and made shotgun projectiles spawn closer to the player.
Increased battery capacity of construction robot from 1.5MJ to 3MJ.
Rocket (ammo) no longer requires an electronic circuit to be crafted.
Rocket and Explosive rocket projectiles accelerate twice as fast.
Changed the rocket recipe to require only processing unit instead of rocket control unit. Rocket control unit was removed from the game.
Changes
Reworked the fluid system flow logic. more Contiguous sections of pipes and storage tanks are merged into segments. Each segment contains a single fluid, and throughput is proportional to how full a segment is.
Removed Filter and Stack filter inserter, instead all inserters can use filters now.
Character corpses no longer despawn.
Merged zoom controls and removed functionality to zoom in without leaving chart view.
Kovarex enrichment process is now unlocked by automation, logistic and chemical science pack only.
Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
Power switch and Programmable speaker stack size reduced from 50 to 10.
Big and huge rock doesn't drop stone items when destroyed anymore.
1 Water will now produce 10 Steam in boilers/heat exchangers.
Boilers will respect conservation of energy by considering heat capacity of input and output fluids.
Improved high-DPI display support on Windows to match that of Retina displays on macOS.
Removed the "fuzzy search" setting.
Updated SDL to version 2.30.0.
Smart belt building was slightly improved, so it makes the underground also when overbuilding belt gap with belts already present on both sides.
Trains will not skip stations that do not have any valid stops, they will 'no path' instead.
Trains with artillery wagons now need to wait for all cannons to be in fully their parked position before departing. When driving manually, keep holding accelerate to command the artillery to stop firing and assume their parked position.
Improved Apple Retina display support throughout the game.
Made manual UI scale setting visually consistent between Retina and non-Retina displays, and between native resolution rendering setting being enabled and disabled.
Default control key for Map changed from M to Tab or M.
Default control key for Next weapon changed from Tab to C.
Default control key for Shoot selected changed from C to Shift+Space.
Default control key for Toggle personal roboport changed from Alt + R to Alt + F.
Added event-based technologies for unlocks related to the early game.
Added event-based technologies to only allow to research the oil related and uranium related technologies after the related resource had been mined.
Switching to map view switches to remote controller now, which allows to open and setup entities even when they are far away.
Chunks under fog of war are covered even in normal view.
Default train connect key is now J, train disconnect key is now K and vertical flip is now V.
Allowed electric poles to be fast-replaced by moving.
Allowed entity ghost-building over tile ghosts.
Allowed landfill mining.
Underground belts and pipes-to-ground connections can be blocked by certain tiles.
Disabled loading of saves before 1.0.0 version (You can use 1.1 to load older saves and re-save them).
Changed the /evolution command to respect the now Surface-based evolution tracking. Provide a Surface's name as parameter to get its evolution factor, or leave blank to get a full list.
Locomotive fuel inventory is now accesible by inserters, so it can be unloaded automatically.
Changed module limitations for recipes from item-based to effect-based. A module can't be placed into a machine if the current recipe doesn't support one of the effects.
Changed "use item" (grenades, artillery remote, capsules) to its own control and changed the default to right mouse button.
Improved heuristic of robots selecting roboports to charge/station.
Changed selection logic of entity ghosts. They now behave as if they were real entities already.
Car collisions impact on speed reworked (destroying obstacles now slows the car less than before).
Added one more color to robot overview on the map (red = logistic robots targeted to me, to deliver or to trash).
Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.
Changed command-line map preview to match GUI map preview, including correct overlapping ore generation and cliffs.
Changed --report-quantities option to report total entity count and resource amount in the selected area instead of approximate values.
Removed --map-preview-scale, --slope-shading, --slope-shade-property and --noise-outputs command-line options.
Ghost pipes are now connecting to other pipes.
When train has no fuel, player can manually move the train slowly when it is manually controlled. more
Increased Big electric pole maximum wire reach from 30 to 32.
Electric poles are always crafted from copper wire instead of copper plates.
Removed sandbox scenario.
Tweaked most of the tips trigger and skip trigger logic, added new tips. Added the ability to show animated UI related tips.
MapTick is now 64 bit.
Disabled the turret shooting alert by default.
Remnants of destroyed player buildings do not disappear after a while any more.
Increased the number of chunks generated around players based on the maximum view distance.
Steam Cloud sync for blueprint library is enabled by default now, and library is saved to blueprint-storage-2.dat.
Changed pipe to ground collision mask so player can walk on top of it.
Using the pipette on an entity marked for upgrading now picks the result of the upgrade instead of the existing entity.
Rotating (and flipping) already built entities is now allowed at any distance.
Gui
Added Players screen (accessible from the side menu), where each of the player can be inspected. more
Added click-and-drag to rearrange logistic requests within a section.
Changed spidertron gui to have 3 panels instead of two when the flat character gui settings is selected (which is by default).
The spidertron grid is opened by a button instead of a tab.
Improved the tooltips of the graph, to actually explain what is the relationship of the two numbers displayed.
Production and electric network graphs now highlight the corresponding line if an item's slot is hovered in the list below.
Fixed technology graph UI not properly scaling with UI scale.
Fixed heat exchanger glow sprite was drawn above the character sprite. more
Fixed a minor bug in the fluid movement calculation, which didn't take the volume of the container into considaration properly.
Restructured all the circuit condition windows.
Circuit and logistics condition windows can be opened at the same time.
Factorio: Space Age continues the player'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.
For more information about what comes with the expansion, check out the Steam page.
2.0 release
The release of the Space Age expansion also coincides with the release of the free Factorio 2.0 update.
Version 2.0 has a wide range of game changes, optimizations and improvements, which we detailed here.
Feedback welcome
This is a very large and fresh release, so if you have any suggestions or encounter any issues please report them on our forum:
We sincerely hope you will enjoy the result of our work for the last 4 years. Factorio: Space Age and 2.0 are the biggest projects we've undertaken so far, and it wouldn't be possible without the support of our fans and players. From all of us, thank you.