#FFF Speculations
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new train scheduling mechanics
ah
Hopefully some way to make depot/fuel stations easier, i believe they did tease that somewhere
also kovarex straight up said it on reddit in the SA FFF thread
?? that are ??
oh yeah. i wonder if it is for debugging? yk bc they only change colors when they go onto the rails
The blue train turns white
That too.
ooh, link?
nice
The trains changing colours and the odd naming conventions used for the FFF-380 train stops can be explained by trains having the ability to skip stops, use new fuel level conditions and painting themselves based on the destination station.
That's what I think will be done, I personally don't see trains changing schedules themselves, instead having schedules be more dynamic through stop skipping.
so I bet we will see geothermal energy on vulcanus or the new technologies
Make your bets! 
Confirmed sulfuric acid + calcite -> 500C steam is basically geothermal with extra steps
I'd love to see that elaborated on
imagine moving the old decider combinator logic into the train schedule for each station.
in the train itself, where it can read it's cargo, and fuel levels and decide if it should skip the next station in its schedule
That's pretty much what I think will be revealed yeah
Not like the decider combinator necessarily though, probably just another section on the train stop in the schedule
yeah, the main thing I'd like to see is a heat exchanger type thing to cool down steam back into water, for various effects
The simple option is just a chemical plant recipe that turns steam into water, apart from oil processing and concrete there isn't any use for water.
(when you can just use the steam to generate power)
sulfuric ac- wait
I guess, acid to me counts as oil processing chain but that doesn't apply on Vulcanus
we do use water for explosives (and thus cliff explosives) and the two cracking recipes
also concrete
but given everything (except Concrete) is a chemical process, I wouldn't be surprised in seeing no way to get water from steam, and having alternate recipes (or one recipe that accepts either water or steam)
We haven’t see any new personal equipment yet. I wonder what metallurgic tech might unlock for that category.
I wouldn't be surprised if most of the Mk2 equipment is moved to other planets, possibly the personal roboport for vulcanus?
I still expect a handful of new armor toys 🙂
That sounds like a nice 1.1 mod… where is codegreen…
Blue science. But it’s gotta slow you down or something.
At least the mk1 version. And maybe it can’t climb Vulcanus cliffs. Need mk2 for that.
🤷♂️
SA endgame armor/equipment is probably going to be godlike compared to vanilla endgame
I don't think we will be disappointed
power armor already has the same grid size as power armor mk2, so I’ll be fine if they lock mk2 on the last planet 
I wonder how much new equipment stuff will there be aside from just higher quality
not that I'm complaining I can't wait to get all legendary stuff on me
what kind of equipment is lacking right now? I can't picture anything
something that adds more arms to put weapons maybe, that would be cool
Big FFF inbound if our dev interaction theory is correct. developer activity in #friday-facts is at an all-time high. I'm not actually convinced by this metric myself, but we will see how that goes.
I don't think they will add the jetpack actually
grappling hook and accelerated backwards bunnyhopping would be nice though
if the exoskeleton can jump that would be enough
It's not that it's lacking per se, but it would feel weir if after 4 planets and 5 new science packs the engineer didn't develop any new stuff
who knows maybe we get some fire immunity stuff from vulcanus or something
Well.. Raiguard said one of his mods will be obsolete by today's FFF
Cursor Enhancements?
Yea I understand but I can't figure what kind of equipment it would be
I bet this FFF is new enemies
trains.
noice
I feel extremely vindicated
Okay, we're probably right.
seems like they are releasing 2-3 2.0 base game FFFs and 2-3 expansion content FFFs alternately
so next time we’ll see some expansion things
most likely SA stuff
Good thing we didn’t short that rail FFF to dk 
hah
#1177597309572366396 message eyyyyyyy
i ws right, but backwards. You don't skip the station in the schedule from a condition, you add it!
So where do I collect my prize? 
The only thing I gain from this FFF is an ego boost, no knowledge
true, i love me some train porn and that's what we got, perhaps dk was told about the next train fff
this is such a spot on prediction!
Next FFF: The planet that this thing is relevant for.
It'll probably not be mentioned in the FFF as they'll likely want to do an introduction like the one to Vulcanus, but they hate repetition so it'll probably be more unique than that. Plus it's very specific so it'll likely be mentioned in the second FFF about the planet.
I have high hopes for the next 2, given end of year and the current low/medium/high tempo
Signal transmitter readable on trains
Would allow for much simpler priority stations
it ties into the last sentence of this as well: ^
there can be some kind of event where trains need to take cover (asteroid, environmental, etc) around some kind of defense, and this is how you let them know to go to designated areas
something where it can be unsafe for trains to be moving around on tracks outside your base
it has the train pallet, could be, genius!
Interesting, perhaps it's
? I'd imagine a nature-based planet to have a more dynamic environment, could be that there's "interruptions" (hehe, now i wonder how they got the name for schedule interrupts) of the track. Maybe moving ground or some other disaster or entity. Or even debree on the track that requires an armor train to plow through and clean it.
Actually that would be SICK, imagine a train retreating and making way for an armored plow train to clean the tracks!
It would feel so organic like the trains have military capabilities and strategies
armed trains would be awesome. equipment slots would be cool, but perhaps there are dedicated weapon platform cars
That would be some Mad Max stuff
I predict a complete overhaul of train tutorals. Probably not in the next FFF, but somewhere in the near future.
I was wrong 😦
The pre-christmas FFF would be a loving biter gift, right?
armed trains and weapon platform cars would be frickin awsome
ik there is already a mod for that but its super outdated
plus armored trains and weapon platforms could be useful with the new biters
I think a roboport train wagon could be cool
Though you'd probably to have it in range of a power pole when parked
Flipping buildings is this Friday
i swear if it is....
I think we will se a big FFF this week, similar to how big the space platform FFF was.
We got a big one last Friday so I think otherwise
smal things for 2.0 FFF is like the abstract item FFF, and the train interrupts are like the remote view FFF.
new train schedule is big, but is less ‘new content’. Space platform was both big and new content
and the remote view FFF was also a big FFF but less of a new content FFF
so I think this week will be new SA contents
Being the closest to Christmas it's either a really big one or a pretty small one I reckon
the pattern I see is (small qol)—>(huge system change)->(new content introduction)
train FFF was the huge system change one
this friday: new content
29th: year recap with some new teaser artwork
jan 5th: season 3 begins
march: planet 2
june: planet 3
september: closed beta and launch preparations
december: planet 4, either shortly before or after the F:SA release
weird question but each planet needs some kind of healing food, right?
lava fish? 
perhaps not, but there might be some tech on the green planet to grow some food or to make healing potions, adding to the strategic element of choosing in which order to explore the planets
Spicy tree fruit
I thought we were already in season 3. Klonan said we wouldn’t get any more train stuff till season 3.
I think the small qol was the first episode of season 3. Making Vulcanus the penultimate episode for season 2. Seems like a good schedule.
seems believable, but maybe compress the end of it a little assuming the release is 1-2 months beforehand
I think we are in the spinoff movie series
Are they at least theatrical releases, or straight to dvd
?
I think it's a Netflix adaptation
I think we're still in season 2, and season 3 is still train season, meaning there will be several train FFFs (we know there's at least one more, and I personally expect at least two), but they decided for whatever reason to move the train control improvements FFF forward to season 2. Possibly just to screw with our predictions.
I doubt there will be better healing than fish, for the simple reason that fish are already so good at healing. Maybe if they nerf fish...
How do we heal on 
There's alsothe question of why would you need healing? What if the enemies/environmental hazards on other planets don't deal damage o you, only your buildings
I think Vulcanus was the season 2 finale
now we’re in season 3 and they may introduce the train planet
there will be a planet where special train schedule matters more
slowly
send 1ton of fish from nauvis
Will you be able to send things from planet to planet, or is it ayou land and then have to work from nothing
you can ship anything over, provided it can fit on the rocket/space platform cargo and you paid the resource price for the rocket launch
what was season 1 finale?
How do we even know there are seasons
One word: Klonan. I think that should tell you enough :P
It does.
"season means nothing I made it up"
I think it suggests that the FFFs have a clear seperation tied to the planets, but that this is just how it happened, and klonan made the distinction and cutting in his head
Or, possibly, it's made up entirely
Klonan also said trains after NYE
Klonan said probably
I'd say S3 started with "smaller things"
I agree, it has a different vibe
but we also agree that seasons are an after-thought, it wasn't originally made with seasons
we're just cutting it into logical chunks
I mean, not unlikely given that we still have more train FFFs coming up... Any promises on how soon after NYE though?
I wonder how much our talking affects the FFFs
Like we talked about
a lot, and it came not much after, with the features there not super polished
I think the
had its features polished and ready to show, but also they could receive suggestions. Our blabbering has no impact as to when things are revealed
our blabbering only affects how well klonan sleeps at night
Chapter 2: Season 2
still has a feature that they showed but "will expand on in the future" (the quality stuff)
I wonder if there was any suggestion that they'll add
We said that we really want
*
and they said it will come in 2.0
Also, we asked for a "don't build here" entity that we can put in blueprints, so that
can deconstruct at those points and they said it's an interesting idea
We asked for 🟥 🟩 🟦 signals for the RGB
and it was considered
Yeah that second one I can't wait for
The probably have something that’s akin to the “pirates code” of their fff release cycle.
“More like guidelines” for getting them out. And then they can still change things ok the fly if needed.
on the train topic, we might need a trigger based schedule change for trains.. not just dependent on their load or fuel status, but also based on circuit networks and automatic/dynamic rerouting when a track got destroyed or changed
We already got that in the last one
Did anyone come up with any cool new predictions about other planets over the last few weeks to add to the matrix of cool ideas?
I'm afraid there won't be any new logistical modes like boats or ground bots in F:SA, because:
- all of the new logistical stuff revealed so far is either improvements that apply to 2.0 base game or is packaged as a separate mod that can be applied to the 2.0 base game, namely elevated rails
- some devs confirmed that there are no other separate mods besides elevated rails, quality, and expensive mode.
If there would be a totally new logistical mode, like boats, the demand to have it available in the base game (using adjusted recipes and tech where necessary) would be quite high and it would make sense for Wube to make that mod.
It could always be not its own separate mod and just baked into 2.0 or most likely just SA, and that the dev team is saving the coolest new toys for the end (or don't reveal them at all for us to find out in game, like they've done in the past with new content updates)
new toys 😍
So what are people thinking for the additional train changes mentioned at the end of the last FFF? Going off a post JG (or maybe it was another dev) said, we are not likely to get a new rolling stock so what other improvements are out there?
Tutorial overhaul
I'm hoping for backwards trains not being dead weight
Unlikely
Hadn't even thought about that but it makes sense
its the price you pay for 2-way trains
I mean, irl backwards trains are not dead weight (since you don't lose any torque when going backwards)
It would certainly be nice
Even if it was partial power would be nice
still, its the price you pay for 2-way trains
Wonder if we might get a new planet
but should you pay a price like that?
yes.
Why?
its not too hard to set up a one way track tbh using only one locomotive
👍
I think it would open up more options for types/sizes of trains
and wouldn't really favor any specific variety over another
at least imho
They said we will get "new military targets"
I think they said that in the initial Space Age FFF
more things to shoot 😄
i hope we get new things that can shoot the new military targets
I believe they hinted at that in the follow-up FFF to the Space Platform FFF
😍
Is that a bidirectional loco?
It is bidirectional loco because'
the emojis, i messed them up a little
And made a bidirectional loco of 8 tile length
Not i'm checking API if thats possible
which post? 
Second to last line of FFF 389
I'm asking about this: "we are not likely to get a new rolling stock"
ah that one
It was awhile ago in #friday-facts , I think after elevated rails were announced
can't find it
yeah I can't either. Expanding to other devs. It was a posts specifically about how many sprites each rolling stock now needs with the new rail angles and elevated rails
Boskid possibly? I remember chatting with him about that
way too many sprites
I think around here #friday-facts message
and yes Boskid... thats a lot of sprites
It might have been my own conclusion that hinted at no new rolling stocks. If I am proven wrong, I would be thrilled
When we get the next planet FFF we can also kind of predict the pacing at which we will get the other planet FFF's
I was discussing with a friend which we were more likely to see first: more from vulcanus (like enemies and tech from the new science) or the introduction to another planet.
the fact its end of year is going to make these next 2 good I think
I think the "opposite" for the same reason
Specifically I do think these next two will not be "controversial" or talk on stuff that having devs available to answer questions would be required
Yeah i expect they will be more light because of the holidays for the team
And rightfully so
I'm a glass half full kind of guy
hopefully they throw us a banger and leave it to us to figure it out until they return lol
after all, they had a big FFF last december with the preview pics and stuff
Haha. True. My prediction is tomorrow will be a banger and next week be more relaxing
yeah I could see that
That's true
like a year wrap up kind of thing, with a sprinkling of some preview stuff perhaps
Could be fun
Following the "small -> major -> new", tomorrow will be new stuff
😄
sweet
Lets go for something that has to do with the new planet conditions.
I would love to see climate changes like rain or solar flares
acid rain on vulcanus maybe
I'm guessing small QOL.
I would be happy with some new space age stuff in general
this one could be similar to the selector combinator FFF where it introduces a small new feature
but we will see new entities
small new feature is too sad - don't predict something this horrible...
or could it be spidertron update
I don't see E so it's likely not new SA stuff
lol
At least not a new planet. It could be the tower, the book, or something like that
OK so new SA content 😄
So new art probably, so that means new stuff
so new stuff
Could be another technical review, but I assume it'll be content


this is too much work to just use for a christmas postcard. I think this is of the final planet, Aquilo
I believe so too, but Earendel is literally insane, so it's hard to really know.
yeah those new noise functions should be for snow I think
Would be really cool if this happens ingame
If they made all sprites for snow I'd be flabbergasted.
also there seemed to be 2 new buildings on the left side?
Yea does seem like it
booring fff
remember that we got Vulcanus right after the last technical FFF

so next FFF should be good, and considering its end of year
I think the one on the left here is the blue machine from last years Christmas fff.
And considering it's end of the year it should be made two days early so they have time to rest!
yeah. just send it to us early wube, enjoy your time off
Somthing I want is weather, so Nauvis is pretty mild, Vulcanus could have Volcano eruptions, the water planet could have flooding/heavy rain that could slow down equipment. And I don't know what the other planets are like, so yeah.
there are mods for that kind of thing. Factorio focuses more on making the base vanilla mechanics work smoothly to allow you to layer stuff like that on top
I want weather and pollution to mean something
pollution does mean something but odds are we are goiing to get a massisve biter update to make polluting indiscriminately a dangerous option
pollution affects machines productivity
A volcano filling the sky with ash would be so cool
makes you use something else besides solar panels
solar already sucks on vulcanus
Yeah, about once a week. Problem is they keep melting so I keep needing to reinstall it all the time.
vulcanus isnt venus, or a venus equivalent...
Vulcanus almost certainly has a thick atmosphere and is close to the sun
well they should still work so u can kickstart acid neutralisation for 500C steam
That's close enough for my comparison.
Yup. hence 'sucks'
Small scale solar always has been a non ideal power solution compared to other alternatives tho
I think it is okay to keep solar on Valcanus to have similar strength as on Nauvis. since space is quite limited
theres cliffs and lava everywhere
I think it still needs to be weaker than that
I guess solar strength is quite easy to change on the Wube side so they may not have a final number at the moment
I'm thinking more about gameplay aspect than realism
if solar is weaker it might be difficult to kickstart acid power. I wouldn't worry about huge solar farm breaking balance because it will still be a huge infrastructure investment even if soar is 150% strong. also space is limited (clifff,lava)
its like nuclear power vs mega solar blocks
and there might even be better alternative power methods
I don't think it would be hard to kickstart at all
even 1 panel will eventually start acid power
you just need 1 craft cycle and then it will become critical
Prediction: One of the planets will have ores submerged in water and we'll get a system (not just landfill) that lets us mine them.
Something not unlike this mod https://mods.factorio.com/mod/dredgeworks
like the oil platforms on the sea, but that would mean u need to be able to transport it sooo... boats
actually maybe the elevated rails were a compromise so they don't have to add boats, maybe
What about a planet where the ores aren't just under water, they're disolved in acid and you had to use electrolysis to get them
Or there are no ores at all and you have to farm animals that poop ores
Farmtorio
maybe in
u need plants to make some organics resources like plastics or biofuel
synthesized oil I guess
seablock
3d factorio jk
parallax effect in factorio by layering cameras.
here's the code youre welcome to do anything with: https://drive.google.com/file/d/1b5PxpTEvj1S7qegQ_8R_CCItWFKmw8fC/view
controls:
down arrow key: teleports the player down a surface
up arrow key: teleports the player up a surface
'k': toggles the cameras on and off
toggling the camera o...
oh god that is trippy
I would like to see some 3d tho
With elevation
FUE5 is a fan-made project we've been working on with my friend Nuke for the past 5 months. It's goal is to see what would Factorio look like and behave in 3D. This project is a 3D visualization environment which is able to import bases from the Factorio game and seemingly replicate their behavior. It contains no gameplay, however you can fly ar...
considering the buildup of information, it just has to be the planet FFF, most likely not the last one (Aquilo?), but the one that train FFF was building towards, considering noise expressions were explained and that
is supposed to be a complex vegetated planet, i guess they wanted to hint that it's unique in its terrain in a different way than just having new biomes and resources
I want the environment to mean more. E is doing some cool work in SE0.7 with the flooded plains, where water periodically floods them and replenishes organic matter. Would be awesome if vanilla Factorio had some interactions like those.
fue5 🙂
No updates in last 6 months 
thats too bad. was looking like it was going to be a cool project
https://www.factorio.com/blog/post/fff-381
Сonstruction trains could be absolutely insane if autorequest from here would be expanded!
Basically tweak autorequest to turn any bp from anywhere into logistic group, and it's half done. other half would be train/chest filters from logistic group to make sure train will be filled properly, roboport wagon mb - and it's good to go
So i'm betting on next train FFF to be something like that
They said specifically there will not be any sort of ghost scanner (except for space platforms)
But they said a lot of things in the past
It just makes too much sense to use system everywhere once it's developed. Can you link their message about it pls?
I don't remember where it was, but someone asked for a similar feature for ghosts in an area, but was rejected
Oh, that's a bit sad
I think someone mentioned that they could do ghost request on space platform because there can only be one platform per surface, whereas there could be many bot networks on planets.
ghost request can always store result in a buffer to copypaste, instead of doing it completely automatic
¯_(ツ)_/¯ I'm not the one who write the code but I guess it is still expensive to implement
ghost checking per surface is probably cheaper than per network.
perhaps there are already mods for that
Ghost Scanner
yeah, big chunk of it is in this ☝️ mod already
but not all of it and not as convenient
tbh I think we can already use the new train schedule and logistic groups to make quite efficient mall item supplies
Nothing we couldn't essentially do in vanilla, for this goal
not sure - let's say I want to copypaste outpost far outside of roboport network - what's the least I would need to do to just make it work?
just have a train to automatically supply a list of mall items, and ensure there is a small buffer in the logi network. If u expand very far then u r probably at a scale to increase the buffer size
if u have done mixed item rocket once in SE then its essentially the same idea
or similar
I have a system where I design filtered train wagon to supply roughly 12 different mall items per wagon, and at the destination I use constant combinators to tell filter inserters what items and how many to unload into the station to keep the buffer
If you're doing it from remote view, you'll have to botnet it
with logistic groups I can controll this system a bit easier
I have a freeform wagon system that works with a constant combinator (per wagon). It can insert exactly how much I want, without even having filters, leaving space for whatever
Same for the unloader stations. And it calls the train when it has less than 1/2 of some item
So when I want to build a wall, I just put the builder train, and the wall BP and it does its thing
Similary, if I want to add turrets because it's a hot zone, some ghosts and it all just works
technically u can put 40 different items per wagon?
ye, and they don't have to be full stacks
do u use multiple blue chests and devide the request item number by the number of blue chests?
Single blue chest
Stack inserter stack size is set according to the number of items needed, so it's quite fast, but still accurate
I usually don't need accurate control for that when I start using train for mall items
is it automatic? can it handle 2 outposts being built simultaneously?
because its not like u know u will need 102 blue belts for the next outpost
Sometimes "good enough" is perfection for Factorio
Yes. I don't see why having more than one station matters.
I have one unload station per wall
if 2 outposts sending requests on one logic cable - train will probably attempt to load stuff for both or something like that - a bit annoying, but maybe it's just me being silly and trying to perfect the crap out of trains
There are no global logic cables in this system
Only local circuits in the loader and the unloaders
So, am I getting this wrong, or did the devs say that infinite technologies will be available in midgame?
In the space platform fff
They already basically are
Oh, I see.
Do you mean some of them won't use all of the science packs?
Ah, right, nevermind
More infinite technologies use purple and yellow than I remember
they mentioned that there is one infinite tech that doesn’t even require space science
also many of them don’t require all science packs
so infinite tech will no longer be a post endgame thing
Technically*. The increased cost makes it effectively end game.
Technically space science unlocks space features, not necessarily infinite techs anymore
They did mention infinite techs specifically
That's actually the whole reason for my first message
Space science used to be the post endgame thing that unlocked post endgame content, but now that it's been moved to midgame, its old post endgame uses seemingly remained largely the same
But I forgot that infinite techs are also locked away behind purple and yellow science (mostly yellow, it seems)
So infinite techs have only been shifted back by a relatively small distance
Though I suppose the key difference is, choosing whether or not to advance the extraplanetary researches to unlock new content, or focus on infinite techs to buff your current setup
That choice was never really present before
I'm still wishing upon a star for some more non-military infinite techs, though
Because right now there are: Two 💔
Though I see how the concept of infinity has the potential to break certain things, so you would have to be careful with what they apply to, as well as taking into consideration what players would want and use the most
But one idea I've fallen in love with, are electricity related infinite techs
Accumulator charge, bot battery life, maybe even something like solar panel efficiency...
I think they would be a perfect fit
they'd have to give the tech the right name though so it makes sense
like optimized design 1, 2, etc
Eh, I'd say generic and easily understandable names would be best
The concepts are quite simple, I don't think there's any need to get fancy
Especially when "Artillery speed" and "Follower robot count" exist
I think what I proposed is quite generic and easily understandable. Optimized Solar Panel Design 1, Optimized Solar Panel Design 2, etc
how else can you describe a solar panel that suddenly has a higher output?
but considering quality exists as a mechanic, not sure if this is something that will be implemented
Oh, the original message was a little bit vague, I wasn't sure what exactly you were referring to. Yeah, that seems just fine to me
my bad
personally I'd like research like this to exist, but just make it plenty expensive
IMO the game needs more things in the "very expensive but very worth it if you go through with it" category
it adds another layer of strategy on what to spend your time/resources on
I think that's the quality aspect
Quality and early infinite research
Also gives players something to research while building new things. New players tend to run out of science to do before they have the next, so this can help
to clarify, I mean things that are very expensive from the beginning, not just research that become that after running it enough times
Like nukes and spiders being 5k and 2.5k? (which is plenty expensive for smaller bases)
like that, but now plenty expensive for a large base
something big and exciting to work towards
Last Friday of the year! Predictions?
5% on no FFF because Christmas holiday
Naa they'd have something lined up before
I think they’re mostly automated at this point.
I doubt klonan is pushing a button at the same time each week…
5% off Factorio price
I mean, I did suggest to write FFF yesterday
I'm thinking 1) end of year review 2) some words about 2024 3) some teaser like xmas 2022 but with new things 4) (possible bonus) actual in depth FFF about something new and exciting
"We're still on track for release in 2024"
“No sooner than 2024”
They will for sure tell you it won’t be early. But since we never got a date. It can’t be late!
"It won't release in 2023"
I predict vulcanus enemies
I predict 2nd planet or
water stuff
My money's on sticking to the formula but with a little holiday cheer sprinkled over top
I second the lookback post (this year we had 1 billion sales, so we all decided to disband the company and retire. Later suckers)
PS- the game is complete and we're keeping it to ourselves
I give it less than a week before Wube's servers are hacked after an announcement like that
Can't hack them if they shut them down :P
Can't shut them down if they have been heisted ocean's N style
"We realized quality doesn't work and removed it from the game"
Just to see hundreds of hours of discussion tossed into the bin
Only hundreds? 
No E so it's not a new planet or more
. Possibly more train things, or the weird tower
But it's likely just a recap
Feeling very bearish. Selling calls!
Recap guessers win!
Didn't expect mod manager
where are we in the pattern, next week should be good?
yes
What's recap
I didn't see a recap
Read FFF
Nvm found it
But didn't find my own message to delete it
points to username
next planet reveal? maaaybeee
I don't think they will reveal all of vulcanus first, maybe they will leave the most cool parts for the future and reveal something about the other planets
They did say
was the most complete yet, so I think we might get a bit more of it before moving on to the next planet (which might not have all graphics finalized yet)
Speaking of planets
What do you guys think will be Aquilo's deal
My assumption so far has been
Vulcanus=Metals
Bacchus=Oil
Fulgora=Electricity
So what could be a hypothetical fourth and final addition to all this?
Actually, now that I think about it, they never did actually show Aquilo's special round science pack
Due to the way the tree works, it could have one, because the science pack always comes after the planet itself
But if there is one, for some reason it's not shown
But we could say that its existance isn't confirmed
And that has its own implications
It's been confirmed that Aquilo has its own science pack, and that there's an additional endgame science pack
Additional? 
Well, I presume that it will fill the role previously held by space science
Because that is now being demoted from its previous place in the post-endgame
Also confirmed
Well, it was a logical development, really
Yeah
But, I suppose this both simplifies my original question, and makes it harder to answer
Because previously one of the more likely options for Aquilo's science pack was this new post endgame one
Due to its status as the final planet
But now that we know that isn't it... What else is left?
And?
Ah
A quality science pack
Imagine a Legendary Quality Science Pack (literally)
I wonder if you can make recipes with quality requirement
What do you mean by that
Aquilus mechanic will be... hmmmm, aqua? water? seablock
it's Aquilo, and it's the god of the North Wind; cold, not water
(I made that mistake multiple times)
It's likely the frozen planet, so you'd have to mine ice and melt it. Probably the same ice as we can get from asteroids
oh I hadn't thought about that. yeah, I like that
with Aquilo being the last planet, there's plenty of opportunities to have stuff "required" to have when we land. if not specific materials, at least a functioning base with robots and radars and deliveries that we can receive
(and, well, they did confirm that's the case)
I wonder if one such thing will be... power
Since it's the farthest (and coldest) there won't be much solar
Maybe there's geothermal? An Iceland like planet.
If it has water/ice, we can bring a couple Fuel Cells, no problem. Sounds to easy imho.
What does “last” mean in this context?
Y’all think Aquilo is the final planet?
Oh. “Last” as in the order from the screenshot of the planet names. 
we know it is
from the tech tree as well
we could map the beta art for those directly to the names
Yeah. That makes sense.
I wonder if we'll get new ost for the planets
Kovarex said there are new things in the audio department. We don't know more.
I'm pretty sure I saw some discussion earlier on that topic
It was something about the way entities emitting sound works
Normally, entities can only have a constant noise, but someone noticed something in the demonstration videos of vulcanus buildings that may suggest they're changing that
It was a while ago, so I'm probably misremembering something, but it was something like this
They said that explicitly. Audio can now trigger on certain animation frames
In the foundry FFF
Oh, cool
nice
any chance we will see loaders in vanilla? I don't know if I want to but im curious
something like trains-only loaders
very high doubt, with
you can really get going.
Yea ur right
Devs said that don't like loaders, so you'll not get them in vanilla.
If we can use the fish for the spidertron maybe in
we can use other animals for robots? I'm just thinking out loud
some biter brain to create an aggressive combat robot
that would be awesome. I'd love to see a return of the alien loot economy.
It would be very RTS-like but id loved it
vanilla loader:

just like "we have quality at home", "we have loaders at home" now 
(thanks SoulBurn!)
Cheers
You almost not even need 2 of them. Each
moves 69~ from box to box, and 34.5~ from box to belt.
Actually, chest to splitter should be enough with even one.
When an inserter drops items onto the side of a perpendicular splitter, it always is considered to do so on the input side, enabling the splitter to move half of the items to the other belt (assuming that the splitter filter/priority settings allow it to do so and that there is available space on both belts). This allows the inserter to drop its items twice as fast. A fully upgraded stack inserter can drop twelve items onto an express splitter every 38 ticks (18.95 items/second) instead of the usual 52.
At 2.5x that rate, it's 47~ so more than a
I didn’t even try that. Will in a sec.
cant quite make it
and you need the splitters as a buffer, because straight to the belt can't quite get it either.
Too bad!
I do doubt that, since fish are mainly in the ingredients as a meme.
We can have more memes
I need more bioengineering in factorio
I want to grow geneticly modified soldiers, and send hordes against the biters.
Like better combat robots.
Bit bio
But*
Aren't they a hivemind?
What I think would be cool, wait for an attack on you're base, tranq a biter or 2, get Geneseed, grow abominations.
I mean like chirurgical half biter half bot style
Ahh, cyborg
the robobiter
until the release i would believe it is true 
Make the recipe table and images
Check the AAI and https://mods.factorio.com/mod/Unit_Control for stuff to reuse or depend on
Ok Thansk man.
Now I have to I guess.
what if we can connect the power armor to the spidertron so they share power, that would be cool
you could use the spidertron full of legs
I mean is not broken or anything
what could possibly go wrong?
spider armor 
time for the next FFF prediction: more circuits stuff: machines can connect to wires, reads input/output buffer, controls enable/disable
maybe combined with flippable chem plant and refineries
Alternatively, new year, new planet
next FFF will be 2023 retrospective, part 2
hear me out....
I'm on your side. The power of the sunbiters in the palm of my hand!
someone will turn these into personal equipment, and I'm here for it.
Id bet it would look cool
I will break the w key on your keyboard if you're correct
I predict vulcanus enemies
I think it was sort of implied to be some type of burrowing enemy
But the devs have really great alien design, whatever it is I bet none of us will be expecting it
there must be some melee attack units otherwise they wouldn’t have shown us the laser turrets inside natural wall
so, at least there will be biters potentially with different skin
Balrogs coming after you when mining too deep.
mining too deep like rimworld, spawns a swarm of bugs
"Drums in the deep."
We automated too deep, too greedily.
No such thing!
orange light at end of tunnel
Oh no...
choo choo!



why am I always standing on my rails when I'm looking at somethig nearby?
like some quantum magnetic attraction to them.














(fixed)
smol
Do remove spaces though :P
Naa this is smol https://mods.factorio.com/mod/Mini_Trains
Smol
cute lill train 🥰
I love them
I didn't like them in FF honestly, they were slow af
🤔 now if they were running on narrow gauge with tight tight curve radius…
2 weeks of reasonably weak FFF. are we bullish for the next one?
Recap 2023 2
another technical FFF
I'm hoping for some biter content
Not biter, but "military targets" in general
military targets doesn’t have to be aliens. Asteroid is an example
Besides biters are from Nauvis, why would they be in another planet if they are natives
I need a huge new content FFF PLEASE

it better be good fr
nothing is guaranteed of course, but I feel hopeful it will be good
the longer we go without new content, the higher the chance the next content FFF will be solid. this principle seems to be built in to the pace of new FFFs
we gonna get a mega FFF that will blow our minds
that's how gamblers think
good thing I've never set foot in a casino lmao
I mean, nothing says biters were not once advanced beings who migrated to Nauvis. Engineers aren't native to Nauvis either
I think that'll be the story of the final planet, discovering the origins
seems like they strategically lower the expectation before the big FFF comes
That the same logic of "a broken analog clock is correct twice a day"
not really - devs probably have some intent behind the order of FFFs, while gambling and broken clock lacking it
Depends how broken… 
that would be so cool, like some Frozen Prehistoric biter in Aquilo you can study
I mean I might be overthinking things. It took me years to realize the world is named Nauvis for Novice
TIL we're noobs.
No one could expect this.
w h a t
Wait, Nauvis means novice?!?
You think that's bad, there used to be a place I went to that was a chocolate shop that was also a full wet bar that served some really good chocolate themed cocktails.
It is a chocolate-bar, that one took me 2 years to get the joke
Yeah it's really interesting. Not sure how i will use it myself as i have generic stations with a single constant combinator that are perfectly fine. But better ways to make template designs is always welcome, and i'm sure i will figure out new uses when it's here.
Unlike today? 
Remember it's also station names!
My prediction: we have no clue. And we’re in for a fucking ride. Chooooo choooooo!!!
icon (rich text) in the station name can also be parameterised, which means u don't need to configure the station name
now I wonder if we will be able to read more signals from assemblers: recipe, ingredients, crafting time, machines speed etc.
I use a mod that allows you to configure station names via paramters, and the 'paste' on them to set the name (paste from ASM or constant combinator)
I wonder if we'll get something like a "parametrible blueprints 2.0" FFF in a couple of months, where user suggestions have been added, and stuff like that
Possibly. Also more
and more "new combinator" stuff
.
New combinator stuff: Allow
between
and
i.e. red * green
New selector stuff:
get item, return ingredients. Also a radio button "1" or "multiply" for stack size, weight, and ingredients.
New parameterized BPs: Ingredient count of X, as a number parameter
New selector stuff:
get item, return stack size?
that's already a thing
We have stack size and weight, but I want also a radio button for "1" or "multiply by input", so you could input "3
" and get "300
" as output with stack size, or "6
" with ingredients
ah, I guess I need to read that FFF again 🫣
still waiting for the fluid overhaul 
yes. every single day
same here haha, we can only hope
They get weird when you're trying to push the throughput limits of pipes. I try and stay around 1k units/sec per pipeline and I've never really had any issues.
Example, pump into an empty take with 2 or 3 more pumps pumping out of it at max speed, and only one of the output pumps will ever pump.
the right output pump pumps, the others never will.
And since we'll soon be handling metals as fluids, maybe it's the best opportunity they could have to implement it
That issue is more fundamental than Factorio though. Don't think there's anything that can be done without significant performance cost.
I know this is just an example, but if that single pump is consuming the entire input, then there's a supply issue present.
re-reading https://factorio.com/blog/post/fff-260 https://factorio.com/blog/post/fff-274 https://factorio.com/blog/post/fff-283 https://factorio.com/blog/post/fff-349
"Pipes suck. Two people already tried to fix it and failed, who wants to be next?"
tl;dr: there was a new algo planned & implemented for 0.17, but in the end it was shelved because of some unspecified issues (… and becaus there was no more time left to work on it)
Will that still happen if the supply matches the demand after the pipes are filled up?
There's an easy solution, enabled=oil>1k
A single void pipe only supplies 6 k/s while pumps can move up to 12 k/s. Definitely a supply issue.
I don’t know all the intricacies. But I have run into issues where fluid only ever takes one path when running up at the pipe throughput limit.
Like I said earlier. My solution to that is just to try to avoid trying you push more than 1k fluid through any given pipeline if I can help it 😁
throughput up to 3k is still somewhat sane, builds pushing beyond that are getting ridiculous
IMO you should be able to put 2 pipes next to each other and don't connect, is not some crazy mod idea
You can, if it's a 2x1 pipe 🙂
It would be nice to have an option when laying pipe to exclude connecting except straight.
But I honestly think we are going to get a major fluids overhaul. They were debating on it back in 0.18, but concluded that except for CPU optimization, fluids were in a nice place and didn't want to change it (yet)
I don't see how this is fundamentally different from a single inserter taking all the items from a belt before the items can reach further inserters. Or 2 inserters, on the opposite sides of the same belt, each trying to grab the same items, only one will ever get items.
really my only gripe with how fluids work currently is it's hard to see exactly what the problem is, if it's not enough input or pipe throughput issues
Top off valves would be nice. Pumps and circuit logic can do this already but would be nice if they changed how the tanks themselves worked
Most of these FFFs have been changes to entities rather than changes to base mechanics, so fluid tanks could get some love and not just be unintelligent fluid bottles
I like to use this mod, and another help to remove all the pipes, so it's just the valves https://mods.factorio.com/mod/Flow Control & https://mods.factorio.com/mod/Flow_Control_Valves_Only
Annoying we don't have small tanks for operations. Need 11 tiles for a valve
the minibuffer tank would really help a lot in vanilla 😄
Would be great for all the molten iron and copper we are going to have
maybe we’ll be able to read pipe content by wire
Next FFF is about multiplayer optimizations
(because it's something I don't really care about)
adding to this:
the longer we go without banger FFFs, the bigger of a barrage we'll get of them
the last few months before release could be nonstop "shutup and take my money" FFFs 
i'm kind of waiting for the next planet reveal, because that might give us a timeframe of how many fff's there will be between the planet FFF's until release
Whoops
Wube revealing all the planets in the next 3 FFFs be like: 
Reminder that we STILL haven’t seen what the vulcanus science pack unlocks
I predict Vulcanus enemies
The drill and foundry are what’s required to get the science pack, so there’s much more to come
probably won't be until after the other 2 middle planets, since part of the metallurgic science pack will be getting to the final planet
I guess that means I did guess some FFF
which one do you think that is?
stuff
I see I see
that looks like the mod with the underground surface, but different
Even if it won't be next fff or covered in fff at all, i feel like 2.0 will have filter chests (why do
and
have filters and
doesn't, perhaps because the logistic filters?, it just feels weird), color coded planners (https://mods.factorio.com/mod/ColorCodedPlanners), and more train content.
- Maybe a new tier of train, maybe a rebalance.
- Definitely going to talk about the thing they promised from the schedule interrupts fff.
- Vanilla belt and pipe visualizers?! (we have something, but it's just debug stuff not meant for visualization)
what do you mean with belt and pipe visualizers?
oh i looked it up, that would be a good QOL
https://mods.factorio.com/mod/belt-visualizer
a new mode
SA by default will be a new mode since launching the rocket will no longer be the win condition unless you turn the SA part of the expansion off
I wonder if we'll first get initial coverage over the other planets or a deeper dive into Vulcanus
Depends how they're developing the planets I suppose, are they going one by one or are they doing them all in parallel
unless huge progress was recently made, it seems like the art assets for the other planets are still WIP
Pretty much my thoughts, I'd expect them to go one at a time
they mentioned in one of the FFs that they had to redo 2 of the planets because they were too similar to nauvis
which 2 do you think they were?
Not vulcanus I guess? Bacchus and Fulgora
I'd be suprised if the last, and presumably most complex/difficult planet was 'too similar' to nauvis
And Vulcanus is the most developed so it stands to reason it wasn't redone
this isn't a prediction for this week, but in general-
I think we're going to have new turrets with a much greater range
this is from a few weeks ago from a post from Klonan in the FFF channel
it was a shot of a map, with a bunch of small/medium sized outposts
and instead of turret perimeters like usual, there was a single group of turrets around a power pole, seemingly defending a much larger area
and Klonan didn't say it directly but pretty much implied that was good enough to defend it
I'd be pretty keen on a cannon turret, something that can use cannon shells with good range.
equally I think something like a rail cannon makes more immediate sense, you could use simple metal projectiles on a space platform as well then, would not be necessary if we have a way to make explosives/plastic on the platform from asteroids, which I personally don't see happening with what we know
We're gonna see something huge we didn't expect and don't care that much about
But still cool
Cannon turrets would be really nice imo
Because besides being an ingredient in artillery shells, cannon shells are the only ammo type that becomes truly obsolete in the engame
(for all intents and purposes shotguns do not even exist)
Also it would give us a chance to use the fancy uranium shells
We should be able to use the satellites to scan or reveal a good size of the map like a super radar, i think
I'm really hyped to see the new enemies (or friends who knows)
Combat shotguns is actually quite strong at that stage, but once you get personal lasers you don't need much else.
That was related to annoying me by pinging without a good reason
Okay sorry
Do you mean if I'd disable @ or used @silent it'd be fine? (I'm not wery good with Discord pings)
no need to disable @ - if you write a name without it - it's fine
Anyways, hoping to see some new rail vids after you implement them
...
Now I've imagined disconnected rail pieces (7 straight) linked to each outher in a random pattern, forming a "grid" shape, a train coming there and strarting to teleport to random places
Looks absolutely hilarious 😂
@vocal rock I don't write the name, I swipe a message or click the nickname, that's the thing
I think using them more sparingly might just do the trick - of course in a situations, where it's obvious, who are you talking to
i see what you mean, but in terms of a gamemode, it's still freeplay by default, perhaps we'll get the other modes improved, overhauled or removed as people barely use them, or maybe we get new modes like a new type of pvp/wave defense
why not shotgun turrets as well, then
like, it would actually make sense, because atm the flamethrower is the only turret that can handle groups well
and a shotgun (especially with piercing shells) would be pretty good at that
not as good, but if we have fire resistant enemies (for example on vulcanus, maybe?) it would allow you to actually properly defend
though maybe not, maybe that's part of the challenge
iirc they implied the existence of new amazing turrets in the space platform fff because there's huge asteroids and the basic turret isn't quite enough to get it in time
Bigger turrets though
it makes sense from Wube's design philosophy as well
"in the vanilla game, you always had to use walls of turrets to defend an area. this simplifies that with something more powerful/expensive with a much greater range"
What if we're overthinking the flipped buildings implementation.
What if they literally just let the buildings flip, and have another set of sprites for it?
Why would flipped buildings need another set of sprites?
They can just have opposite clockwisity
so the plumbing still hookes up the way it normally does, and we don't have to wonder if a building is flipped before a recipe is set.
It will have the same sprite flipped?
Oh I guess it would just be the same sprite mirrored 
Now imagine every item in the game has a mirrored counterparts with 50/50 chance of producing either
Where unmirrored buildings can only use unmirrored recipes and otherwise
what season are we in btw? lol
Winter, the biters are cool as metal
4 I think?
The dry season
We'll have to wait for the next wet season until we get some juicy FFFs again
hopefully it's not badwater next
I predict we are going to get changes to fluid tanks, perhaps with built in circuitry or top off settings to prioiritize fluid flow through certain outputs
the believers grow by the minute
Summer in the southern hemisphere though
big blueprint FFF today?
We have 2 3d artists in chat, I'd assume it's a new thing
So even much better than faster belts
So… do we all agree that bulk inserters will probably be from vulcanus?
Because of the big mining drill thing
it could be on the last planet because it’s quite powerful
but if not then Vulcanus is probably the best candidate
tho we don’t know the theme of the other planets
my bet rn is each logistic method probably tied to one of the first 3 planets, so bulk might be on vulcanus, and other 2 planets will buff trains and bots respectively
And in the interrupt fff they mentioned interrupts will be especially useful on a specific planet, too
Maybe this planet will somehow be particularly train-centric, somehow?
Actually, thinking about this a little more, I think I might actually disagree
Purely because of what we already saw for vulcanus
If anything, vulcanus will be focusing the most on pipes
not sure which planet will get which - vulcanus might get better trains or bots to navigate around insane amount of lava and cliffs
I think we are in the Winter season
And we'll get the next planets on Spring, Summer and, erm, Winter?
Vulcanus was Autumn I guess
We're getting 1x1 splitters
lots of love to all the aussies and everyone else
I'm not from there, I just care about them too 🙂
*mindustry routing intensifies*
Also shapez
oh yeah, next up junctions, and the 1x3 splitter

I wonder how much 'stacks on belts' were talked about before we had that hilarious chat in the FFF room with the 1000x coin stack.
As i understand it it wasn't even implemented until that discussion a month ago?
So it really is a bonus feature for SA
the code was mostly written apparently, boskid didn't chnage much to make it do that.
take pride in the fact that we're all probably partially responsible for this
Yea Mr. Boss played around with it, and added the item offset back then
oh no you summoned him!
we did it reddit!
oops
Bro, i swear i always get mod ideas like right beofre a new feature is made that would make my mod useless for 2.0. Previously I was thinking of more complex, but rewarding miners that require lube to run and when combined with sulfur mining, this would be really challenging, they showed the new big drill. Now i just got the idea about late game burner inserters yesterday and this fff drops.
My idea is, since fueling inserters is a challenge, why not make a late game version of several burner inserters which are capable of having a greater throughput? Dual-arm inserters (just two blue in one place); one with higher hand stack size than green, but slower; and one faster than blue, but with the same stack size. This felt like a genius idea as it adds a slight difficulty challenge and improves your throughput, but i have never used bots to the extent of replacing belt logistics because i always thought "bots must be so performance heavy no way i mass use them".
Btw i haven't read the full fff yet.
Well, I doubt they'd do that double inserter, so...
@rugged onyx this FFF is our fault.
What disguise?
the one in your name 
I just didn't know how to announce in that crowd of a Friday facts room "hey, that's MY idea"
The real lesson here is "Oh my God be careful what you suggest to devs.... They're maniacs"
If only I had the logs from a month ago!
Might have to do some digging and screenshot the logs
this log? #friday-facts message
in fact, you actually said it even earlier lol #1175042793220087899 message
and it was "my idea" 3 days later 😛
[you made this i made this meme]
Lol
I mean it just felt weird palletizing things all day at work not to wonder why we don't stack things higher in the belt
Disguised biter created the fff predictions, and then proceeded to invent a feature into an fff thus making it a nearly perfect prediction. This is some rigged contest shit if I ever saw it.
@rugged onyx is an upstanding engineer in our community.
don't you accuse them of anything
does that mean I win the FFF prediction thread?
it's like the discord equivalent of getting your mod absorbed into the game 😄
no one saw this coming 😅
stacks of biters raiding the factory. might this be better for ups and vanilla freeplay megabasing.
I F'ING DID
I felt such joy that a stupid idea of mine made it into an FFF
What does everyone think they mean with these linked rails?
Linked belts but rail
mountains and train tunnels?
Stacked barrels would make them more efficient over pipes 
wait how much fluid each barrel holds?
a full stack of fluid barrels on 4stack green belt is 50460 = 12000 fluids/s but need to loop empty barrels back so need to half the throughput, then its 6000 fluids/s/belt
I'd love to see a benchmark of moving liquids at scale whenever SA releases, observing which is more performant
I didn't get to pay enough attention to the fff channel today, are we getting linked rails the same way that things on top of things came about?
6000/s is still better than all but the most optimized pipes
you also can recycle the empty barrels if you don't want to take them back
Only if Mr. Boss finds a solution to heuristics.
random prediction: in future there will be a FFF about different routes between planets for space platform. There’s 5 planets in total, assuming there’s no other space locations, then theres 15 possible routes in total
why do I have to end at aquilo
I mean routes for space platform travel
if u mean the possible order to vist planets there’s only 6 combinations
as u always start on Nauvis and end on the last planet
Since they're in orbit, don't all the routes constantly change?
5 * 4 * 3 * 2 * 1
5+4+3+2+1
it would be interesting if they manage to simulate planet movements in star map
There's places in between planets
You can't get from Nauvis to the final planet
3 to/from Nauvis, 3 to/from final planet, 3 between middle planets. So 9 total routes.
we don’t know if that’s true tho
no? the middle planets are not located together. Vulcanus is closest to sun and then its Nauvis
if u can go to the last planet directly from Vulcanus I see no reason why u can’t do that from Nauvis
i wonder if they'll get something like the train schedule with conditions. I suppose it will
it could mean that u currently have platforms flying between these routes
or the fourth planet haven’t been researched
I mean this
I mean this
those connections could mean whether there’s platforms flying between?
Im not confident about this
It's planet information
it can be dynamic
this means there's a ship traveling between them
u get more biter evoluted
Yea but it's more likely that it's not.
it could also mean the connection needs extra research/action to setup
Well that's my prediction
plot twist: devs decide to only make 4 routes, all connecting to Nauvis
u have to go to Nauvis as a check point
4th is not connected to Nauvis
its not connected to Nauvis in the image. it doesn’t mean it will never connect
maybe we need another FFF explaining how to make connections
DiAgAnAl InSeRtErS???
but why
is there a mod you can try stacking with?
It's already in the game technically, right?
not really, that's why i suggested it to boskid in the first place 😛
It's only possible with Lua, or manually rotating a belt, and it looks like 1 item on the belt
Well, I have to admit I like the addition.
60/s belt is also quite a nice add-on to it. It's 1/t which is very nice :)
really 2 every other tick though
okay, fine
60 is still a very nice and happy number to work with
much much more so than 45.
It's nice because you can upgrade belt limiters using yellow and red belts to belt limiters using red and green belt.
45's factors are: 1, 3, 5, 9, 15, 45
60's factors are: 1, 2, 3, 4, 5, 6, 10, 12, 15, 20, 30, 60
we get 6.25 times faster crafting and 5.33x faster belts
technically a nerf 🫣
But we do get to put iron, copper and steel into pipes
6.25 isn't even starting it
we have larger and faster machines, such as the foundry.
larger machine means more beacons
and the new machines, at least so far (sample size 1) are faster
And there are going to be even more crafters which are notably really fast, too
Well, we're not sure yet, but it would follow the pattern
They said it in the stacking fff
Really?
Increasing belt throughput was something we had really wanted to do for a while now, and Quality magnified this desire 6.25 times (machines can work 2.5 times faster * speed modules can get 2.5 times faster). Not to mention some of Space Age's producers craft much quicker than assembling machines do.
This?
Yes, that would be for example the foundry
Dang, you were quicker
But it's plural, and personally I expect at least one per planet. But, could be more, or could be less
Yeah yeah the christmas image
I think revisiting this image is neat.
Look at the foundry, and how little detail it has here.
Because it's based on the item icon
This means we can expect those other 2 buildings to be much more intricate than presented as well.
For now, we can offer this Christmas postcard Albert has made, which has a sneak peek of some new item icons.
Also, did you see the new tease for the fulgora building in this year's holiday fff?
Yeah, but it's so small!
Well we probably saw those buildings
Link it if you don't mind
Left, bottom left, and top right
I was wondering how a coil-winder could craft circuits
but if it's anything like the foundry, it likely has other parts to it besides the main feature
Ooh, circuit crafting, that would really be something
I'm reasonably sure it's involved in circuits.
I somehow managed to disconnect the concepts of circuits and electricity in my mind, and I was wondering what a fulgora building could craft
Well, the reason I'm reasonably sure is thus:
So, the foundry can make LDS, the fulgora circuit winder thingy can make blue chips, and the bwuhuo tank thingy can mix rocket fuel
After you land on a planet, you need to launch rockets again in order to get back into space. At the start this is more of a throwback to again experience the stranded feeling. This time the process is already greatly accelerated since you have all the technologies and your space platform can bring you a lot of construction materials. However, building the rocket infrastructure 4 times starts to feel repetitive, so we definitely aimed to have each of the planet's recipes simplify or completely skip some parts.
Maybe each one can also make a unique special item, and you need all three to make some kind of "super rocket" to reach aquilo?
Well you need science packs to reach it
I am wondering though, how could circuit crafting possibly be any more convenient than vulcanus already makes it? Direct mining of acid for blue chips, and direct casting of copper wire
When the devs added molten metals, I pretty much lost all hope I could try to predict them
Whatever it is, it will definitely blow our minds
I'm not entirely sure by any means, but I am reasonably sure fulgora will be circuit related
It would make sense to complete the sort of trinity
We also know it has to abide by the rules of the recycler
Well, they're just running out of items to make easier for the rocket.
These are my guesses
I really hope bwuhuo expands the usefulness of oil
Right now, outside of the petrol branch, it feels really underwhelming
I expect one new use for heavy and light
Yeah they have like less than 10 uses combined
It doesn't
Legendary placeholder art loaders 
You have a quality selector at the bottom
How do you know





meme

for 
without the 