#FFF Speculations
1 messages · Page 3 of 1
That's a request.
I'm talking about editor
Editor will almost certainly not look like that though, I'm mostly joking
Yeah, that's pretty clear :P
When I first saw this I thought the blue machine is crafting a golden pineapple or something.
Frankly I don't even know what it's making.
a golden pineapple
and the machine itself looks a bit like these automated palette wrappers
so if
helps accelerate the rocket component
, the other two planets can have means to accelerate
and
production, which maps to
and Fulgora (lightning)
See here :)
yep it makes sense
it's kinda like science
we're not sure about anything, but all of our theories work together, and have (hopefully) produce reasonable predictions
Will bulks require
?
Yikes
Well, with the way the game currently treats blue chips, most likely not
But we don’t know to what extent 2.0 will change things up
perhaps u unlock bulk inserter on fulgora where u also get better
production.
if we follow that pattern, u probably unlock
on
as u have foundry to mass produce gears
Then do you have the slightest clue what we'll make on Bacchus?
may give some military toys as I expect it give better access to
, explosives etc
The whole planet is alive, with vines that blocks our 





Nothing a small 🔥 can't fix
since better belt and better inserter are on separate planets, will there be another logistics method upgrade on another planet?
can’t imagine better rails or trains. elevated rails is purple science
better bots?
stack logistics bots
with upgradable cargo size up to 16
hummmm…. better power poles?
I do wonder what that red substation tower does in that FFF image
electric trains? a new train tier? logistic biters 
domestic biters would be insane
electric trains with built-in power connection along the rails would be cool
my prediction is still vulcanus enemies
actually I think we will see vulcanus science and research
I pray for this every day
Even though objectively it would suck a little bit if it was added
Because the little remaining usefulness of light oil would go 💀
Especially in 2.0, where you don’t need nearly as much rocket fuel
you'll be launching a ton of rockets though
I’m more interested in the amount of different places an item is used, rather than the quantity
I don't understand the power on rails thing that people keep asking for
why not put radars on rails? or turrets?
why power specifically
Because they want electric trains to use that power
You'll need a lot more rocket fuel in 2.0
well, in SA+2.0
because with power and rails you're basically doing the same thing: connecting something far away to your main base.
they do the same thing, just carry different stuff
I like the tinting solution they came up with for higher belt speeds, will fix it for modded belts as well
Also funny to see boskid's joking around be taken seriously and put into the game
I was there!
Specifically because anywhere you send rails, you also need power (congrats if you're the one person who uses separated power networks).
The thought process was now that you can send rails over water, you should also be able to send power over water (going around a lake with power but over it with rail seems a bit redundant).
This was alleviated a little with mineable landfill and super force building, but it would still be nice to either have power be carried by rail or be able to place large power poles on water.
I don't see the issue with just force-building large power poles over water, which then auto-places landfill underneath each one.
Well, yeah, that's why I said it's helped by mineable landfill and super force building
Super force building and mineable landfill was announced after elevated rail
It's not that it's hard to drop power poles, it's that it's kind of redundant to have to bring 2 things over.
I don't necessarily agree with it being redundant, but before they announced mineable landfill I'd hate to permanently landfill in between elevated rail just to get power somewhere.
water poles seem like a no brainer for 2.0
how about electric rails that damage biters that walk over them?
But also players
electric rails is unlikely. devs doesn’t seem to want train fuels and large power poles to be obsolete
You could easily make train fuels non-obsolete by having electric powered trains be slower than fueled trains. And I don't think large power poles would be obsoleted, there are lots of scenarios where you want to move just power a ways
Or even just much slower acceleration - that would make electrics trains good for long distances but bad for places with lots of train traffic
Electric trains IRL have much better acceleration
Even fueled trains just use fuel to charge batteries
irl trains are also not powered by rocket fuel
but then that would make more sense to have electric trains just be slower
well, this would just make electric train obsolete if they have lower acceleration. fueling and power poles are not difficult at all to do
The developers just put in major effort to re-do the train system, in part to fix the refueling issue.
I think it's reasonably clear they're not going with electric trains, mostly because they're uninteresting.
I think the philosophy is as you progress, the things you get are better AND more complicated.
Steam engine boilers with the perfect 1:2 ratio that are really easy to make -> nuclear reactors
The only exception being electric furnaces which are worse and less complicated
It shouldn't make fuel obsolete but it would be a nice alternative to have trains with rechargeables batteries, they can charge at the station or something
besides even if the devs have a vision it doesn't mean we should play just the way they want, it is a sandbox game anyway, it gets better with more options
I would have to disagree, for the base game/expansion the devs will restrict the development to their vision, the greatest sandbox element they promote is modding, where you can absolutely use whatever types of trains you want. There are functionally unlimited options with mods.
More options doesn't always mean better gameplay as well, the more options there are the harder it is to maintain a clear vision and balance of gameplay systems.
yea that's a valid point
there might be a random chance of finding planets or having to explore something in space to do something. because it seams not all space platforms will have factories on them. like platforms that are made to be like satellites or logic transmitters between planets. (something along those lines)
I believe 'or not' was referring to little
All space platforms are factory platforms, you need to convert the asteroids into fuel and ammo for defence. Mobile platforms are the only way to transport materials from one planet to the other, but we've got confirmation that you will probably have at least 1 stationary 'satellite' platform for making space science in space.
Having another platform specifically for transmitting signals(?) seems redundant, they've given hints towards the space platform request logic to be quite a bit stronger/more flexible than train scheduling/bot requests
Also, I'm amazed how clearly you can read 'Fulgora' now that you know it's Fulgora
Brains are good at what they do
Has anyone had the thought that fulgora might have some magnetism related stuff
I did post ages ago about the new building being something electromagnet adjacent
with coils and electricity and stuff
But I haven't put much thought into how it would fit into progression or new items
I’m thinking it’s just a name of the ship/ train. Like enterprise
Craziest prediction, underwater planet.
ie. next level Seablock
Swimming biter fish.
Refine everything from the water or sandy seabed.
I mean, the more I think about it, the less it would work, obviously,
( how does electricity, or power production, or even being able to see from the player's top down perspective work)
But I wouldn't put it past the devs to have even spitballed it once
I feel like minable landfill almost necessitates biters to be able to cross water one way or another
They confirmed no swimming, but haven't said anything about diving
or floating
Maybe only a majority of the planet is underwater, and when first landing you will be on a small landmass (they have proven that they can force a specific type of starting area for each planet). Then, you need to research a submarine and/or diving suit to be able to epxloit the underwater resources
Factorio x Raft crossover 
Also, its worth noting why "Fulgora" means the goddess of Lightning, not necessarily because of the electrical component of Lightning (the ancient romans had no concept of electricity at the time), but rather the Light aspect, and suggests it might have very high solar-yield.
What probably makes more sense, and is easier to implement, engine-wise, are perhaps solar/EMP-storms that knockout the electricals of your factory, meaking the player sink resources into non-electrical biter-defense and production:
- Flamethrowers/Gun Turrets
- Burner miners, burner smelteries, burner inserters (PLEASE ADD FUEL SPEED-BONUSES TO BURNER INSERTERS).
I have seen some people predict fulgora to be a desert planet
Judging by its planet icon
But the teased building makes me stick to the lightning idea
That and the metal/fuel/circuits trinity
Though… now that I think about it… irl circuits are made of sand, aren’t they?
Huh
"sand" lol
yes
shhh, they're made of two extremely conductive metals with little to no potential differential pancaked together 
trust me bro
Never ever try to interpret what an item represents solely based on its item icon
Wait, in the remote view FFF there is a magnetic field info for the planets

it can't be just for lore, right?
pressure and gravity too
I mean it really seems like it is some desert and stormy planet more than anything
can't wait to friday
I think it can 

deserts and mountains? lightning and mountains are quite compatible
Simple: It’s a planet with sandstorms, and the friction of the sand generates static electricity, resulting in lightning as well


bots on Fulgora is gonna suck, I'm betting some kind of attrition is going to take place, if lightning/EMP storms are a thing
Lightning provides infinite charge maybe?
no wasting time returning to the roboport for charging :)
I really doubt Fulgora will be desert. We already have Vulcanus as a desert planet (except much more interesting since it has volcanoes) and Nauvis also has deserts too. Deserts are kind of done now.
I think Fulgora will have CVE
(or other equivaent weather)
CVE?
A Coronal Mass Ejection, also known as a CME, is a natural phenomenon that takes place in Space Exploration. The first CME occurs at the start of the game. The second takes place at the 48 hour mark of the game on Nauvis. Each subsequent CME will trigger from 12h to 24h in real time from the previous event, the same applies to any game that rece...
teased building
?
There're 3 buildings teased in the 2022 recap:
https://factorio.com/blog/post/fff-372
Hello, another year has come and gone. We know this year we were very sparse with any details about the expansion, and it is what you all really want to hear about.
Trust me we really want to tell you about it, and in time we will.
There are still major sections of the gameplay being changed and adjusted, and if we tell you about them now...
45.5 hours left
I wonder if there be heat decay for heat pipes
this tho. Perhaps rocky desert and mountains?
Considering Bacchus is also a member of the pantheon
That could also potentially be reddish sand 😳
Sand at the bottom of an ocean 
The water was removed to avoid spoilers / because it isn't done yet
Perhaps something science related with extreme energy costs. Would fit the storm planet.
particle accelerator 
#friday-facts message
Important enough leak to put here as well
Splitters may need a new feature: Sorting by stack height.
The leaked image shows: Red sand planet. Recyclers in flipped orientations. Recyclers stack. Some item requires
,
, and
. Nothing in vanilla uses just those 3 items.
it could be recyclers recycling themselves
also concrete
Yes
seems too complex for the new blue machine or any one of the signature machines on the first 3 planets. Id assume it is something that comes after one of the planet science
so recycler is possible
it would be hilarious if it turns out we need to collect
in orbit in order to make
on
because u can only get molten iron not ore from lava
Do we know what happens when recycling iron/copper plates?
was just thinking this 
recycling any chemistry/smelting recipes just output the same input but with 25%chance
The next FFF will be about this new fun (for the whole family) feature: Machine Wear
it is nice to see recycle output can stack. that will make things slightly easier to manage if mass-recycling items
But I highly doubt the recycler would be that expensive
It seems like an early mid game item to me
I personally hope concrete recipe is ammended :(
It needing iron ore has been annoying for a long time
It is indeed super annoying
It's a logistical puzzle for sure, but not a fun to solve or satisfying one, at least in my opinion.
I don’t care how expensive refined concrete becomes as a consequence of this, but the normal concrete recipe should use iron sticks like refined does now
if each planet has a very good benefit, its fair to see each can have a glaring issue with it too
Also, I'd like to mention you'd be far more likely to ship in iron ore, than to space mine it nearby
That seems kind of wasteful, you’d have to pay for all those rockets, just for concrete
I’d much rather stick to space platforms if at all possible
you'll have 30 of them mining iron ore
Eh, its a tossup between the LLN of average iron-ore gather rate in space vs. the controlled regularity of shipping it from another planet.
law of large numbers....(fixed)
LLM is large language model 
Well if it’s a dedicated platform for just mining, you can make it as large as you’d like, since it’s immobile and doesn’t even need to defend itself
goddamn this day and age, so many acronyms to keep track of
It does if it wants to ... mine?
When in orbit of a planet, only little asteroids will fly in
They don’t need to get shot up, they can be collected right away
I suppose platforms can stay above a certain planet, no?
Were multiple platforms in multiple orbits allowed?
Yeah, they are.
I dont think the number of platforms matter in a certain location
In fact, they're a bit of a necessity, you'll want a 'sattelite' to do 
they all seem disconnected from each other
I meant more if you aren't restricted to one platform per orbit
That's actually their biggest 'limitation', they can only 'talk' with one-another via ground-hubs.
You are not :)
Well, what do you mean orbit?
If you mean around a given planet, no. You can have as many as you want.
As in close to a planet
If you mean per surface, it is a limit of 1. There will never be two platforms on one surface (platforms are a surface)
Because platforms can move between planets.
Sidenote I am super curious about carbon and ice having more uses. The devs did mention advanced crusher recipes will be coming. And metallic asteroids are only “metallic”, no specific metal named, so maybe eventually we’ll be able to get copper out of them as well
We know so much yet so little
Every week could be 'yeah, that follows' or 'oh my god this changes everything'
God I just want the black space background to have a blurred but slowly encroaching/disappearing planetoid "skybox" depending on how close/far you are to which planet/star
Give some visual feedback of where you are
I also think that would be cool, I kinda hope it's in 2.1 though.
They have 7 months-ish, and I want it spent on other things :)
they can take another year if they want, they've done it before and it was worth it for 0.18/1.0
They can, but they've said many times that they do not believe they're going to.
I'm going to take them at face-value for now, even if my developer instincts tell me otherwise.
I wonder if there will be any overview screen that shows where the platforms are on a map, or if it will just be like the train map showing its either at planet x, or its going from x -> y

will platforms have groups too, like trains?
recycler is actually a mid/late game thing. devs mentioned u won’t unlock it on Nauvis. And if u can’t afford expensive recyclers, u probably shouldn’t do recycling in the first place
Sure, we've seen the icon.
But we don't have a single screenshot.
We have multiple of 'red desert place'
We can't see a lot of the ground here, but is it very boring
that represents a whole new kind of overlay, which, if you want it to be realistic, would require a new rendition of the current map-view to render as a solar-system map.
Experience shows that you don't build something super complex just for one thing if you could otherwise spend another 10% effort on top and make it flexible for many things. ie. the train schedule design now being used for multi-condition decider-combs.
So the question is more what other things would/could that feature be implemented in, or if a solar system map can be implemented as a version of the regular map logic.
I would almost suspect Fulgora is currently just an exansive red tile right now, with virutally no features.
Oh, in that case, I stand corrected
I really don’t remember the “not on nauvis” part
Guys, it's not a recycler though.
But, it’s interesting that we now know two quality related things will be space locked (
and recycler). What are the chances of them both being on the same planet?
you make a good argument... it will probably be the same as the train overview window then, perhaps with some other way to filter platforms over a given planet.
yeah u r right, they didn’t say not on Nauvis, just this
It would be very nice to be able to continue a scroll-zoom-out to further out than a planet/Nauvis map layer, to show said solar-system overview, where the individual platforms are clickable to bring you to that surface remote view.
Otherwise WASD moving the map-view, then centering over remotely-viewable surfaces, such as a platform or colonized planet and mouse-scrolling-in would be such a seamless experience...
Maybe tomorrows FFF will be about weapons? 
next FFF about 3D solar system map
Tungsten artillery rounds 
orbital kinetic weapons
Next FFF about building flipping
Flippable Crafting Machines (╯°□°)╯︵ ┻━┻
This FFF - decision/discussion of renaming stack inserters, no guesses from me could go either way.
This and next FFF, not sure which. Entity chirality - flipping buildings with asymmetric inputs/outputs. New planet, probably the lightning/storm one (Fulgora)
gotta admit, lowkey wondering what other widely used mod(s) is/are on the chopping block as a result.
I think we're running quite low on widely used QOL mods that they'd actually put into the game
My best guesses would be something like https://mods.factorio.com/mod/GDIW and perhaps some aspects of https://mods.factorio.com/mod/CursorEnhancements
I'm sure there are others out there that I haven't heard of though
I don't think that means anything; I'd more look at activity half an hour before
Editor extensions for sandbox mode?
my guess is a little tease at Bacchus concept
but I'm wishing for new recipes and machines
Flippable inserters
It's actually important because flipping breaks 
builds
per-recipe production stats
new music
also some 6671f75d7955840b405b221adc3608ec
some whaaaaat
i accidentally hashed the rest of that sentence
Today will be SA content
The Art of the Belt
I guess it won't be
, that'll be in 3 weeks
This is gonna be some art stuff. Wonder what
Did I win? 😄
Alright, who had Blueprint Flipping?
well at some point I said it
Think you did
#friday-facts messagenot sure if that’s a good prediction
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I know I got the flipping, didnt get the circuits though that's cool
I'll be really happy if next week is fulgora
Ok, here's a really controversial prediction:
Extendable/Connectable Splitters.
Universally TU Balance everything with a single wide phalanx of Splitters.
I think it would not inspire more designs. It would remove many designs actually
1x1 splitters
One of the reasons we haven't been getting planetary stuff and the like, is likely because they haven't finished the graphics and coding of them yet. It takes time
I'm excited for all the small things for sure
speaking of controversial, fluid update
Fluid won't get an update unless something big happens with it
Internals are OK enough for what we have. They will only change it if a new feature needs it
I believe
ding ding ding
We had it coming for a while now
That and building circuitry
We're running out of leaks
We still have the tower, the book, the 2 buildings, cut recycled recipe, and recipe that was recycled there
holup where do leaks come from?
we don't talk about that
I didn't know there were leaks :o
it's against wube policy
(or secretly maybe part of their policy)
I wouldn't be surprised if the NDA said to be as cryptic and intriging as possible and to occasionally leak information
There were shitposts of modded 1x1 splitters forming
Ye, a built in recipe book
RecipeBook 4 is ages in development, and then they hired the dev
which picture has book in it?
thanks, now i see it)
And foundry recipes using calcite
can we zoom in? is there a flipped oil build in here too?
Flipped oil we had in a different fff
I know, I'm just wondering if it's visible here and we just missed it because it's nearly impossible for us to descern what it was from just these colors
I want medium inserters.
They take items from right next to them, and deposit them 2 tiles away, or the reverse.
The more directions inserters can go, the less creative designs we get. Limitations breed creativity. After seeing how bobs inserters can be abused, I'm kind of glad we don't have that in vanilla
just wait till bobs inserters can unload from elevated rails
That does make sense, I will need to test that mod now.
Hah, if only we can have airplane logistics
Bob retired
sad
Bob's mods have different maintainers now
Also Angel's
And Py's too tbh
Not to mention Krastor doesn't do Krastorio anymore
Just wait until cars can dump cargo into chests right below them :D
You know, I love trains as much as the next guy, and I’m aware of how unpractical and hard to execute it would be, but car/truck based logistics would be really funny
Making actual concrete roads for them and everything
DoshTransportDroned.mp4
elevated rail -> bulk rail loader -> klonans transport drone loader -> road network.
Logistics and construction robots replaced by humanoid androids that are stored in buildings and drive cars to get to work

wait no, not like this
Satisfactory does this, and it's as hilarious as you expect
most of the time it works fine
but when it doesn't it's hilarious
A hopper system would make sense for an elevated train to dump into, but I doubt it
Kind of goes against the inserter based game we know
I fully expect elevated trains to be inaccessible to logistics
And you have to bring them down to load/unload them
As part of the challenge
I know Factorio is a game about logistics, but can we get something which isn't just moving items from one place to another?
what else do you want?
A machine that turns items into different items?
Hey, I already said housing and traffic
Dunno, maybe weather?
Pollution to be something more relevant
Something more "in the world"
Rather than just "input items -> output items"
Well there will be
Space platforms
With the “space” limitations
And rocket costs
Space platforms
With the “space” limitations
And rocket costs
that sounds like more logistics tho
Well it's a very different mode of transport. Belts, rails, bots are all technically interchangeable. Space platforms are different, with different request mechanisms etc.
Shooting bugs with a flamethrowee?
Wait that's also just moving stuff, in this case oil from a pumpjack to a biter.
oh here I was thinking like social engineering leak like the GTA 6 leaks :P
Wait, so...
SHOOTING A GUN IS TECHNICALLY LOGISTICS!?
Because the bullet has to go, in the gun:
Mag -> Receiver -> Barrel -> Biter.
And to make that bullet, it has to go;
Miner -> Smelter -> Assembler -> Gun
New prediction:
All planets will be revealed, and then we'll get new enemies with their own native mechanic for each respective planet, which, to make it interesting, are vulnerable to weapons requiring resources not found on that planet.
Perhaps lava-worms and fire resistant enemies on Vulcanus. Discharge resistant, very fast bois on Fulgora, finally other planets have bugs that, themselves, are very quick to evolve and become tougher as they wander into chunks with high evolution, making them difficult to kill as you approach as a swarm. Maybe flying enemies unhindered by walls or mines.
"oh cute, a swarm of small bi- oh crap..."
I predict Biters will become more of a threat. The problem with biters at present is that as long as you automate some defense, biters are pretty easy to deal with
Whenever I think about this, I always remember that one reddit comment by V453000
Which I will now try to find
AHA
It's a short comment chain with some rando, not a single comment
But the point there
It's true, and the fact is that the base game tries to be accessible to everyone, but at a certain point biters stop being a threat and it is disappointing when you reach that point
You can always play hard mode and nerf your own defensese
I wholeheartedly agree with v453000's post here.
But hey, the devs are cooking something up for sure
At the absolute very minimum, the different “military targets” of the new planets will require completely new defense designs, and that’s not even mentioning the new defense methods that have already been teased
But I doubt they’ll just stop there
The biters serve their role well, they're not really supposed to be a 'it will kill you' threat, but a logistical and production challenge - they're very right about bases with and without biters proving that the biters are doing their job
I really do like SE's way of going about it, where being able to completely "cleanse" a planet (by killing all living objects, including the organic base resource you need for a certain research) is a reward and that has the added bonus of being able to clear unused chunks.
This saves UPS.
Now considering we'd only get in total 5 planets, not the tens or hundres of little locations like in SE, this issue might be non-existent. But it going about the issue in a different way, by setting a Devils Bargain as a goal, is quite a fresh perspective, because it lets you pursue your version of an endgame without what has become just a "running cost".
So you shouldn't be there to watch while cleansing a planet?
Errr, you probably can, but I think getting run over by a train is more exciting.
Hell, SE doesn't even show asteroid impacts.
You just see a chunk of factory get damaged/disappear
I was alluding to the all living objects part
well that's why I'm glad SA has only 5 planets instead of SE having a few dozen active
Trickster biter rotates your buildings
Friendly creatures that you don't want to kill
Do we really need those when there's gonna be at least 3 hotkeys you can accidentally press over a building to mess them up? 
I hope the flipping doesn't let you flip if it connects different fluids.
see: #friday-facts
My poor gun turrets will have to go through this
Eaxctly.
oh no, maybe the MIRV will be coming after all...
I would love some nice end game technology to "mow the lawn"
Mirv with 20x cheaper rockets…
Horrifying mental image
For a biter, at least
But, funny, mirv or no mirv, in 2.0 we are sending uranium into space anyway
if production is getting dramatically ramped up (belts, quality, new machines like foundry and big miner, etc), it should mean a whole new class of high end expensive items will be unlocked
FFF 373: The rocket is cheaper in Space Age to not make it drag forever, but you still are expected to build bigger in preparation of what is to come.
so far we've only seen a few new items, the vast majority of FFF posts have been new mechanics or internal changes to the game
aside from science, quality, or building up your base normally like in vanilla factorio, there will likely be other big places to pour large amounts of your resources into

Do keep in mind that even if rockets will be “cheaper”, they definitely won’t be “cheap”
Still more expensive than any one thing in vanilla factorio, and you’ll need to be launching them in the hundreds to support interplanetary logistics
So that’s one thing already
other than quality. ie, normal quality items costing 1000+
, and things like that
4
giving 100% productivity though 😳
It'll be 50 each of
without potentially 100% productivity so significantly cheaper than a number of things
Well I said “single thing”
Like, single item
I mean I didn’t check super thoroughly, just things like nuclear reactor and tier 3 module, but maybe there really is something
Portable fusion reactor, power armour mk2 and nuclear reactors come to mind
Kinda funny how cheap they are making a full rocket compared to those things, but it makes sense for the gameplay
It fits only 3 stacks of Processing Units, can't be too expensive.
they're also renamed to Blue Fries in 2.0
Ah, totally forgot about personal equipment stuff
Power armor is already 60 blue chips even without the modules 
Also remember foundry does
at +50% base prod
And the other planets will likely have a similar effect on the other two ingredients
Was thinking about this more, they said the rocket would be 20x cheaper before they removed
. I assumed that when they said it would use
instead it would just be 1-1 conversion, but did they every confirm that?
good question
yeah it's been confirmed
Sidenote I am extremely glad RCU is going away
I think people see the rocket still as an end game motif still, but it is transitioning you from "Act 1" to "Act 2" now within 2.0 so makes sense that its resources are reduced since it is no longer the real end game peice. I like to think Wube is going to add some new motif that replaces what the rocket is now in 1.X and that isn't even factoring in Quality yet.
At this point it's hard to imagine the endgame not involving heavy production statistics with legendary recycling loops, as anything that's added can be made more demanding by having to make legendary variants of them.
My hope for updates to mention is one to power. Nuclear since it has been added while the task of manufacturing makes sense, I think the maintenance cost for the benefit is way too low even if you don't mange it with circuit conditions.
Keep in mind that nuclear uses comparatively very little uranium, especially in comparison to space science in space production
Changes the dynamic a little now that you basically have to have decent uranium production anyway
I think this is a hold over from other modded environments adding nukes tends to be delicate mechanisms. The nukes kind of acts like Solar in terms of the upkeep costs. Yeah it can be made to run inefficiently but due to them using very little fuel, it kind of doesn't matter in my experience. I personally feel like there should be more to it.
Fair enough, but I tend to disagree when it comes to power generation I guess, it should be a relatively predictable and stable thing in Factorio because of the spiralling effects losing power has
The focus is also on managing factories, not managing power production.
I wonder if ther will add power priority management
If you could read the overall power production/usage through circuits that's all you'd need
say u will be able to set the priority of a power grid more easily using power switches
In any case I am expecting other power related stuff if not something like Geothermal gens for Vulcanas or something akin to that
Feels kind of like the writting is on the wall for it.
I actually really like this idea, I don't know where you should be able to read the usage statistics from exactly, possibly just an option on power poles, but reading overall usage/production would be awesome and 100% something I could see them adding
Vulcanus has psuedo-geothermal power through processing sulfuric acid into steam using calcite
fair enough I guess that is exactly what a geothermal gen would do anyway in this game
I would not mind more Bot related stuff. The things shown already I am quite happy to see and I do like going bot heavy for logistcs solving though the UPS on servers do no like it
Bot's are getting a pretty significant buff just with the changes they mentioned in FFF#374, I wouldn't hold my breath for anything too significant to make them stronger.
I hope to be surprised by just how much better
bots and roboports are though, faster charging and bigger batteries are pretty nice.
For some reason I did not consider Legendary bots and roboports
I guess that is fair seeing as we got...The Insters formaly known as Bulk Inserters...
and the new speedy boi
Heavy bot swarms will be necessary for really large bases as well, there are only so many tiles next to a landing pad so beyond that you need bots to move the items out of it.
I hope we see more planets this friday
. My bet's on seeing Fulgora next.
Wonder if they should name the Stack Inserters in 1.0 currently to Bulk Inserter...idk what that could break but I feel like conversations could get awkward around it with the inbetween nature of versions we are.
Ice Planet let's goo
or did I miss them divulging all the themes of the planets?
Maybe a water based upgrade? especially if one of the planets is water based.
I think we will get some info about what special new tech depends on vulcanis, but I have no idea what that will be
Yeah I am not sure what kind of logistic challenges are being added for the new sicence tiers.
Well, they kinda explained the logistics challenge of vulcanis (extracting resources from lava), but not what it rewards (unless the reward is the train bridge tech or similar I guess)
I think train bridge tech will be purple science.
A lot of things from that planet are huge buffs the new Miner and Liquid Metal manufactuering seems quite potent.
oh, fair
Skipping the need to make plates is kind of huge
then yeah, I guess its time for another planet indeed
Though having to contend with pipe logic might be a downgrade to some.
IDK if they will let you barrel this.
though at that point might as well make plates maybe
pipes are so much better anywhere you can use them though, right? you can just make a liquid bus, unless you want to ship liquids off-planet
Well knowing the issues with setting up Alaskan Pipe Lines in the game is the gartuatious need for pumps to prevent odd dead spots from occuring
Also idk if they are going to let you pump this unless we get new items. I am fine with lava in an iron bucket happening but I feel like Factorio tend to lean toward being somewhat more grounded. Even more so if it provides logistic issues to solve.
fair, I'm used to mods where they let you pipe around plasma, molten metals, or even like emotional states
mmm I feel like Wube would let you do that but I imagine they would give you Tungstan based alloys to deal with crazy hot materials
for instance whether this is done or not remains to be seen
wube doesn't mind you piping around sulfuric acid in iron pipes, so idk, its probably fine
I guess I never considered that
or using belts in 0g 😛
something else I did not consider
that said, they keep things grounded enough to not break your immersion too badly generally, but not to the point where it impacts on gameplay
there has been an (imho underused) temperature system for liquids in the game, and making pipes be sensentive to it would be a neat addition
Kind of opening that up a bit with making Tungsten a new matieral
... this is the first time I ever actually bothered to experiment with this and confirm that it works. I always just took peoples word for it that steam mixing was possible
Steam Mixing?
yeah, you can take the 415C steam from exchangers and 165C steam from boilers and mix them into other temperatures
there is just no reason to ever do this, and I haven't even seen mods utilize this ability to mix meaningfully, but the game does technically does track the temperature of liquids this way
odd mechanic feels more like an organic outcome of the logic they are using then anything intentional with mechanics
I want to mix steam and water, but can't
I always though it would be cool to like have, like, an assember that is more efficient the hotter the input steam, but explodes if its over 300C or something, to create complex steam temperature balancing shenanigans. and you could do similar with other liquids too
shuffling heat around in interesting ways is like half of Oxygen Not Included, but I wouldn't mind a bit of it in factorio too 🙂
We got a Fission Reactor now onto a Fusion Recator. We craft a portable one...
The names themselves divulge the theming: #friday-facts message
(presumably, it worked for Vulcanus)
Other then that one I am not sure what the root words are that indicats the theme
Each is a roman god, Bacchus for harvest, Fulgora for storms/thunder, Aquillo for nothern winds/cold/winter
Harvest eh?
well, other things as well but guesses are that's the most relevant, vegetation, fertility, harvest, etc
Greek equivalent is Dionysus, Wikipedia describes as God of wine, vegetation, fertility, festivity, ritual madness, religious ecstasy, and theatre
not sure if splitters can have filters set by signals and/or set priority in/out, if not, then I predict this will be in the next FFF
technically u can already achieve similar things by enable/disable belts that connects to corresponding splitters. I’m not sure what are the use cases that need setting spliter filters by signals. If u really want u can use inserter filters. For sorting stack height, u probably can just branch a full height bus to production by splitters/stack inserters so u won’t leave non full stack on belt
We have programmable ASMs now soon. The obivous and most flexible choice to feed them is bots. Achieving the same behaviour with belts only will be a lot more convoluted when splitters aren't programmable as well.
"Achieving the same behaviour with belts only will be a lot more convoluted" <- this is why I hope they add controll logic for splitters
I think if u want to use belts for programmable assemblers, u probably have to use sushi belt + filtered inserters. having programmable splitters won’t help
I just don’t see what scenario can be significantly simplified by having programmable splitters
also u probably don’t need to use programmable assemblers for an item that is mass produced, so filtered inserters can handle the throughput without using splitters
programmable assemblers are probably only for those quality mall items where u don’t need a constant flow of
Programmable assemblers are invaluable when kickstarting the quality module production.
Here's an FFF prediction:
- posila
"You now get to toggle which warning icons show up on every screen they show up in, and their size."
"That flashing yellow screen of missing Prod3 modules lighting up your bedroom at 3AM in the morning?
"Gone."
"Have a nice weekend.
As always, send your alerts, warnings, and dangers to let us know what you think
they won't hear much, if everything's turned off 😂
Unrelated prediction:
SA gives us new science packs in new locations. The shipping fees will be too high to send everything to one central place.
I predict we won't have to have all different science pack in a single lab to research stuff.
The problem when you do this is that you still end up with 4 items that have "gone the wrong way" and then you need to somehow get rid of them which is annoying.
I don’t see why 16 or 100
existing on the bus branch is something annoying. if u care about items on belts that much why not just

Every single item counts when programming your ASMs.
idk but on sushi belt every item loops on the belt so there won’t be items sent to the ‘wrong way’ and need to be removed
Ooor you have different methods of making them on different planets
Maybe red science packs can be made with stone and lava on vulcanus
I was thinking the other way around. Vulcanus science surely needs tungsten to produce. I don't think we'll get a watered down version that we can make on Nauvis.
I PRAY for this feature
Shipping science sucks
And lab arrays are boring
add sushi to make them fun
that first part has been confirmed. second part would be interesting
I’ve wanted that even for just 1.0 sciences
That's why my prediction starts after the first part 🫣
I think the official SA announcement (FFF-373) contradicts me already:
The space platforms are used on their own to generate space science, but mainly, they are eventually used to travel to different planets, and for automated interplanetary logistics.
Well, they didn’t specify what exactly we’ll be transporting
But they did explicitly talk about science packs in rockets in the logistic groups fff
And how they bent the weight rules for them because they wanted to let players put lots of them in a rocket easily
1k per rocket
Very good number imo 😳
1 rocket of uranium used to craft 1k space science, 1 rocket used to send 1k of planet science back to labs…
Though productivity modules have me a teeny tiny bit worried about the first one
Might throw things off, but honestly who would really care
It’s free stuff
there goes my prediction
since transporting from platform in orbit to planet is free there's no further logistics to worry about for space science after making the science packs, so you'll be launching fewer rockets than for other sciences but it won't affect anything else
Were we promised many gifs?
Oooh
promising outlook
Hopefully new mechanics
That's a funny way to spell Bwuhuo
Devs might just rename Bacchus for the meme
I'd be pretty upset to be honest.
If you're gonna correct people at least get it right lol

What is it then?
Bwuhuo
Must have been the wind
I feel like it’s gonna be a qol FFF
because Klonan writes it
makes sense, but 10-16 gifs?!
probably a big qol 
or some non planet new features
like circuit stuff
perhaps we will see the finished space platform construction animation
reworked assembler!

what would reworked assembler even mean

hopefully it will be a long one
plot twist: the next FFF only contains GIFs
no text
so many people skim through the text and look only at the images lol, that'd work
lots of gifs sounds like moving parts
I'd expect earendel to write the intros for new planets like he did for vulcanus
I predict vulcanus enemies
I listen to Xterminator read them as I am doing other things so I guess that counts as skimming
The unofficial audio book of FFF
longshot: giant gears and rods and pistons to assemble into big multipart machines
Minecraft Create mod intensifies
For a sec I thought multipart machines would be really interesting, kinda like good multiblock structures in minecraft, but then I thought, isn't that just what we do anyway in this game?
The ouroboros grows stronger everyday
I just think of Dwarf Fortress, the OG tech game which uses mechanically transmitted power like that
... to age myself, I first heard about the early Minecraft alpha/betas in a Dwarf Fortress IRC channel, where it was described as "3d, first person, multiplayer dwarf fortress"
The best games are inspirations of others
I can't wait until I turn my landscape into Rollercoaster Tycoon
I wonder if it would make any sense to play a succession game of factorio...
succession was very popular in DF; you would play for 1 year in-game, then pass off the save file to the next person
Xterminator is a bit infuriating to me for his reading comprehension. He misses a lot of obvious stuff in the FFFs.
🤷♂️
I always comb back through them myself I just like hearing other people musing about games I like
Oddly I missed the new belt that was added when I read through it first...somehow so I guess my reading comprehension is in the negatives.
I always watch them anyways lol
my reading comprehension is fine, my memory is terrible. I've already forgotten half the stuff from like 2 FFFs ago
Vulcanus is probably the big thing
The inserters formally known as Bulk Inserters.
Speedy Green boi
Bulk inserters!

Also I do agree with earlier, if Klonan is writing this weeks fff it's probably QoL or adjacent content.
I do enjoy me some QoL
Oh and filter Inserters are no more that kind big huge all inserters can filter
Now my long bois can filter
So many good things

is there anything that usually bugs people that they haven't touched in an FFF yet?
Maybe we get a medium things for 2.0
Or a smaller things for 2.0 2 - electric boogaloo
I reckon there's a good chance it's going over some of the things that were not fully discussed in previous FFFs
Quality transfer on the selector, fixing the 'thing' on abstract rewiring, maybe the 'substation pylon thing' has something to do with it as well
Aight, then, my final submission: module management with bots
Yeah still hung up on item transfer from station to world especially if the central building you can only have one of suggests there will be an upper limit to item bandwidth at least with the info provided
I guess slightly mitigated with the green belts
And Stack Inserters 🤔
(Aka the inserters formally known as Bulk Inserters)
Or did you mean something different?
how do I do that with every assembler at once?
but yeah, I guess maybe I forgot that feature was already in the list
I don't remember if it was confirmed but I think you should be able to upgrade/swap them with the upgrade planner, not sure if you can insert with it or if they'll change how copy/paste works
Super force building should work actually, copy an assembler with modules and super force build it on top, should place in the modules
ah, neat
I was thinking "whats the most annoying thing that should be in the game and isn't"
But you are correct that is one of the more annoying things
I'm definitely running out of 'common annoying things' I guess
not being able to mine landfill, bots being stupid with gaps in coverage, sending bots from too far away for tasks, not being able to edit ghosts, having to edit blueprints externally and place twice for landfill, not being able to flip fluid builds, not being able to adjust spidertron/vehicles/chests from a distance
there's so many things they've improved
ability to rotate the map 90 degrees? but that wouldnt take any gifs to explain
There's even a couple things they didn't acknowledge directly like how blueprinting now shows exactly which tiles are blocked:
So many more things will 'just work' it feels like
even better ingame tutorialization? for trains and combinators specifically, since those are common pain points, and maybe bot and ships too?
I don't think they covered better save file management yet? or did I forget
I know they went over a better mod manager (which is greatly appreciated x1000)
No they did a little, you can sort by last saved now
But I was hoping for save file folders in the game (without having to manually edit the save file folder)
oooh blurred save name
Actually the biggest improvement they could make for QoL would be to incorporate most of https://mods.factorio.com/mod/CursorEnhancements
iirc they already said that with the remote view changes they'll let you pipette, 'Q', anywhere, so crafting menus and stuff
The big one for me is automatic ghost cursor
raiguard makes some solid mods
this one is A+ https://mods.factorio.com/mod/UltimateResearchQueue
Pipe and belt visualisers are really nice, I don't think they're super needed in vanilla though. Haven't used URQ since the game added it's own
I probably would if I ran the game afk though
which is my exact plan in 2.0 lol. lay out a long queue, and go to sleep
Might not be a bad idea with the new earlier infinite researches
And quality grinding
I hope they add save file folders or something similar
save groups, mod groups
for easy management
afaik save file folders exist. You just have to manually create them in the save directory.
found it:
https://www.youtube.com/watch?v=gXJ_IKGrLoM
03:22
31 Quick "tutorials" for Factorio presented in a very entertaining way. If you are a Factorio beginner you'll definitely find some tips and tricks for you, also more advanced factorio players might find something useful for themselves.
I wish you a good laugh and enjoy the marathon of Season 1
💜Twitch: https://www.twitch.tv/trupen
💙Discord: ht...
Yeah I said that, I want to be able to do that in the game though
you got it, those are the two reasons
Wont be able to. We got physical research tech now!!!
I guess we'll have to see to what extent they lay out the unlocks lol
and I'm mostly talking about lategame megabase stuff anyway
Oil at least is a manual one
although quality I'll probably get running asap
a lot of the planet specific stuff is too I'm sure
Still thinking about cliff explosives becoming one ofthese "planet specific" things
easy solution, set cliffs to "none"
Oh, no way
Personally I love cliffs
They look so nice
The 3d effect breaking up the flatness can make things look so pretty
Honestly I wish we could make our own cliffs
Just add climbing for players and biters, and keep them as an aesthetic thing
Biters are bugs, I doubt they would have problems with climbing, and maybe players could climb slowly but exoskeletons would eventually make it easier
Maybe one day when I learn I'll make a mod for it, because I doubt the devs or majority of players would ever think about something like this, and natural cliff formations losing their strategic value would objectively be a little sucky for the game all round
Also, on the topic of aesthetics dreams that will never come true, I wish adjacent beacons would connect their sprites, instead of each having its own "frame"
It would make everything look more interconnected and wired up (and just overall slightly less nasty than the current beacons because I've seen several people complain about them ruining builds 😭)
No, I meant like, the buildings completely connect
Like if you put two beacons next to each other they would just look like a 3x6 beacon with two antennas and 4 modules
like how cargo bay in SA works
My absolutely HIDEOUS mockup 😭😭😭
it will probably need a lot of extra graphics because beacons can also sit next to each other with 1-2 tile offset
Yeah I thought of that
All the little one tile corner connections and everything
For all sides
Yeah, that's sort of what I meant. Just not that extreme.
I envisioned a sort of cable carpet between the two.
Double-yolk beacon!
We also get early infinite researches that don't need every science pack
I don’t think infinite early science is getting enough recognition. I’m super excited to be able to build bigger and go slower and keep having things for the factory to do.
110% yes! always felt bad wanting to spend time optimising aspects of the base when there was no research to do
Especially with (hopefully) some byproducts that are all balanced around the factory actually running.
The mod packs all roll like that. I’d hope at this point vanilla will invest in some more byproducts that have to be dealt with.
Also I've seen a few people ignore the infinite productivity researches, but we know that these are some of the early infinite researches that you can do (rip RCU and good riddance)
I think they said steel productivity is a red-only infinite research
That would be interesting for sure
this was said when
Currently the only science that you can really get away with building to a different scale is military, but with different infinite researches not needing later sciences you can really overbuild at the start and still give it something to do while the later sciences stockpile
Also it lets you give Nauvis stuff to do whilst conquering your second planet
Very good decisions by Wube 👍
Could be an option
I don't dislike the idea of an only
infinite research though
if there are going to be infinite researches that don't need all the science packs, why not one that just needs red?
If you can confirm this it would be greatly appreciated 🙏
ok it's not red only, but we know there's one infinite that doesn't require space science and that steel productivity is an infinite, so I'm assuming it's steel that doesn't require space science
wtf is steel
How do we know there's one?
O I c
the friday facts link takes you to a screenshot of a reddit comment
because directly linking is for suckers
Where is this from
Okay, one that doesn't need space science is really good
In the grand scheme of things the complexity for mass production of red science isn't too different to red+green+blue science
now that I think about it it probably requires purple science though
production science for productivity
Would make sense, but not needing to launch rockets or process uranium for it is a pretty big plus
yeah, I wonder how far people will go on it before getting off planet
it sounds like a really cool noob trap
If its the same for most of them, getting to level 5 infinite prod is less than 20k science packs iirc
kinda like recyclers
So if you're going slow and taking your time it's not impossible to get +50% productivity
Someone with a 90spm base might spend 2-3 hours investigating and testing space platform things before fully commiting
i do 90/m sci
the only red infinite research: Tree Cutting Productivity 😛
when is it a new machine ratio though
1:1 still
the ingredient ratios aren't really the interesting part
how would it be 1:1 sti
OH
that makes so much sense
just the out of steel changes duh
yeah, I'm talking about total output of steel, machines would be unchanged
once you 'complete' the research it'll be 4:5 which will be nice
although good luck getting there
I wonder if there will be an achievement for reaching +300% productivity on a machine
legendary prod modules and foundries will probably make it attainable
"Entropy Elided"
Yeah you'd only need +150% from research
Considering there's supposedly an achievement for
filled best power armour and
it's very reasonable
legendary fish is going to absolutely murder 100% speedruns
Any guesses on how long the 100% Space Age speedrun will be after ~1 year?
obv we don't know all the space age achievements but
and full maxed legendary power armour are gonna be tough
I'll throw out 30 hours
Those will replace the 20m
time investment
honestly legendary fish will be easy part
Imagine if there's a '300% prod' achievement
I'll say 5.5 hours
naw, maybe thats underguessing a little, ill go with 7 hours instead
I'd be shocked if it got under a day with what we know, but I'd love to see the insanity that would be put into a 7 hour run for

speedruns are quite exponential, and more unlocked tools will make the endgame faster, not slower
a lot of the existing 100% speedrun is limited by how fast you clear biters and hook up resources to the train network (I think?). if you can increase endgame production efficiency, then you will be able to scale up to more with less, speeding up production scaling
If my math is right getting to lvl15 should be ~1.3 million science packs which with foundry and legendary modules should be all you need
getting to level 30 is nearly 600 million
I might be wrong though, but probably within the ballpark
I doubt it will be an achievement then. they dont do megabase achievements
I mean 20 million
takes a really long time
yeah, 4.5 hours from start to finish for the whole run right now
1.3 mill science packs is on a similar scale then
This makes me doubt it less
but like, if we get tools to push productivity up by 2x, they might save a solid half hour to hour on that time? idk I havent done the speedrun math lol. anyways, then its just a matter of collecting what you need from each planet. so yeah, 7 hours is my guess
Space Age challenges are more streamlined and self-contained for a faster pace of 60-100 hours (rough estimate)
so thats like, double the base game, or maybe a bit more, for a playthough, so guessing a bit less then double on the speedrun (again, cause of the optimal exponential growth speedrunners do) seems plausable at least
Pretty sure they've said that rocket results aren't affected by quality unfortunately
if you assemble and recycle spidertrons with everything else being
?
well, more that they confirmed that recycling spidertrons is the only way to get
which implies the former
When crafting an item, it uses the lowest quality item as the quality base
So using everything else at
is a waste
what I will say is that if that becomes the time-setting achievement, then the category will die or exclude it, because pure unmitigated RNG like that does not make for a fun speedrun
Probably, yeah
I doubt that will be the time setter
I mean, getting max
highest tier power armour full of
equipment is no small task either
yeah, I suspect that will be just a thing that like ... 1% of speedruns randomly die because it didn't pop while they were exploring other planets or whatever
It’s what, 80 normal ones?
100% speedruns are almost purely a resource gathering thing. factory complexity or scale is irrelevant because all you do is paste your blueprint factory over your other blueprint factory in a fraction of a second and then feed it more stuff
https://www.youtube.com/watch?v=uhFPgbZ-GBs its about 1:20 min of getting to bots without failing lazy bastard, like another 40 min of helping the bots expand the initial factory while they are still slow and limited, and then 2.5 hours of killing bitters and hooking up mining to the rail network until the last achievement pops. not that I am an expert or anything, thats just how it seems from the outside at least
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hmm, we don't know how long travelling between planets takes, and you'd have to do that setup for each planet, so I would be surprised if it wasn't around 5x the length then, with improvements to speed being from added speed of setup from new and existing tech
depends on new achievements heavily though
probably an overstatement considering you can run a lot of the achievements in parallel
the setup itself wouldn't take that long on each planet though I imagine. you just come in with resources, drop a blueprint on the planet, hook of a few needed local inputs, and the off to the next one. almost all those resources are just for the green circuits, which you wont have to do on each planet
You'd also need to set up shipping back to Nauvis for research presumably, you wouldn't need to travel back though with the remote view upgrades.
I'm not smart enough to optimise it and I'm sure we'll get some crazy times though
I think there is only the one platform, right? shipping all has to happen through it?
No you can build as many platforms as you want, you can only have one landing pad per planet though
You can only have one platform hub per platform surface as well
I think running with only one platform would make for an interesting challenge run though
Probably in conjunction with other restrictions though
When I asked, they actually said they do get affected. IIRC
hmmm, contradicting themselves I see

Personally, I think it would make sense if sending legendary items gave you legendary rocket results, but I don't know because of the contradictions
they might just remove the fish from rocket recipe duh
"Fishless 100% speedrun" is sounding like a more and more likely category then lol
Id say quality excluded speedrun, quality modules are not allowed
and any achievements relying on quality modules are excluded
eh, I dont think quality modules will have that much of an impact on speedrun time variance. the bulk production of most things will result in basically constant production rates anyways
mainly to remove personal equipment rng
I guess I can see that, fair point
in speedrun there are some items u may want high quality but u only craft a few of them
They are just annoying about it
the coal rock rng is fine because its only at the start of the game, but any quality involved rng that may affect the run will be annoying
yeah, I guess the expoential growth nature of factorio works against it in that case, as the slight edge a quality item has, even if you quickly replace it with a better one, can snowball a lot
on the other hand, people run stuff with heavy random elements sometimes, as long as there are good tools to mitigate it and work around it. if you roll the dice 100 times in a run, and all have some impact, you can use the advantages to compensate for the disadvantages through creative thinking maybe?
the thing is that there might be some dice rolling that significantly impacts the run and for them to be effective u can’t rely on rolling dice lots of times
if u plan around different possible quality results then the planning could become too complex as the play through will be much less deterministic
yeah, hard to say
if quality is involved in a speedrun, then we will have different quality speedrun records 
the luckiest one will win
I knew a guy who participated in a nethack race, where you had to beat nethack with every class. everyone gets different runs, but because you do multiple runs and nethack has a lot of different systems you can use to compensate for bad luck in others, they made it work
or a better example would be the bingo speedruns of Zelda, where you get a bingo card and have to work out a new speedrun strategy for which ones to go for and in what order on the fly as you play
but again, thats the optimisitics version. I agree its very plausible that RNG ends up far to wild to be a fun speedrun
should work as how stellaris does their saving
Law of large numbers means that with proper automation, we should get semi expected quality results
the law of large numbers doesn’t work when the number is not large
and in speedrun u definitely gonna have finite production of certain important items
in that case quality may play a big role
and rng will have large affect
no speedrunner’s gonna plan for a 95% confidence of getting a high quality equipment because it could be too expensive, but how low the chance can they accept? 50%? 30%? This is when rng can affect the run.
speedrunners can plan for uncommon with 10%-25% chance - sounds totally reasonable for 100% run, for others - slow return of investments from quality will probably be a deal breaker already
hopefully that changes for 2.x
I think that's where the definition of the speed run comes into play. SA and Quality are separate "mods" so you could say you speedran SA without enabling quality
Though yeah a 100% 2.0 speed run will need to be lucky
but how much value you can get from luck realistically? sure, if you gonna reroll for legendary 3t productivity module - that's decent, but way too silly as a strategy
It's about the achievements, if there's one involving quality, that could affect the goalpost
I could see one for "equip a legendary armor"
Any% speed runs will probably ignore quality
it might fall into "stuff I gonna do while waiting for 20M green chips" category
but getting this one might be a bit of a problem if you really unlucky
This is why I don't worry about speed, I'm just slowly turning up the pain in my CPU until it cries
But to be on topic, I predict one of these FFFs is going to be about changes to achievements
Speedruns that don't have set seeds already contain randomness from the map, so might still allow quality.
You've got to remember that Q5 is locked behind a tech from the final planet, so once you get the ability to get Q5, you will probably have a ridiculously large amount of ressources ready to be recycled into Q5 items.
even if speedrunners just aim for
or
to put in their labs, thats a 6-12% productivity boost. if these 2.0 speedrun games go long enough where its worth spending time on lvl 3 mods, this is a no brainer to throw in some
when making them
Ya even Any% is likely to have some random 
not betting my money on that - quality takes forever to pay off
I’m not sure if they will use
at all. one reason they use many
in base game any% is because they can reuse those modules to make
for the rocket. Similarly they can reuse the
for RCU and beacons for rockets. Since u can’t reuse
for any actual progression target I doubt it will play a big roll in any% runs
prods are not that bad - they pay off in like ~30 mins in good recipes like greenchips, and even faster with bluechips
quality is much much slower
there will be expansion specific achievements right?
so I assume a 100% expansion run would probably have to use
's
Any% is a different story
hum.. if u put 4
into
making
, u get 2
per stack of
crafted 
in this FFF we will see:
-signal tower
-updated combinator functions
-space platform animation progress
-train related upgrades

parameterized train schedual!
might no longer be obligatory for the rocket silo since the rocket is much cheaper
For the first rocket, it's no longer possible. We don't have T3 modules on Nauvis iirc.
Oh yeah that too
Do we know whether we have
by the time we unlock
?
we have no clue when either of those are unlocked haha
man, that went from 'no longer obligatory' to 'impossible' fast
all the T1 modules are unlocked by green science
T2 modules are by satellite science
is purple science
but u need to send much more rockets
the rocket part recipe is probably still one of the best place for
to go
You don't even get
by that time
Not even 
I think new planet will be one of the next 3 fff's
I predict we will get the new FFF <t:1706270400:R>
thats cheating! 😄
Last time I predicted correct we got the bulk stack inserter
then we better get the stack logistic robot this time
can fetch directly from belts/inventories
#1177597309572366396 message
does this count as win?
Count it
I count this. gg!
t2q2 is basically a new t3
Do we have any info when the Qs unlock, other than Q5 will be unlocked on the last planet?
today's FFF TLDR:
factorio devs [undertaker meme] train logistics mods
is unlocked on one of the mid planets
So before space, you will only be able to get
and
at most
And even longer, if you don't go to this planet first
"at most" lol
I wonder whether we'll be able to go to a new planet without the Engineer leaving Nauvis.
Could settle all 3 mid planets simultaneously with the remote view.
Which probably means the answer is no.
No radar or power means you need to go personally
Also I seem to remember someone mentioning that each T2 module will be unlocked on a different planet
(Though I may admittedly be thinking of T3)
4 new planets, 4 different modules. makes sense
I think it's T1 Nauvis, T2 Space, T3 1/planet
That'd make sense
Also, I think each module will map neatly mechanics wise to the planets
We know
does productivity stuff. Fulgora would make sense as speed. Bacchus as efficiency would make sense too.
u probably r thinking about T3. All the T2 modules are unlocked by satellite space science
must've misremembered then, thanks!
the question is if we can place a spidertron remotely
FFF-380 suggests we can
unneed bot for that
With bots yes, the question is if without bots
The FFF only had 7 images, and most of them not animated. Where's the 15 gifs Klo-dude promised?
I assume before u have a landing pad, u can only drop items on ground or send a capsule manually. And there will be no bots to help u place any items u drop
and u probably still need roboports even if u have the landing pad
unless the space platform can directly drop buildings and placed them as planned, which is not likely
Though, if we are still talking about the same thing
Remember that the spidertron itself will be planet locked
So, at least one planet will have to be done without it
the thing is we probably can’t deploy any bot or spider onto a new planet without bot infrastructure exists in the first place. So it doesn’t matter when u unlock spider
Exactly, i was very confused as to what the current end game would be especially since we saw no science pack confirmation for the last planet, but maybe it'll exist. Maybe the last planet will unlock ultimate end game infinity researches through its rocket equivalent to 1.1. The only things i could think of are: Again a hint to where the game goes next like an interstellar rocket; Something large and difficult to use similar to end game goals like the intergalactic transceiver from Krastorio.
I remember a post endgame science pack being mentioned.
We did get confirmation from the devs that each planet has their own science pack, and that there is an additional endgame science pack
incredible, this would explain a lot of possibilities and the player would probably again be omnipotent, but with more effort until maxing out
something tells me endgame SA will be next level omnipotent
doom music plays
Own science pack, or own science? Cause the discovery triggered science system could be used to gate stuff as well
science pack
why is there another endgame science pack lol
it's something I've been thinking about
it must be really cool to neccesitate one more science pack after getting one for every planet..
its like the new
, how I currently think about it
what I wonder is if its going to take after 1.x where its for infinite research, or if there are any post-victory items aimed at longer plays/megabases
it'll be a long time until we get these answers, but I can't help but think about it
We know there are some midgame infinite sciences
it might model research like bullet damage, where it opens up with fewer required science packs, but the later game will require aquilo, and then post-endgame science, whatever it is called
We know there are infinite sciences that don't require the post-endgame science.
interesting
The productivity researches are technically not infinite though. With a +300% productivity cap we can only do them 30x.
Recipe prods you mean, because mining and lab are uncapped
lab prod is insane
lab prod is uncapped? now that will be huge
I wonder if these researches will be exponential or quadratic
I figured it would cap at 50% or something, which is already massive
not sure if its been discussed today but kovarex had some insightful reddit comments today: https://www.reddit.com/user/kovarex/
yah
including future train optimizations
Seems like the expansion leans heavily on trains
I hardly use them in my runs, but I don't usually megabase
my guess is that we'll get the next planet around the end of February
and my other guess is it'll be Fulgora
we haven't seen anything of bacchus
aquilo would be a strange next
so yeah, I bet fulgora too
Tbf we haven't seen anything of either two planets yet
I think there's still some stuff to be shown in 
no we've seen fulgora
We have?
Has it been confirmed? Do we know it wasn't just placeholder textures?
Anyway, I wanna see the science we can research with the metallurgic science pack
Waiting for more new systems (other than space platforms)
All of the productivity researches are infinite, the same as mining productivity, but with different costs. The recipes/machines will cap only using 300% if you go any higher. The cap can be changed by mods however.
Nah, it's not limited
Klonan sends you a mod if you go beyond level 30
It's part of the contract
The recipes/machines will cap only using 300%
reaching that also means no more Productivity modules for that recipce, freeing space for Quality modules. and ofc free recycling.
Legendaries will be the new Common.
getting to level 15 will take a lot of cost anyways
do we have the math for the cost of lvl 15?
(150% + 50% + 100%)
If it's prohibitive, it's ignorable
1.3M science
@pure siren You did the math on the curve of recycling cost at different recipe prods, right?
I assume 250% productivity still has huge yield, right?
That only costs 170k science
I thought you calculated how good the recycler got at the prod went up
I know at 300% the recycler has infinite rolls per item
nope, was someone else
at +300% the assembler gives you 4x the input
the recycler cuts that down to 1x
resulting in a lossless loop
you can upgrade from common to legendary without loss
This function should show how many crafts you get out of each ingredient:
at a given productivity
do note that 100% prod is the base productivity
When people say 100% prod they often really mean '+100%'
should actually be more because the last assembler turning Legendary ingredients into Legendary products gives 4x the inputs
yeah, you extract at the end of the loop
I'm just measuring how many loops you get here roughly
The assembler-recycler-loop is a black box for me. Helmod will do the throughput calculations for me.
It's an infinite series
I mean, people are playing 1000x science Factorio, and players get to 150 mining prod. They will get to 30 prod, eventually
It's effectively P + 0.25P + 0.25*0.25P + ...
I'm planning on sending Klonan an email
More like (q^n-1)/(q-1)
my computer is strong
brute force it totally fine here
I have learned my lesson from excessive use of algebra
I just model the problem and tell desmos to sum lol
brute force will only give an approximation
, including those in 