#FFF Speculations

1 messages · Page 3 of 1

pale pumice
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That's a request.

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I'm talking about editor

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Editor will almost certainly not look like that though, I'm mostly joking

raven bridge
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Last point

pale pumice
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Yeah, that's pretty clear :P

pure siren
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When I first saw this I thought the blue machine is crafting a golden pineapple or something.

pale pumice
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Frankly I don't even know what it's making.

pure siren
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a golden pineapple

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and the machine itself looks a bit like these automated palette wrappers

bold shard
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so if vulcanus helps accelerate the rocket component low_density_structure , the other two planets can have means to accelerate rocket_fuel and processing_unit production, which maps to Bwuhuo and Fulgora (lightning)

pale pumice
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See here :)

bold shard
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yep it makes sense

pale pumice
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it's kinda like science

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we're not sure about anything, but all of our theories work together, and have (hopefully) produce reasonable predictions

raven bridge
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Will bulks require processing_unit?

desert lake
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Yikes

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Well, with the way the game currently treats blue chips, most likely not

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But we don’t know to what extent 2.0 will change things up

small bear
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if we follow that pattern, u probably unlock redactedtransportbelt on vulcanus as u have foundry to mass produce gears

pale pumice
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Then do you have the slightest clue what we'll make on Bacchus?

small bear
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Bwuhuo may give some military toys as I expect it give better access to plastic_bar, explosives etc

raven bridge
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The whole planet is alive, with vines that blocks our railrailrailrailrail

small bear
raven bridge
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Nothing a small 🔥 can't fix

small bear
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since better belt and better inserter are on separate planets, will there be another logistics method upgrade on another planet?

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can’t imagine better rails or trains. elevated rails is purple science

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better bots?

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stack logistics botstrianglepupper

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with upgradable cargo size up to 16

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hummmm…. better power poles?

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I do wonder what that red substation tower does in that FFF image

vagrant pumice
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electric trains? a new train tier? logistic biters trianglepupper

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domestic biters would be insane

iron venture
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electric trains with built-in power connection along the rails would be cool

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my prediction is still vulcanus enemies

vagrant pumice
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actually I think we will see vulcanus science and research

desert lake
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Even though objectively it would suck a little bit if it was added

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Because the little remaining usefulness of light oil would go 💀

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Especially in 2.0, where you don’t need nearly as much rocket fuel

iron venture
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you'll be launching a ton of rockets though

desert lake
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I’m more interested in the amount of different places an item is used, rather than the quantity

raven bridge
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I don't understand the power on rails thing that people keep asking for

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why not put radars on rails? or turrets?

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why power specifically

pale pumice
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Because they want electric trains to use that power

pale pumice
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well, in SA+2.0

iron venture
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they do the same thing, just carry different stuff

sweet wind
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I like the tinting solution they came up with for higher belt speeds, will fix it for modded belts as well

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Also funny to see boskid's joking around be taken seriously and put into the game

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I was there!

sweet wind
# raven bridge I don't understand the power on rails thing that people keep asking for

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.

rocky plover
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I don't see the issue with just force-building large power poles over water, which then auto-places landfill underneath each one.

sweet wind
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Well, yeah, that's why I said it's helped by mineable landfill and super force building

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Super force building and mineable landfill was announced after elevated rail

iron venture
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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.

sweet wind
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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.

raven bridge
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water poles seem like a no brainer for 2.0

iron venture
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how about electric rails that damage biters that walk over them?

raven bridge
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But also players

small bear
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electric rails is unlikely. devs doesn’t seem to want train fuels and large power poles to be obsolete

iron venture
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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

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Or even just much slower acceleration - that would make electrics trains good for long distances but bad for places with lots of train traffic

raven bridge
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Electric trains IRL have much better acceleration

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Even fueled trains just use fuel to charge batteries

iron venture
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irl trains are also not powered by rocket fuel

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but then that would make more sense to have electric trains just be slower

small bear
pale pumice
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The developers just put in major effort to re-do the train system, in part to fix the refueling issue.

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I think it's reasonably clear they're not going with electric trains, mostly because they're uninteresting.

rocky plover
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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

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The only exception being electric furnaces which are worse and less complicated

vagrant pumice
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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

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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

sweet wind
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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.

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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.

vagrant pumice
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yea that's a valid point

fluid lichen
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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)

pale pumice
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I believe 'or not' was referring to little

sweet wind
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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

pale pumice
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Also, I'm amazed how clearly you can read 'Fulgora' now that you know it's Fulgora

sweet wind
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Brains are good at what they do

desert lake
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Has anyone had the thought that fulgora might have some magnetism related stuff

pale pumice
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No, albeit that is a good hunch.

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At least I haven't heard much talk of it.

sweet wind
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I did post ages ago about the new building being something electromagnet adjacent

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with coils and electricity and stuff

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But I haven't put much thought into how it would fit into progression or new items

scarlet bane
past nova
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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

desert lake
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I feel like minable landfill almost necessitates biters to be able to cross water one way or another

raven bridge
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They confirmed no swimming, but haven't said anything about diving

pure siren
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or floating

desert lake
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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

desert lake
past nova
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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).
desert lake
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I have seen some people predict fulgora to be a desert planet

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Judging by its planet icon

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But the teased building makes me stick to the lightning idea

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That and the metal/fuel/circuits trinity

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Though… now that I think about it… irl circuits are made of sand, aren’t they?

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Huh

pure siren
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"sand" lol
yes

past nova
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shhh, they're made of two extremely conductive metals with little to no potential differential pancaked together trianglepupper
trust me bro

desert lake
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Never ever try to interpret what an item represents solely based on its item icon

vagrant pumice
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Wait, in the remote view FFF there is a magnetic field info for the planets

scarlet bane
vagrant pumice
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it can't be just for lore, right?

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pressure and gravity too

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I mean it really seems like it is some desert and stormy planet more than anything

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can't wait to friday

desert lake
small bear
desert lake
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Simple: It’s a planet with sandstorms, and the friction of the sand generates static electricity, resulting in lightning as well

past nova
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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

pure siren
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Lightning provides infinite charge maybe?

small bear
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then bots won’t need recharge on Fulgoraboskid_think

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imagine logi bots with no need of charging

pure siren
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no wasting time returning to the roboport for charging :)

rocky plover
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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.

grave crag
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(or other equivaent weather)

rocky plover
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CVE?

grave crag
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Space Exploration

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...

halcyon bolt
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?

pure siren
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There're 3 buildings teased in the 2022 recap:
https://factorio.com/blog/post/fff-372

Factorio

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...

scarlet bane
grave crag
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I wonder if there be heat decay for heat pipes

small bear
scarlet bane
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Considering Bacchus is also a member of the pantheon

desert lake
raven bridge
rocky plover
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Sand at the bottom of an ocean engithink

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The water was removed to avoid spoilers / because it isn't done yet

gilded mica
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Perhaps something science related with extreme energy costs. Would fit the storm planet.

small bear
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particle accelerator shoob

raven bridge
pure siren
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Splitters may need a new feature: Sorting by stack height.

raven bridge
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The leaked image shows: Red sand planet. Recyclers in flipped orientations. Recyclers stack. Some item requires iron_gear_wheel, steelplate, and processing_unit. Nothing in vanilla uses just those 3 items.

raven bridge
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Yes

small bear
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steelplate iron_gear_wheel processing_unit concrete 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

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so recycler is possible

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it would be hilarious if it turns out we need to collect iron_ore in orbit in order to make concrete onvulcanus because u can only get molten iron not ore from lava

pure siren
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Do we know what happens when recycling iron/copper plates?

past nova
small bear
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recycling any chemistry/smelting recipes just output the same input but with 25%chance

subtle temple
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The next FFF will be about this new fun (for the whole family) feature: Machine Wear

bold shard
desert lake
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It seems like an early mid game item to me

pale pumice
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It needing iron ore has been annoying for a long time

desert lake
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It is indeed super annoying

pale pumice
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It's a logistical puzzle for sure, but not a fun to solve or satisfying one, at least in my opinion.

desert lake
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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

bold shard
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if each planet has a very good benefit, its fair to see each can have a glaring issue with it too

pale pumice
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Also, I'd like to mention you'd be far more likely to ship in iron ore, than to space mine it nearby

desert lake
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Ship in, like, from other planets?

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Space-ship in?

pale pumice
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yes

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space-ship it in

desert lake
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That seems kind of wasteful, you’d have to pay for all those rockets, just for concrete

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I’d much rather stick to space platforms if at all possible

pale pumice
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you'll have 30 of them mining iron ore

past nova
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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.

pale pumice
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They don't 'mine' very quickly, I think.

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LLM?

past nova
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law of large numbers....(fixed)

pale pumice
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LLM is large language model trianglepupper

desert lake
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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

past nova
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goddamn this day and age, so many acronyms to keep track of

pale pumice
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It does if it wants to ... mine?

desert lake
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When in orbit of a planet, only little asteroids will fly in

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They don’t need to get shot up, they can be collected right away

past nova
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I suppose platforms can stay above a certain planet, no?

Were multiple platforms in multiple orbits allowed?

pale pumice
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Yeah, they are.

bold shard
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I dont think the number of platforms matter in a certain location

pale pumice
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In fact, they're a bit of a necessity, you'll want a 'sattelite' to do space_science

bold shard
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they all seem disconnected from each other

past nova
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I meant more if you aren't restricted to one platform per orbit

pale pumice
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That's actually their biggest 'limitation', they can only 'talk' with one-another via ground-hubs.

pale pumice
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Well, what do you mean orbit?

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If you mean around a given planet, no. You can have as many as you want.

past nova
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As in close to a planet

pale pumice
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If you mean per surface, it is a limit of 1. There will never be two platforms on one surface (platforms are a surface)

past nova
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Because platforms can move between planets.

desert lake
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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

pale pumice
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We know so much yet so little

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Every week could be 'yeah, that follows' or 'oh my god this changes everything'

past nova
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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

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Give some visual feedback of where you are

pale pumice
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I also think that would be cool, I kinda hope it's in 2.1 though.

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They have 7 months-ish, and I want it spent on other things :)

past nova
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they can take another year if they want, they've done it before and it was worth it for 0.18/1.0

pale pumice
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They can, but they've said many times that they do not believe they're going to.

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I'm going to take them at face-value for now, even if my developer instincts tell me otherwise.

bold shard
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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

bold shard
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will platforms have groups too, like trains?

small bear
pale pumice
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I think we're going to see Fulgora next.

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We haven't even seen a peek at Bacchus.

small bear
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but we have Bwuhuo

pale pumice
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Sure, we've seen the icon.

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But we don't have a single screenshot.

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We have multiple of 'red desert place'

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We can't see a lot of the ground here, but is it very boring

past nova
# bold shard I wonder if there will be any overview screen that shows where the platforms are...

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.

pale pumice
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I would almost suspect Fulgora is currently just an exansive red tile right now, with virutally no features.

desert lake
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I really don’t remember the “not on nauvis” part

pale pumice
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Guys, it's not a recycler though.

desert lake
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But, it’s interesting that we now know two quality related things will be space locked (quality_epic and recycler). What are the chances of them both being on the same planet?

pale pumice
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I believe you are missing something.

bold shard
small bear
past nova
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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...

subtle temple
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Maybe tomorrows FFF will be about weapons? ultrathonk

small bear
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next FFF about 3D solar system mapshoob

rugged onyx
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orbital kinetic weapons

pale pumice
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Next FFF about building flipping

rugged onyx
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Flippable Crafting Machines (╯°□°)╯︵ ┻━┻

pale pumice
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low developer activity 6 hours before FFF

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expected impact: low

sweet wind
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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)

past nova
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gotta admit, lowkey wondering what other widely used mod(s) is/are on the chopping block as a result.

sweet wind
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I'm sure there are others out there that I haven't heard of though

elder raptor
pale pumice
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true

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low-medium

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the train FFF had a lot of activity 5-6h before

rocky plover
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Editor extensions for sandbox mode?

vagrant pumice
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my guess is a little tease at Bacchus concept

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but I'm wishing for new recipes and machines

grave crag
raven bridge
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It's actually important because flipping breaks beaconelectricfurnace builds

tough ginkgo
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per-recipe production stats
new music
also some 6671f75d7955840b405b221adc3608ec

tough ginkgo
raven bridge
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Today will be SA content

topaz wing
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The Art of the Belt

grave crag
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I guess it won't be happilyeverafter , that'll be in 3 weeks

elder raptor
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This is gonna be some art stuff. Wonder what

raven bridge
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Did I win? 😄

past nova
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Alright, who had Blueprint Flipping?

raven bridge
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well at some point I said it

past nova
small bear
sweet wind
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I'll be really happy if next week is fulgora

past nova
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Ok, here's a really controversial prediction:

Extendable/Connectable Splitters.

Universally TU Balance everything with a single wide phalanx of Splitters.

small bear
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I think it would not inspire more designs. It would remove many designs actually

raven bridge
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1x1 splitters

elder raptor
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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

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I'm excited for all the small things for sure

subtle temple
raven bridge
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Fluid won't get an update unless something big happens with it

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Internals are OK enough for what we have. They will only change it if a new feature needs it

elder raptor
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I believe

pale pumice
raven bridge
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We had it coming for a while now

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That and building circuitry

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We're running out of leaks

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We still have the tower, the book, the 2 buildings, cut recycled recipe, and recipe that was recycled there

pale pumice
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the BOOK?

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what

paper herald
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holup where do leaks come from?

pale pumice
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we don't talk about that

paper herald
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I didn't know there were leaks :o

pale pumice
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it's against wube policy

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(or secretly maybe part of their policy)

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I wouldn't be surprised if the NDA said to be as cryptic and intriging as possible and to occasionally leak information

raven bridge
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Fff-380 shows a book in the top right

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Next to the space map etc

pale pumice
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in game guide

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like wiki

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is at least my guess?

grave crag
raven bridge
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Ye, a built in recipe book

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RecipeBook 4 is ages in development, and then they hired the dev

vocal rock
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which picture has book in it?

half mountain
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that one

raven bridge
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Top right

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It also has the tower

vocal rock
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thanks, now i see it)

raven bridge
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And foundry recipes using calcite

half mountain
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can we zoom in? is there a flipped oil build in here too?

raven bridge
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Flipped oil we had in a different fff

half mountain
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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

sick pond
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I want medium inserters.

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They take items from right next to them, and deposit them 2 tiles away, or the reverse.

rugged onyx
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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

half mountain
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just wait till bobs inserters can unload from elevated rails

sick pond
desert lake
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Bob’s elevated rails

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10 different elevation levels

rugged onyx
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Hah, if only we can have airplane logistics

half mountain
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sad

raven bridge
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Bob's mods have different maintainers now

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Also Angel's

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And Py's too tbh

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Not to mention Krastor doesn't do Krastorio anymore

distant tendon
desert lake
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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

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Making actual concrete roads for them and everything

half mountain
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elevated rail -> bulk rail loader -> klonans transport drone loader -> road network.

desert lake
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Logistics and construction robots replaced by humanoid androids that are stored in buildings and drive cars to get to work

half mountain
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wait no, not like this

elder raptor
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Satisfactory does this, and it's as hilarious as you expect

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most of the time it works fine

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but when it doesn't it's hilarious

rugged onyx
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A hopper system would make sense for an elevated train to dump into, but I doubt it

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Kind of goes against the inserter based game we know

desert lake
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I fully expect elevated trains to be inaccessible to logistics

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And you have to bring them down to load/unload them

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As part of the challenge

raven bridge
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I know Factorio is a game about logistics, but can we get something which isn't just moving items from one place to another?

pale pumice
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what else do you want?

pure siren
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A machine that turns items into different items?

desert lake
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Hey, I already said housing and traffic

raven bridge
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Dunno, maybe weather?

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Pollution to be something more relevant

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Something more "in the world"

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Rather than just "input items -> output items"

desert lake
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Well there will be

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Space platforms

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With the “space” limitations

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And rocket costs

raven bridge
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ya, that's one

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I want moooooooore

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And we'll probably get more on the new planets

pure siren
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Space platforms
With the “space” limitations
And rocket costs
that sounds like more logistics tho

raven bridge
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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.

rocky plover
paper herald
elfin zenith
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Wait, so...
SHOOTING A GUN IS TECHNICALLY LOGISTICS!?

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Because the bullet has to go, in the gun:
Mag -> Receiver -> Barrel -> Biter.

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And to make that bullet, it has to go;
Miner -> Smelter -> Assembler -> Gun

past nova
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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..."

rugged onyx
#

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

desert lake
#

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

rugged onyx
#

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

pale pumice
#

I wholeheartedly agree with v453000's post here.

desert lake
#

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

pale pumice
#

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

past nova
# desert lake But hey, the devs are cooking something up for sure At the absolute very minimu...

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".

pure siren
#

So you shouldn't be there to watch while cleansing a planet?

past nova
#

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

pure siren
#

I was alluding to the all living objects part

rugged onyx
#

well that's why I'm glad SA has only 5 planets instead of SE having a few dozen active

desert lake
#

Quality over quantity

raven bridge
#

Trickster biter rotates your buildings

#

Friendly creatures that you don't want to kill

late venture
#

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? trianglepupper

raven bridge
#

I hope the flipping doesn't let you flip if it connects different fluids.

pale pumice
desert lake
#

My poor gun turrets will have to go through this

raven bridge
#

Eaxctly.

half mountain
#

I would love some nice end game technology to "mow the lawn"

desert lake
#

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

bold shard
#

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

desert lake
#

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

bold shard
desert lake
#

4 quality_legendary productivity_module_3 giving 100% productivity though 😳

sweet wind
desert lake
#

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

sweet wind
#

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

pure siren
#

It fits only 3 stacks of Processing Units, can't be too expensive.

#

they're also renamed to Blue Fries in 2.0

desert lake
#

Ah, totally forgot about personal equipment stuff

#

Power armor is already 60 blue chips even without the modules dead

raven bridge
#

Also remember foundry does low_density_structure at +50% base prod

desert lake
#

And the other planets will likely have a similar effect on the other two ingredients

sweet wind
#

Was thinking about this more, they said the rocket would be 20x cheaper before they removed rocket_control_unit. I assumed that when they said it would use processing_unit instead it would just be 1-1 conversion, but did they every confirm that?

bold shard
#

good question

elder raptor
#

yeah it's been confirmed

desert lake
#

Sidenote I am extremely glad RCU is going away

rare canopy
#

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.

sweet wind
#

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.

rare canopy
#

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.

sweet wind
#

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

rare canopy
#

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.

sweet wind
#

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

pure siren
#

The focus is also on managing factories, not managing power production.

small bear
sweet wind
#

If you could read the overall power production/usage through circuits that's all you'd need

small bear
#

say u will be able to set the priority of a power grid more easily using power switches

rare canopy
#

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.

sweet wind
#

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

sweet wind
rare canopy
#

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

sweet wind
#

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 quality_any bots and roboports are though, faster charging and bigger batteries are pretty nice.

rare canopy
#

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

sweet wind
#

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 ChibiHappy. My bet's on seeing Fulgora next.

rare canopy
#

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.

cursive cave
#

I think we will get some info about what special new tech depends on vulcanis, but I have no idea what that will be

rare canopy
#

Yeah I am not sure what kind of logistic challenges are being added for the new sicence tiers.

cursive cave
#

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)

rocky plover
#

I think train bridge tech will be purple science.

rare canopy
#

A lot of things from that planet are huge buffs the new Miner and Liquid Metal manufactuering seems quite potent.

cursive cave
#

oh, fair

rare canopy
#

Skipping the need to make plates is kind of huge

cursive cave
#

then yeah, I guess its time for another planet indeed

rare canopy
#

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

cursive cave
#

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

rare canopy
#

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.

cursive cave
#

fair, I'm used to mods where they let you pipe around plasma, molten metals, or even like emotional states

rare canopy
#

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

cursive cave
#

wube doesn't mind you piping around sulfuric acid in iron pipes, so idk, its probably fine

rare canopy
#

I guess I never considered that

cursive cave
#

or using belts in 0g 😛

rare canopy
#

something else I did not consider

cursive cave
#

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

rare canopy
#

Kind of opening that up a bit with making Tungsten a new matieral

cursive cave
#

... 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

rare canopy
#

Steam Mixing?

cursive cave
#

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

rare canopy
#

odd mechanic feels more like an organic outcome of the logic they are using then anything intentional with mechanics

raven bridge
#

I want to mix steam and water, but can't

cursive cave
#

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

rare canopy
#

pneumatic explosions

#

my favorite kind

cursive cave
#

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 🙂

rare canopy
#

We got a Fission Reactor now onto a Fusion Recator. We craft a portable one...

sweet wind
#

(presumably, it worked for Vulcanus)

rare canopy
#

Other then that one I am not sure what the root words are that indicats the theme

sweet wind
#

Each is a roman god, Bacchus for harvest, Fulgora for storms/thunder, Aquillo for nothern winds/cold/winter

rare canopy
#

Harvest eh?

sweet wind
#

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

subtle temple
#

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

pure siren
#

that and sorting by stack height

#

not sure it'll be in the next FFF tho

small bear
# subtle temple not sure if splitters can have filters set by signals and/or set priority in/out...

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

pure siren
#

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.

subtle temple
#

"Achieving the same behaviour with belts only will be a lot more convoluted" <- this is why I hope they add controll logic for splitters

small bear
#

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

pure siren
#

Programmable assemblers are invaluable when kickstarting the quality module production.

past nova
#

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

pure siren
#

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.

rocky plover
small bear
#

I don’t see why 16 or 100 electronic_circuit existing on the bus branch is something annoying. if u care about items on belts that much why not just happilyeverafter happilyeverafter

pure siren
#

Every single item counts when programming your ASMs.

small bear
#

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

short roost
#

Maybe red science packs can be made with stone and lava on vulcanus

pure siren
#

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.

desert lake
#

Shipping science sucks

#

And lab arrays are boring

pure siren
#

add sushi to make them fun

elder raptor
desert lake
#

I’ve wanted that even for just 1.0 sciences

pure siren
#

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.

desert lake
#

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

iron venture
pale pumice
#

prediction: Bacchus next week

#

bold, but what else could be so many gifs?

raven bridge
#

Were we promised many gifs?

bold shard
raven bridge
#

Oooh

bold shard
#

promising outlook

raven bridge
#

Hopefully new mechanics

rugged onyx
#

Devs might just rename Bacchus for the meme

pale pumice
#

I'd be pretty upset to be honest.

late venture
rugged onyx
#

What is it then?

late venture
#

Bwuhuo

rugged onyx
#

That's what I typed

#

(edited)

late venture
#

Must have been the wind

small bear
#

because Klonan writes it

pale pumice
#

makes sense, but 10-16 gifs?!

small bear
#

probably a big qol trianglepupper

#

or some non planet new features

#

like circuit stuff

#

perhaps we will see the finished space platform construction animation

#

reworked assembler!

pale pumice
#

what would reworked assembler even mean

small bear
#

graphics rework

#

also electric furnace

bold shard
#

it has to be something good

#

what kind of boring FFF would have so many videos

small bear
#

hopefully it will be a long one

#

plot twist: the next FFF only contains GIFstrianglepupper

#

no text

elder raptor
#

so many people skim through the text and look only at the images lol, that'd work

iron venture
#

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

rare canopy
#

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

cursive cave
#

longshot: giant gears and rods and pistons to assemble into big multipart machines

rare canopy
#

Minecraft Create mod intensifies

sweet wind
#

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?

rare canopy
#

The ouroboros grows stronger everyday

cursive cave
#

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"

rare canopy
#

The best games are inspirations of others

#

I can't wait until I turn my landscape into Rollercoaster Tycoon

cursive cave
#

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

pale pumice
rare canopy
#

🤷‍♂️

#

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.

pale pumice
#

I always watch them anyways lol

cursive cave
#

my reading comprehension is fine, my memory is terrible. I've already forgotten half the stuff from like 2 FFFs ago

rare canopy
#

Vulcanus is probably the big thing

#

The inserters formally known as Bulk Inserters.

#

Speedy Green boi

sweet wind
#

Bulk inserters! bulk_inserter ChibiSmug

#

Also I do agree with earlier, if Klonan is writing this weeks fff it's probably QoL or adjacent content.

rare canopy
#

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

sweet wind
#

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

cursive cave
#

Aight, then, my final submission: module management with bots

rare canopy
#

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)

cursive cave
#

how do I do that with every assembler at once?

#

but yeah, I guess maybe I forgot that feature was already in the list

sweet wind
#

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

cursive cave
#

ah, neat

#

I was thinking "whats the most annoying thing that should be in the game and isn't"

sweet wind
#

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

cursive cave
#

ability to rotate the map 90 degrees? but that wouldnt take any gifs to explain

sweet wind
#

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

cursive cave
#

even better ingame tutorialization? for trains and combinators specifically, since those are common pain points, and maybe bot and ships too?

sweet wind
#

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)

cursive cave
#

oooh blurred save name

sweet wind
sweet wind
#

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

bold shard
#

raiguard makes some solid mods

sweet wind
#

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

bold shard
#

which is my exact plan in 2.0 lol. lay out a long queue, and go to sleep

sweet wind
#

Might not be a bad idea with the new earlier infinite researches

#

And quality grinding

small bear
#

I hope they add save file folders or something similar

#

save groups, mod groups

#

for easy management

pure siren
#

afaik save file folders exist. You just have to manually create them in the save directory.

#

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...

▶ Play video
sweet wind
bold shard
scarlet bane
bold shard
#

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

scarlet bane
#

Oil at least is a manual one

bold shard
#

although quality I'll probably get running asap

#

a lot of the planet specific stuff is too I'm sure

desert lake
#

Still thinking about cliff explosives becoming one ofthese "planet specific" things

pure siren
#

easy solution, set cliffs to "none"

desert lake
#

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

pure siren
#

Wall ourselves in.

#

They are pretty, you're right about that.

desert lake
#

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 😭)

pure siren
#

you mean the cables interconnecting?

#

In Austria we call that cable salad.

desert lake
#

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

small bear
#

like how cargo bay in SA works

desert lake
#

My absolutely HIDEOUS mockup 😭😭😭

small bear
#

it will probably need a lot of extra graphics because beacons can also sit next to each other with 1-2 tile offset

desert lake
#

Yeah I thought of that

#

All the little one tile corner connections and everything

#

For all sides

pure siren
#

Yeah, that's sort of what I meant. Just not that extreme.
I envisioned a sort of cable carpet between the two.

raven bridge
sweet wind
half mountain
#

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.

sweet wind
#

110% yes! always felt bad wanting to spend time optimising aspects of the base when there was no research to do

half mountain
#

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.

sweet wind
#

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)

iron venture
#

I think they said steel productivity is a red-only infinite research

sweet wind
#

That would be interesting for sure

pale pumice
#

this was said when

sweet wind
#

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 👍

pale pumice
#

perhaps only earlier levels are only red science though?

#

like bullet shooting speed

sweet wind
#

Could be an option

#

I don't dislike the idea of an only automation_science 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?

sweet wind
iron venture
#

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

scarlet bane
#

wtf is steel

pale pumice
#

How do we know there's one?

scarlet bane
#

O I c

iron venture
#

the friday facts link takes you to a screenshot of a reddit comment

#

because directly linking is for suckers

scarlet bane
iron venture
#

technology fff

#

376

sweet wind
#

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

iron venture
#

now that I think about it it probably requires purple science though

#

production science for productivity

sweet wind
#

Would make sense, but not needing to launch rockets or process uranium for it is a pretty big plus

iron venture
#

yeah, I wonder how far people will go on it before getting off planet

pale pumice
#

it sounds like a really cool noob trap

sweet wind
#

If its the same for most of them, getting to level 5 infinite prod is less than 20k science packs iirc

pale pumice
#

kinda like recyclers

sweet wind
#

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

pale pumice
#

i do 90/m sci

cursive cave
#

the only red infinite research: Tree Cutting Productivity 😛

iron venture
#

+25% productivity would change the steel/iron ratio from 1:5 to 1:4

#

+66% for 1:3

pale pumice
#

when is it a new machine ratio though

sweet wind
#

1:1 still

pale pumice
#

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

iron venture
#

yeah, I'm talking about total output of steel, machines would be unchanged

sweet wind
#

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

iron venture
sweet wind
#

Considering there's supposedly an achievement for quality_legendary filled best power armour and quality_legendary thefish it's very reasonable

iron venture
#

legendary fish is going to absolutely murder 100% speedruns

sweet wind
#

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 quality_legendary thefish and full maxed legendary power armour are gonna be tough

#

I'll throw out 30 hours

raven bridge
#

Those will replace the 20m electronic_circuit time investment

pale pumice
#

honestly legendary fish will be easy part

#

Imagine if there's a '300% prod' achievement

cursive cave
#

naw, maybe thats underguessing a little, ill go with 7 hours instead

sweet wind
#

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 quality_legendary thefish

cursive cave
#

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

sweet wind
#

getting to level 30 is nearly 600 million

#

I might be wrong though, but probably within the ballpark

cursive cave
#

I doubt it will be an achievement then. they dont do megabase achievements

sweet wind
#

I mean 20 million electronic_circuit takes a really long time

cursive cave
#

yeah, 4.5 hours from start to finish for the whole run right now

sweet wind
#

1.3 mill science packs is on a similar scale then

pale pumice
cursive cave
#

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

raven bridge
#

Main yes, achievements less so

#

Also it might be possible to still get fish from willlocoRocket space_science

sweet wind
#

Pretty sure they've said that rocket results aren't affected by quality unfortunately

cursive cave
#

if you assemble and recycle spidertrons with everything else being quality_legendary ?

sweet wind
#

well, more that they confirmed that recycling spidertrons is the only way to get quality_legendary thefish which implies the former

#

When crafting an item, it uses the lowest quality item as the quality base

#

So using everything else at quality_legendary is a waste

cursive cave
#

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

sweet wind
#

Probably, yeah

pale pumice
#

I doubt that will be the time setter

sweet wind
#

I mean, getting max quality_legendary highest tier power armour full of quality_legendary equipment is no small task either

cursive cave
#

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

pale pumice
#

It’s what, 80 normal ones?

cursive cave
#

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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sweet wind
#

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

cursive cave
#

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

sweet wind
#

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

cursive cave
sweet wind
#

No you can build as many platforms as you want, you can only have one landing pad per planet though

cursive cave
#

I probably misremembered that

#

ah

sweet wind
#

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

raven bridge
sweet wind
#

hmmm, contradicting themselves I see

raven bridge
sweet wind
#

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

small bear
#

they might just remove the fish from rocket recipe duh

cursive cave
#

"Fishless 100% speedrun" is sounding like a more and more likely category then lol

small bear
#

Id say quality excluded speedrun, quality modules are not allowed

#

and any achievements relying on quality modules are excluded

cursive cave
#

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

small bear
#

mainly to remove personal equipment rng

cursive cave
#

I guess I can see that, fair point

small bear
#

in speedrun there are some items u may want high quality but u only craft a few of them

raven bridge
#

They are just annoying about it

small bear
#

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

cursive cave
#

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?

small bear
#

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

cursive cave
#

yeah, hard to say

small bear
#

if quality is involved in a speedrun, then we will have different quality speedrun records trianglepupper

#

the luckiest one will win

cursive cave
#

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

subtle temple
rugged onyx
small bear
#

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.

vocal rock
#

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

bold shard
rugged onyx
#

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

vocal rock
#

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

rugged onyx
#

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

vocal rock
vocal rock
rugged onyx
#

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

rocky plover
#

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.

bold shard
#

even if speedrunners just aim for quality_uncommon or quality_rare productivity_module_3 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 quality_module_3 when making them

raven bridge
#

Ya even Any% is likely to have some random quality_module

vocal rock
#

not betting my money on that - quality takes forever to pay off

small bear
#

I’m not sure if they will use quality_module at all. one reason they use many productivity_module in base game any% is because they can reuse those modules to make productivity_module_3 for the rocket. Similarly they can reuse the speed_module for RCU and beacons for rockets. Since u can’t reuse quality_module for any actual progression target I doubt it will play a big roll in any% runs

vocal rock
#

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

subtle temple
#

there will be expansion specific achievements right?
so I assume a 100% expansion run would probably have to use quality_module 's

small bear
#

Any% is a different story

#

hum.. if u put 4 quality_module into assembling_machine_3 making assembling_machine_3 , u get 2 quality_uncommon assembling_machine_3 per stack of assembling_machine_3 crafted engithink

small bear
#

in this FFF we will see:
-signal tower
-updated combinator functions
-space platform animation progress
-train related upgrades
happilyeverafter happilyeverafter happilyeverafter

#

parameterized train schedual!

rocky plover
#

productivity_module_3 might no longer be obligatory for the rocket silo since the rocket is much cheaper

pale pumice
#

for the first rocket, sure

#

but the first rocket is no longer a cutoff milestone

pure siren
#

For the first rocket, it's no longer possible. We don't have T3 modules on Nauvis iirc.

rocky plover
#

Oh yeah that too

pure siren
#

Do we know whether we have assembling_machine_3 by the time we unlock quality_module ?

pale pumice
#

we have no clue when either of those are unlocked haha

pale pumice
small bear
#

T2 modules are by satellite science

#

assembling_machine_3 is purple science

small bear
#

the rocket part recipe is probably still one of the best place for productivity_module_3 to go

raven bridge
#

Not even productivity_module_2

small bear
#

yeah, u get productivity_module_2 only after launching several satellites

#

and productivity_module_3 is on another planet

unborn lintel
#

I think new planet will be one of the next 3 fff's

small bear
#

We may actually see Fulgora before Bwuhuo

rugged onyx
#

I predict we will get the new FFF <t:1706270400:R>

subtle temple
#

thats cheating! 😄

rugged onyx
#

Last time I predicted correct we got the bulk stack inserter

subtle temple
#

then we better get the stack logistic robot this time

#

can fetch directly from belts/inventories

small bear
half mountain
#

Count it

pale pumice
pure siren
#

Do we have any info when the Qs unlock, other than Q5 will be unlocked on the last planet?

half mountain
#

today's FFF TLDR:
factorio devs [undertaker meme] train logistics mods

desert lake
#

So before space, you will only be able to get quality_uncommon and quality_rare at most

#

And even longer, if you don't go to this planet first

pure siren
#

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.

elder raptor
#

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)

pure siren
#

4 new planets, 4 different modules. makes sense

#

I think it's T1 Nauvis, T2 Space, T3 1/planet

elder raptor
#

That'd make sense

#

Also, I think each module will map neatly mechanics wise to the planets

#

We know vulcanus does productivity stuff. Fulgora would make sense as speed. Bacchus as efficiency would make sense too.

raven bridge
#

Spidertrons

#

Remember that remote requests work with any construction_robot, including those in spidertron

small bear
elder raptor
#

must've misremembered then, thanks!

raven bridge
#

The question is: Can we deploy a spider remotely from space.

#

We can with with bots

small bear
raven bridge
#

FFF-380 suggests we can

small bear
#

unneed bot for that

raven bridge
#

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?

small bear
#

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

desert lake
#

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

small bear
#

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

violet willow
# rare canopy I think people see the rocket still as an end game motif still, but it is transi...

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.

pure siren
#

I remember a post endgame science pack being mentioned.

elder raptor
violet willow
#

incredible, this would explain a lot of possibilities and the player would probably again be omnipotent, but with more effort until maxing out

bold shard
#

something tells me endgame SA will be next level omnipotent

violet willow
#

doom music plays

cursive cave
elder raptor
#

science pack

pale pumice
#

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..

bold shard
#

its like the new space_science , 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

raven bridge
#

We know there are some midgame infinite sciences

bold shard
#

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

raven bridge
#

We know there are infinite sciences that don't require the post-endgame science.

bold shard
#

interesting

pure siren
#

The productivity researches are technically not infinite though. With a +300% productivity cap we can only do them 30x.

raven bridge
#

Recipe prods you mean, because mining and lab are uncapped

pale pumice
#

lab prod is insane

bold shard
#

lab prod is uncapped? now that will be huge

raven bridge
#

I wonder if these researches will be exponential or quadratic

bold shard
#

I figured it would cap at 50% or something, which is already massive

raven bridge
#

yah

bold shard
#

including future train optimizations

raven bridge
#

Seems like the expansion leans heavily on trains

#

I hardly use them in my runs, but I don't usually megabase

pale pumice
#

what could even be next lol

#

I'm out of ideas

elder raptor
#

my guess is that we'll get the next planet around the end of February

#

and my other guess is it'll be Fulgora

pale pumice
#

we haven't seen anything of bacchus

#

aquilo would be a strange next

#

so yeah, I bet fulgora too

elder raptor
#

Tbf we haven't seen anything of either two planets yet

#

I think there's still some stuff to be shown in vulcanus

pale pumice
#

no we've seen fulgora

elder raptor
#

We have?

pale pumice
#

It looks like this

elder raptor
#

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

raven bridge
#

Waiting for more new systems (other than space platforms)

sweet wind
#

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.

pale pumice
#

Nah, it's not limited

#

Klonan sends you a mod if you go beyond level 30

#

It's part of the contract

pure siren
#

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.

pale pumice
#

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

pure siren
#

No, only with productivity modules.

#

currently busy with other things :/

pale pumice
#

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

pure siren
#

nope, was someone else

pale pumice
#

I think I can trivially calculate it

#

It's just sum((0.25)(prod)^n), n -> infinity

pure siren
#

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

pale pumice
#

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%'

pure siren
pale pumice
#

yeah, you extract at the end of the loop

#

I'm just measuring how many loops you get here roughly

pure siren
#

The assembler-recycler-loop is a black box for me. Helmod will do the throughput calculations for me.

pale pumice
#

It's an infinite series

raven bridge
#

I mean, people are playing 1000x science Factorio, and players get to 150 mining prod. They will get to 30 prod, eventually

pale pumice
#

It's effectively P + 0.25P + 0.25*0.25P + ...

#

I'm planning on sending Klonan an email

pure siren
#

Yes, and a magic math trick can get rid of that.

#

just use 1/(1-q) or something

raven bridge
#

More like (q^n-1)/(q-1)

pale pumice
#

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

pure siren
#

brute force will only give an approximation