#FFF Speculations
1 messages · Page 4 of 1
that's all I need
it's accurate within like 15 decimal places
Reality is going to add more error bars anyways
algebra will give an analytical result, that you can then calculate to within 15 decimal places
clearly superior
same answer for me
This sum is rather trivial to convert, but as soon as you add some nuance to it or want to change it you have to basically re-hash the problem
I think we got a little hint about next week's FFF, they said that we would be paying attention to other planets and need to know when our trains are no pathing, so I think they're hinting we might get another planet next week
We might see the thing that requires IntInInt?
volcano eruptions
Friendly Biters
dynamic weather all the way
Why would this suggest that
They mention planets all the time
Specifically how our factories are supposed to work without us being there.
yeah they often mention increased throughput demand in SA and having better train system for remote management in train FFFs
We will, unfortunately, need large bot networks... to fix trains that run out of fuel
just push them back to base
Not if I'm on another planet
or if the train is on another level
Though it's possible to use transfer between bot networks to ensure there's some fuel/rails/stuff in every rail section
isn’t the refuel interrupt for u to prevent that?
Yea but it can still fail. They talked about how remote requests are there also to handle cases like that
For a couple years now ovens come with what's called "mother-in-law-button". Salesmen love to pitch it like this: "You press the button when you get a quick visit by your neighbor, so you can leave the stove without burning your food. It goes to sleep, remembering all settings. When you come back, you press the button again and you can continue where you left off".
Great idea. Just one tiny little flaw: Nobody remembers to press the button when "going to do this thing real quick"
well it sucks to be u then
u can always make rockets and platforms using local resources and fly back to solve the issue
But what if something breaks in the new place?
Should I press the button before leaving? It won't be long.
we're really coming full circle having fuel loading done in large loading/unloading stations again lol
having refuel stations is a really cool mechanic, but unless you have a strong reason why not to, why not just fuel trains at ore unloading stations for your base, or whatever
tbh u probably need to spend a non trivial time for traveling between planets. So u probably will intentionally make sure the systems are error proof before u leave.
Good luck making something error proof 🙂 The universe will just conjure a bigger error.
tbh this is why some of the test players still haven’t leave Nauvis
if only we have early spidertron (perhaps an early alternative?)
I think it makes sense to provide players with tools to fix issues outside bot networks before they leave Nauvis
Once you have bots things either are inside your bot network, or can be made inside your bot network.
well, u can indeed expand the bot network to anywhere needed
I can't wait until people math out the optimal space platforms
They won't
Same as they didn't SE ships
Or did they?
I think it'll be a race between "how much science pack throughput per hour can we expect" vs "how many platforms we got flying around" vs "UPS drain of each platform"
Because we can increase inventory via those attachable storage buildings and that'll increase weight and how much facility do we need to build to both fuel and protect our thruster systems
I'm sure there will be a Nilaus Masterclass video within a month of SA release
To be fair, Nilaus plays extremely inefficiently on time anyhow
I don't think his playstyle ever aimed to be efficient with that
Oh yes that'd be nice for a change. Like... Loitering Lolcats: Occupying your belts. Clogging outputs. Huffing your petroleum gas. Can I haz a ride in your train?
regarding the remote problems, maybe the teased robot/engineer has something to do with that
an automaton u can use from another planet
I mean the weird engineer skin in the 389 FFF picture
FFF 389 is about train control improvements, I can't find an engineer there
that's a stunted cactus
thanks for the circle, I doubt I would've seen that without it :)
This looks like a bigfoot sighting photo 😭😭😭
I do sort of doubt the devs would be willing to add something like that though, it seems like way too big of an overlap with spidertron
It would either be used once or twice in the entire game before people get their spidertrons, or it would be so much cheaper and more convenient than the spider to the point that people won't even bother with it and just use the new guy
Actually, maybe it only being a little one time use thing would be fine
Like the burner miner of space travel
You need one just to set up the landing pad for the first time on each planet, and that's it
Maybe that wouldn't be so bad
It's taunting us.
or you just get a separate train that you use to get around your rail network...
I think they should just change the condition to include ‘doesn’t have passenger’
i don't really get the point you're making. having a pocket train and temporary stops being a thing make it possible already. no need to overcomplicate stuff
every now and then I see "1 blocked message" from that one [person who has strong opinions], decide to check it cause I'm curious, and am immediately validated
either way, I think "manual trains" could be done with the use of some of the new features
Hot goss in the predictions chat
I don't usually have an issue with using existing trains to pick me up and take me wher I want to go
there are a couple of minor annoyances, sometimes you forget to change the leave conditions etc. but if you change the default behaviour you're just going to introduce a different annoyance
lmao my message got reported
Can't be reported if you never post
Is impersonation a reportable offense? I feel like we need to keep an eye out for non-humans posing as human discord users. 
Last new SA content was 387. We're bound to have new content stuff soon
This friday it has also been exactly 2 months since the Vulcanus reveal
planet
technically FFF 393 is also SA content
There are non humans posting here?
Will do, fellow oxygen breather
Kinda, but it's not new stuff
stack inserter is indeed something new
it’s just that they didn’t put the inserter with a different planet background
otherwise it could be a similar FFF as swimming in lava
Eh, the implications are smaller with stack inserters
swimming in lava gave us quite a lot
I think getting more
content would make sense for one of the next few ones
But mostly I think we'll get a new planet at around the end of February, and that it'll be Fulgora
As they have added a new kind of biome system that we've seen with Vulcanus, do we think Nauvis might get a map generation upgrade aswell?
probably, but I don't thinkt hat's gonna result in meaningful gameplay changes (other than seeds not giving the same output across versions)
Yeah they probably don't want to change the Nauvis gameplay too much.
I just want oil to be a forced spawn so that there aren't seeds where you just can't find oil anywhere
yes, that would be nice. Hasn't happened to me, and I want it to stay that way.
Personally I want a mod that makes Nauvis have all other planet biomes somewhere far away
It'll be dumb with resource scarcity, but still a fun run.
Yeah, that too
For example, you'd want water to stop spawning quite far from 
I still think it's from vulcanus
I feel like the redacted belt is on vulcanus because u need lots of gears for belts
and foundry make easy gears
I think the stack inserter is on vulcanus because the big mining drill already makes you interact with stacks
that feels more like a side effect. u don’t get belts stack from big miners if u don’t unlock the belt stack bonus tech
actually, it makes sense if
is unlocked after belt stacking, because without stacking, it only gives +15/s throughput compared to
, each stacking level gives + 45/s compared to
, with stacking level 3-4,
gives +45-60/s throughput
(Greedacted transport belt)
Imho green belts should unlock like on aquilo or something
so if might be possible that
is on the last planet
unlocks really early
I wouldn’t mind if
is on
but it’s okay that it remains on Nauvis. it is gated by the expensive recipe anyway
TBH
unlocks really early in vanilla
imho it should be 
But I do like that stack size research is earlyish
I think for
is similar to
, that u can afford a small amount early, but u can’t mass produce them until u climb the tech tree further
TBH
is 
is not really that expensive tho
It's gated behind red circuits only progression-wise, you don't need many of them to actually produce it
is quite expensive... 80~ resources
the thing is that u don’t need a lot of them everywhere when u just unlock it
even for train loading/unloading,
is good enough for

u don’t need to sink as much material into
compared to
because the amount u need is different
At early stages, yea more than enough. That's why I think it should be at least
and not 
I think
still have their niche at
stage
At that stage
is more than enough
also one reason
is enough is that we have the regular inserter stack size bonus after unlocking 
maybe
should be unlocked after the regular inserter stack size bonus tech?
it always feels weird that I want to unlock
and inserter stack size bonus 1 and 2 just to boost my

not even mentioned that the inserter stack size bonus 1 is just for me to get bonus 2, otherwise it is a useless tech at that stage 
Speaking of
I REALLY hope that in 2.0 the non-bulk inserters get one more hand capacity
Just one more
Because 4 is the size of a whole stack
devs added 2 more 
u can just use
if u want to grab full stack tho
It's not that I want to specifically be able to grab one stack of something, that's really easy to do
I just want non-bulk inerters to be usable with stacked belts
Without messing up all the pretty perfect stacks 😭😭😭
what are the use cases tho
Long handed inserters
Do keep in mind this is all 95% just me wanting things to look pretty, I doubt the uneven stacks would have any particularly noticable effect on throughput
long-handed bulk inserter

Do you think
will require
?
Yea I'm guessing just 1. Considering how
costs
+ 15
+ 1
.
Could be 1
+ 5
. But I'd argue not more expensive than that.
another question is will
cost tungsten if it is unlocked on
, or the planet specific material from where it’s unlocked
Hmmm would be interesting if it uses a new material
We know it's an SA item rather than 2.0 so that's possible
I’m super curious about tungsten processing
Prediction:
+ tungsten ore -> tungsten plates

it will at least using the foundry, and the FFF specifically mentioned that big miners will cost tungsten, but didn’t say the same for foundry, so foundry probably doesn’t require tungsten
is it realistic to melt tungsten and cast?
Because of tungsten's high melting point, it is not commercially feasible to cast tungsten ingots.
Instead, powdered tungsten is mixed with small amounts of powdered nickel or other metals, and sintered. During the sintering process, the nickel diffuses into the tungsten, producing an alloy.
Tungsten carbide for big miner is a sure bet
I hope the next FFF shows tungsten processing and products
I hope it's SA content. While I love QoL, I want to see some spicy
I have a feeling that there will be several new tech on each planet that's kind of useful for the planet its unlocked on but then really useful for one of the other planets.
Something like how in Megaman you use one boss power to counter another boss?
Don't know that specific reference but that sound the same
I think weapons are the most likely example of this but I think other tech could be similar
on

could be an early metallurgic science
but u may need to unlock lavafill on the last planet
I think
on
as it seems like the most likely to be chemical process related
the thing is that I don’t really know how can u make rocket production on
without
to clear more factory space
there isn’t too much space
it makes sense that u study cliff structures on a planet with lot of cliffs, to learn how to efficiently destroy them
may give u alternative explosives recipes, but I don’t think its where u unlock 
Ashlands is the biome I was thinking off but looking back at it again, you are right that there isn't much room there either
You have convinced me that
is likely on 
Or we get it on another planet so that
is one of the things that help.
That was my original thinking too but looking again at the map images of
has convinced me that
are almost required for that planet in order to get a large enough factory up and running to get off of it.
Your blueprints are worthless here.
it'll be nice having to adapt to the environment to build factories, vs largely relying on bps like I have for the last few years
Or at least using blueprints smaller than a city block, scaling them up to the size you can fit
I'm hoping for a new planet or new biters
It's cool when we get new tools, but I like an FFF where we get a new challenge
I maintain my prediction
All I want is for FFF 404 to not exist.
New biters is going to be big news but I like hearing about my trains
Need more trains
Too many train things. Want to hear about weather and pollution.
Not all train mods are dead yet.
i wanna hear about a new planet or biter
It's possible to almost kill LTN stuff using global network. Have drop stations increase value by max limit on station - trains routing here. Every load station opens when this value is > 0. Then reduce value by trains routing to the load station. This makes trains only go to load when unload is available, and not routed already. Some trains will go to load when not needed, but it's not a big deal.
what else would be needed to kill LTN?
What I said isn't exact
Actually, no. It's pretty good
Lets say 1 unload station opens, then 3 load stations open. When the first train starts routing, the count goes to 0 and the 3 stations close, but the first train keeps going
While the train is in the station it should be counted somehow, and then when it leaves, it's still counted as routing to the unload station.
So yea that's pretty much "dispatch when unload and load are open"
It will release in 403 days... I think.
Was that the one that was increased by a day every time someone asked for the release date?
It will release in 431 days... I think.
It will release in 529 days... I think.
It will release in 623 days... I think.
It will release in 831 days... I think.
It will release in 835 days... I think.
Maybe
The expansion will be released whenever Half-Life 3 comes out.


The only thing I can think of is having mixed-item stops in a generic interrupt based network
I don't think it's possible with the interrupt system from what we've been shown. It could be fairly simple if you could change the name of train stops
If you were okay with a max 4 inserters per item you could fairly easily do a 3-item mixed system by running 3 stops right on top of each other, which might serve most needs
I guess I'll check back here on my 60th birthday
Plot twist: This was the stack inserter recipe
Naa we'd need some inseter as base
Do quality modules require concrete and gears??? 
No?
this could be recipe of recycler
or it could be new recipe for rocket silo
since rocket is cheaper, perhaps silo is also simplified
My bet is on recycler
Because alt-mode is on, wouldn't the top of the image be the bottom of whatever is being recycled
looks kinda like the foundry
What do you bet?
Recommendations: playing Factorio, not playing Factorio, making a mod
not the spaghetti belts 😭
Speaking of belts, I'd love for wires to connect to splitters and undergrounds like they can to belts. You don't need a sushi memory cell if you can just read every belt
Circuit-network-able Splitters is just the logical next step from programmable assemblers
I hope this comes
Just need to wait until Wube is done slaughtering train mods.
What other mods do you want Wube to graduate?
Auto Deconstruct, Bottleneck, Chest Auto Sort, Dirt Path, Helmod, Mining Scars, Playtime, Blueprint Designer Lab, The Ruins Mod, Vehicle Snap
Auto deconstruct is finnicky when it comes to piped miners... but... how about we get a decon planner filter for "miner with no resources"?
Helmod is so user unfriendly that I don't think it should come in vanilla, especially when the Factory Planner dev works for Wube 😛
Chest auto sort I'd want. Possibly with a filter option.
Dirt path and mining scars are an interesting one, changing the environment by player actions. Interesting! Vehicle trains also makes sense here.
Instead of Playtime, how about Stats GUI? Also shows stuff like evolution, and estimated research time. Also made by a Wube dev 😛
Some sort of blueprint design indeed could be nice.
Ruins I'd love to see. Especially on the new planets!
Vehicle snap is great, or mayb even Simple Vehicle Physics (for some drifting)
iirc we have a workaround that if u just select deconstruct all miners and then ctrl+Z, those empty miners will be deconstructed
That's cool 🙂
Wrote Helmod because that's what I'm using. Factory Planner I have installed but wasn't as easy to get the first usable results with. Doesn't have to be the exact implementation, it's more about the idea of planning a factory block before building it.
It's something I know will never come to vanilla though.
Still wondering about "the book"
BP library?
Naa that's the BP button the left
Recipe Book
circuit-network-able splitters that can do what?
Change priority and filtered item I guess
You can get a similar effect with a very fast filtered inserter
and set quality
Is it confirmed that we can send signals with quality conditions?
i.e. can we send a filter inserter a signal of ">
" or even a "> 
" to use as a filter?
we should be able to, as we can set splitter filter by >=, so we must be able to set that to inserters , thus by signals
I suspect > will be hard-coded and you'll just set the signal value
Perhaps dedicated >, <, <=, >= signals that work like lamps
But you won't have those as part of the signals because that multiplies the signal count by 4 after already multiplying them by 5.
cursor extensions
We are getting the "Smarter pipette" part of it, but I hope for the automatic ghost cursor.
Yep
I'm addicted to picking stuff from everywhere
And ghost cursor for signals
Oooh yes I want ghost cursor for signals
And ctrl-right dragging on inventory filters
what’s ghost cursor
for signals?
Q on a signal and have in hand so you can put it in a signal slot instead of having to select it from a menu
ah
And liquids
ultimate research queue from raiguard
posting this pic of a 2.0 base map view from klonan so it doesn't get lost #friday-facts message
very interesting base design
Surely we get more Space Age content in today's fff
this is beautiful
fast tracks above, slow track below
I'm going to go ahead and predict a roboport train wagon at some point
maybe not this week, but eventually
Double roundabout ftw
Prediction: we'll see a new planet and this one has ruins (or maybe even a new faction , a semi-dead AI stuck in a loop of continuously producing killer bots
🙀)
chances of your predictions: low, low^2, low^3
FFF today is about how we scan for new planets, and how we can choose our landing spot (map generator) when first unlocking a planet.
Also they will confirm Stack Inserter -> Stacking Inserter.
will they also confirm Bulk Inserter -> Hulk Inserter?
FFF on more player accessories like personal robotports
I want to tongue Stan
is probably the
planet
I'm a big fan of the sound design though, i can't wait for the music fff too
I predict todays FFF will be about sound
Bit late for a prediction
this was technically a technical FFF, so next week has high chance to be a planet FFF
I've just had an idea I had to make it a prediction:
On (presumeable Bacchus), big tree. You can chop it down, then place a pumpjack on the stump, connected to its roots -> this is your main source of water for the entire planet.
Furthermore, the tree is very violent and objects to being chopped down so requires military equipment to help with the task.
My prediction for Bacchus enemies is that it'll be rampant vegetation connected in a sort of hivemind
Flamethrowers will be the best at dealing with those, but we'll unlock better gun turrets there (which will be mostly ineffective). On Fulgora, the enemies will be dispatched most effectively with gun turrets, and give laser turrets, which won't be very good at killing enemies there. And then Vulcanus will give new flamethrowers (which won't be very good on there) and have enemies weak to laser turrets.
why not give some love to combat bot capsules
maybe we will see them get buffed 🤷♂️
hum…. there were 9 FFFs between the two circuit network FFF (combinator 2.0 and programmable assemblers), and it has been 9 FFFs since the last planet FFF 
I hope its a planet FFF next week, especially because today was a relatively technical one
that's silly speculation
For a couple weeks I've heard "it's been x weeks since the last planet FFF, the next one will have new planet stuff because of that"
gamblers fallacy is what it's called
isn't that the point of this channel? 🤔
It would be gambler's falacy only if we assume that Wube chooses the next FFF by spinning a wheel and seeing what it lands on
We can treat the topic choice as arbitrary because we don't know the mechanisms that drive topic choices.
They're random to us. If they weren't, predictions would be more accurate.
Prediction: it's taking Wube too long so we won't get SA stuff in a while
no, this channel is for speculation
I suspect they're mostly laying out the technical groundwork, and then when release gets closer we'll be hit with nonstop content FFFs
think about it... we've only seen a handful of actual new items yet. its pretty much been all mechanics, engine upgrades, etc
I want to see the new pollution mechanics now that in vulcanus you can't pollute the normal way
and I think the other planets would have something like that, different ways to annoy the aliens
What if the aliens need the resources too so you would have to defend the ore patches more than your base?
We've said that before....
never lose hope
The next planet FFF will happen when nobody here mentions planets for a week
oof

That's called Starcraft
would be crazy if Wube made an RTS
I would not put it past them tbh
Is this not already an RTS?
You have to invest resources into military and others into researches to unlock beefier militaries
It can't be, as I enjoy Factorio
Just keep predicting a planet FFF and you’ll be an eventual winner.
And quite the opposite from a RTS, I’d love to be able to pause and think….
Bwuhuo in spring, Fulgora in summer, Aquilo at release
Aquilo is winter
They better be quick with it then
Maybe we will get one planet a year so it releases in 2026

<- still wishing for steam-powered locomotives for god knows why...
yes because the generic assembler takes a signal for setting the recipe and we saw how it sets quality recipes
I think they're talking specifically about the ">=
" conditions, not just the ability to set the quality of a signal
imo you won't be able to send them as a signal, it doesn't make sense to
Next fff will be about why fffs are so important
damn I'd love this, being able to pause time and still be able to interact with ghosts
FTL-esque take as much of a breather as you need to think about things
It would be nice if you could just pause and observe
I've done this way too much in both FTL and RimWorld.
not so much the thinking about stuff, but rather gaining APM
I would LOVE that pause upgrade
Specifically because of my experience with stellaris
I'm so used to staying paused for minutes at a time while I go around and set things in motion, with no time pressure at all
Right now I'm pretty sure you can't even open/close regular menus
You can zoom the map in/out while paused.
This allows you to move around, when pointing the cursor at different spots while zooming.
I think that's all you can do.
how would speedruns work? game tick time, or true IRL time?
not sure how I feel about it, it would definitely make progression a lot easier and kindof remove a lot of the challenge with prioritizing what to do next
assuming you can place bps, change settings in assemblers/inserters, add waypoints to spidertrons, etc
I know that I'm shit at FTL and RimWorld combat because of pausing a lot.
would need them to add a second time number if they did that, "play time" as opposed to the current which is basically simulation time
play time just being simulation time + paused time
Speedruns in Factorio are RTC. It was an issue in 100% when they ran under 60 UPS so they optimized the builds for UPS 😄
Speedrunners play in a local multiplayer game so time doesn't stop when they science
This weeks FFF will be how
gets "Recipe ingredients" (1x and Nx versions). How param BPs get stack size.
And of cousre how the new
will be called Stacking inserters.
hopefully new space stuff or items
You’re 100% off base because of the last prediction haha
I just scumsave as my way of looking around my base for a while to see how it's going. I then just reload the save when I want to get back to work.
I think being unable to do stuff while paused is an intentional design choice. Factorio is a bit unique in that you don't have to be constantly doing stuff, you still make progress even if you're sitting still. Being unable to do anything while paused disincentivises pausing, which in turn incentivises players to build stuff that works without manual intervention.
aka if you spend 10 minutes designing a LDS factory while paused you're losing 10 minutes of factory production, so why pause?
it would be huge if you have bots researched. you can be like skynet expanding as fast as your factory can produce the required ingredients. designing your main unloading stations, ore outposts, new production for whatever, all able to be bped in one game tick
depends on how you see paused time. If you see it as play time then what you described isn't very efficient, if you see play time as only when the game is unpaused then sure it would make play time more efficient
I mean you still need the game to progress lol. if such a mechanic was added to the game, you'd probably cycle between doing a paused batch of work, letting everything get built/start up, evaluate and build a list of changes of what needs to be done, and then do another paused batch
personally I wouldn't find this fun, I like reacting to the live world and prioritizing what is most important, all the while evolution ramps up and you're trying not to die
I think pausing time to make changes is an intuitive want for a game like factorio but I'd have to agree with DBrock, it doesn't actually benefit the player and would more likely harm the player through slowing down real-time progress.
and this 100%
Can you place ghosts or actual machines when paused?
Ghosts i think would be balanced
can't even open the inventory when paused
A 1 UPS mod would be almost as good as paused
tbh u can observe while pausing. If u need do designs u can use editors
yes, though it would feel amazing if pausing was polished further, currently i feel like it's just a duplicate of the Esc menu, if you can do stuff from Nauvis on other planets, i see no problem being able to do that while the game is paused
more like the editor simulation pause
I feel like the current pausing is an unnecessary feature 
Last stand starts playing
Considering how limited it is, I would agree. I understand the points made about just doing things in real time, but then why have the pause menu at all if it’s practically useless?
Pause exists to let people in MP download a save and with minimal catchup afterwards
this is quite good if clients can barely maintain more UPS than the server
definitely. but this is more about using pause as a time where you can actively do things in the game without ticks progressing (bp placing, assembler configuring, wires, etc) to give you an edge in some circumstances
that would foil other people downloading a save tho
yeah good point
What are we getting tmrw
Information on what we unlock with Metalurgic science
New SA content then? It's been a bit low lately
exactly the kind of time they'd choose to hit us with a big FFF
I'm not jinxing it this time so i'm saying we're getting a light fff
I mostly think this because of last week's thumbnail: #1177597309572366396 message
Avocado belts
you think they're going to keep that color or do something else?
There's not an uproar about the color compared to bulk/stack inserters. (Though I think they should be called stacking inserter, to emphasize the action of stacking)
I get your point, but wouldn't that mean you have to change assembly -> assembling machine, and probably others I can't think of on the fly
....I stand corrected
Exactly 🙂
idk semantically stack and stacking both work. It's either moving items in stacks, or it does the action of stacking depending on how you look at it
stacking does help differentiate between 1.1 stack inserters and the new inserters
Glad that all inserters can filter soon
Inserters generally are named after an attribute not an action. Filter (rip), Burner, Fast, Bulk, etc so stacking would feel out of place
filterting, burning, fasting, bulking inserter all work though
Fasting inserter doesn't pick up items during the day 
Bulking inserters really work out
Burning inserters are just on fire and constantly take damage
Filtering inserters are powered by water barrels full of plankton
Burnering inserters
What's the usualy'o'clock for the fff posts?
1 pm CET
<t:1707480000:t> <t:1707480000:R> this?
yes
more space platform construction animation!
Yeah we haven't seen how buildings are constructed. I think it was said somewhere that they were getting a scaffolding animation too
I expect something similar to how buildings are created in Cities Skylines
I wonder if
has petroleum ocean 
and we get reverse oil cracking recipes to get light and heavy oil
more ENEMIES
⏱️ almost there
and quality recipes
ah
expanded tooltip itis
I feel like with a FFF like this showing glimpses of new content, they're setting the stage for the next FFFs to be released
outlook: hopeful
YES
4am for me, doing a little light reading on the next FFF!
Cool
True, a lot of teasing in this one and also a new planet icon
At least we have "the book"
so this basically says calcite + acid = steam, no byproducts
and we know its 500C steam
now I wonder how much stone, iron and copper can we expect to get from rocks?
🤔 I guess this is another speculation
I'm pretty sure it's a hard requirement, similar to the recipe for space science in space.
Can only make it in zero G.
oh, and the Foundry is Vulcanus exclusive too. Hopefully it can fit in a rocket.
same for the Big Drill
I think it must, because they said "bringing one to nauvis should feel good" or whatever
ye, I remember something like that
I'm sure we can ship it. Molten metal recipes are not Vulcanus exclusive.
Not sure were we would get Lava from, so they might be implicitly exclusive ..
There's a recipe to melt ores, it's in the list
I think it breaks immersion to have an explicit hard limit
"you can craft this here.... because I say so!
Is different to like how Space exploration does it with assembling machines made for zero-G having an implicit limit by allowing different recipies than the ones planetside
makes sense that those aren't an intermediate step from lava to molten metal
with the Foundry requiring Tungsten Carbide as ingredient, it might be more efficient to ship the product
yes, that's exactly it, that would be a soft limit!
we might get a lore reason as to why it is that way
Depends on what this means
Is it exclusive in general, or just unlocked there
Hmm seems to be "using ingredients from this planet"
It seems you can use the buildings on all planets but maybe it needs to be build on Vulcanus and then shipped?
Also interesting that Cliff explosives aren't on here
It doesn't say "unlocked there".
The Vulcanus science being on that list supports this list meaning "made on Vulcanus"
Vulcanus science is also unlocked on Vulcanus through trigger technologies
Made oin China Vulcanus
they probably rely on high local temperature to process tungsten ingredients and to get high temperature steam
so those buildings probably need tungsten intermediates to craft
would be a good lore reason to hard limit those recipes to Vulcanus
tyngststen
I mean, a big miner will be heavier than tungsten
Ships nuclear reactors instead 
but it would be pointless if there no recipe that need tungsten ingredients outside 
so there’s no need to limit shipping tungsten out
maybe on the last planet we need to process all the new ingredients from the early planets
it really IS heavy though
I don't think there will be a hard limit, as making shipping expensive will be a limit of itself, and allow the player more strategies
I think gameplay wise it makes sense for it to be hard limits
it would be less clutter because you'd have fewer recipes to choose from
If we can ship the Foundry, we will be able to ship the other presumed specialist buildings as well.
So we can make all rocket ingredients the easy way on all planets, reducing rocket costs.
which makes a lot more sense, gameplay wise, compared to making boatloads of LDS on Vulcanus to ship them to all other planets.
we know we can ship foundries to other planets as it’s mentioned in FFF
Moving a ton of belts from
would definitely make things slower
yeah, this was meant as a response to @topaz wing s point about expensive shipping
those belts are probably expensive thus shipping fee is not that huge compared to the belts themselves
my best guess is an antenna to receive signals, so they can be broadcast long distance without a connecting wire, or cross-surface
cross surface signal communication will almost certainly be a mechanic
wasn't that more or less confirmed in this? https://www.factorio.com/blog/post/fff-382
Not really? Where do you see communication?
I don't remember, what I wrote was more of an open question
No, I remembered it wrong:
I somehow got it to this being able to send/receive between each other:
nvm
Have the devs commented/leaked anything new since yesterday? About the meaning of "exlusive" for example
We have all been wondering that
If somebody knew, it wouldn't take long for everyone to know
yes, that's why i asked
I think that's one of the things we won't learn until a future FFF tells us
Why name it "exclusive" when it's supposed to mean "unlocked here".
I'm sticking with "has to be crafted there" because of so many recipes that are clearly unlocked on vulcanus not being counted as exclusive
I mean, ore melting is practically the opposite, it's completely useless on vulcanus itself, you only "unlock" it for use on other planets
That's true
And if you can then use the melted metal casting on other planets then those recipes aren't exclusive either
Nevermind that's not in the exclusive tab
And we already knew before that the devs intended the planet sciences to be made on the planets and then shipped by rocket, and we were already introduced to the concept of a science pack only being craftable in a specific environment (new space science)
And then we see orange science on the vulcanus exclusive list
I think it also makes more sense to make these buildings on Volcanus as they're all likely to use Tungsten. So you would ship the buildings off-planet instead of raw tungsten
Also, I will point out, somewhat unrelated, that calcite is considered a good export. So there's clearly recipes unlocked on
that can be used elsewhere (and are worth exporting ore)
It will be so odd to send train shipments into mining outposts and not the other way around
We don't even know what calcite is used for, aside from turning
into steam
We know it's used for casting metal in the foundry
Oh right
Not casting, melting
That's probably also why we would export it
Somehow I thought that was stone, but that's the byproduct
Electric furnaces are for when you want to be nice to biters.
Foundry is for when you hate them.
Did the miners need something to function? Or do you mean calcite if you''re smelting on-site?
Melting the ore and then piping the molten metal back to base to be cast
Will likely be proven as extremely impractical once 2.0 comes out, but I think it's a cool thought
Yeah it depends a bit on the raw ore to molten ore ratio, considering a fluid train can hold 25000. Maybe it will be very efficient
Molten iron and copper seem, at the very least, considerably easier to handle inside the base
Instead of belts of plates
Across long distances compared to trains, we'll just have to wait to be able to test
fill it in barrels and put it on a belt 
Imagine if 1 raw ore turned into 1 molten ore, you could hold 6 times the amount of ore in a fluid wagon compared to a cargo wagon
Probably not the case though
I wasn't thinking about wagons
I meant really, really long pipelines, with lots of pumps
Pipes don't work that well over long distances right?
they work if you're ensuring pumps are close enough so throughput is good
I mean of course, this is already possible with oil, and there is a reason people still use fluid wagons instead
But maybe the high quantities of molten metals compared to the output low-yield oil fields will make a difference?
6? I thought it was 12
40 slots, times 50 ore in a stack, is 2k
Yeah you're right, i have my numbers wrong
I still remember doing the math comparing coal to oil for my cityblock
armor slots and things to put in there next is my guess
more weapon switching options
so I can have more weapon slots and a toggle key to switch between the main two, and other interactions to adjust which two is the main one, or scroll through each weapon
like how changing quickbar rows work
That would mean adding more weapons and making them useful in specific situations
Or generally fluid powered locos I guess
imagine trains having a fluid storage for liquid fuel, functioning like a smaller normal fluid storage tank
that would be really cool
Modular locomotives, where you could swap the fuel chamber
“Man I wish we could power things with oil fluids/barrels/whatever”
Every time I hear this a piece of me dies
Because it’s literally a thing in the game already, but people just don’t recognize it as such because the devs made the utterly bizzare design decision that is “solid fuel”
If solid fuel was named “fuel oil”, and its sprite was a canister of gasoline, we would literally be living in a utopia right now
This is the 3rd time I’ve said this in this server, and I am aware of that
When I find the time, I am going to learn factorio modding and reskin it myself
It really bothers me that much
lol
I wish trains used liquid fuel in general since it would make more sense, but it is what it is
its one of those aspects of the game that is simplified, just like the physics behind rocket launches which was discussed a few days ago in the FFF channel
I feel like maybe you didn’t get what I meant
Gameplay wise, solid fuel is perfectly alright
I understood what you meant, I just don't agree with your assessment
Oh that’s fine then
its not about changing the sprite/name, but rather using fluid as the mechanic
but its probably not changing, and I'm not dying on this hill arguing to change it lol
which is why "it is what it is"
Yes, it’s as you said, the devs handled it in item form purely for simplicity’s sake
there is far more I like about the game than I dislike, and this is one of those small compromises which in the grand scheme of me enjoying the game don't really matter
🤷♂️
Sticking with non-liquid based fuels allows you to begin with coal-powered locomotives, which does provide a realistic form of energy source for some kinds of trains!
steam engines are fueled by solid fuels, I see nothing wrong with the current design
ahem
They ALSO need water for steam.
Haven't put steam in my locomotives so far and they keep driving around happily. 
I’m feeling fulgora intro
agreed
Did you… forget to switch accounts, or?
Nah, no one does stuff like that
good point
im hoping for vulcanus enemies
Oh, touché
no lol, I was agreeing by pointing to me saying the same thing a lil while ago
I still think that is a radio tower, perhaps one that transmits signals on a frequency that can then be received by another tower that you can share circuit networks over long distances
That silly icon we haven't had explained yet that looks like a fat power pole
I think they're for "communication" between ground and Platforms in orbit. Need to know when/which items to drop somehow. And vice versa.
That might extend to connecting circuit wires planet wide and/or between planets.
I think that's done automatically with logistic groups
"Requests for space platform"
hmm
An electric locomotive is a locomotive powered by electricity from overhead lines, a third rail or on-board energy storage such as a battery or a supercapacitor. Locomotives with on-board fuelled prime movers, such as diesel engines or gas turbines, are classed as diesel-electric or gas turbine-electric and not as electric locomotives, because t...
Time to add electric ones i guess
They would probably need special tracks
I think I was reading that they wouldn’t follow Factorio’s typical design of “greater complexity for greater power”. Instead, this would be “less complexity for greater power”
Additional power production would be cool.
I think this week's Friday Facts will be sort of bigger new content (more than just QoL).
Perhaps info on one of the other new planets, or the enemies on Vulcanos
They seem to have seasons of SA content, and QoL content. So it makes sense after the teases from last week strewn in the FPedia. More content for videos!
Plus, electric trains wouldn't be evil enough for our protagonist. 😛
Many of us in here joke about betting on the FFFs, it's funny that you have an actual financial incentive for them to be impactul haha
Part of me would love more train types, and the other part really doesn't want more types of trains that can hunt me down lol
Haha yeah. Although it's not necessarily super cut and dry. Some of my vids on the QoL ones have actually done better than some of the super impactful big feature ones
I'm actually reasonably surprised by that. I hope the FFF lottery does you well :)
nice to see you here, I really enjoy your FFF videos 🔥
Thanks! 🙂
I hope to be spending more time here. So many different things and places to keep up with, it's easy to forget to drop in lol
if nothing else, try to drop in on the FFF channel around when the blog post comes out
devs are always in the channel around that time answering questions, clarifying stuff, etc
For sure! Ive noticed I definitely have missed some good info in there
Modular locomotives, where you could choose if you want solid fuels or liquid fuels
Is this FFF speculations, or FFF wish-list?
I suspect you're reasonably sure that's not on the menu
I think a construction train, with included roboports and the ability to access the train inventory, will be one of the things included in SA.
Spidertrons are being moved deeper into the tech tree, preventing remote building that's not around roboports until much further into the game.
When you're on another planet, managing your base remotely is a priority, as has been mentioned in a few FFFs. While you could construct and deconstruct outposts and such by chaining roboports, this encourages bad base design and is overall clunky. A construction train allows for construction across large distances in a way that encourages smart base design and automation.
Refueling trains if they run out of fuel on the tracks has been mentioned as one thing that you can now do remotely, but this would be incredibly niche for most bases since you do not have roboport coverage of the majority of your tracks, and the odds of fuel being available close to a given roboport network are really low with the way refueling stations are now implemented. A builder train allows you to refuel stuck trains easily
The 4 new planets are the gate to lots of new upgrades. Would each upgrade to your tech require you to revisit all previous planets in order to install the new stuff, if the tech doesn't require the planet-specific resources? Mostly thinking of the trigger tech you get for going to a new planet, like the big mining drill. If you're limited to what you can do with roboports, it would be super tedious to change large portions of your base if it's spread apart like most train bases are. And you'd need to build a rocket on the new planet in order to get back
It would provide a way to repair and shore up defenses when you haven't set up automated resupply with a wall with roboport coverage.
Remotely setting up new outposts would be incredibly helpful in SA, and locking that ability to train tracks provides a good limit which can be later surpassed with spidertrons
Do note they addressed the concave base issue with bots. It's still not recommended, but it implies they had that issue in their playtests.
That said, a roboport wagon would indeed be useful.
ohboy i sure do home we get a planet fff
even if train carriages could have equipment slots, that would largely fix this problem. the only missing piece is the radar then. perhaps it can be a piece of powered equipment, and it doesn't scan chunks. perhaps smaller active area too, so it consumes less power
Doesn't have to be a planet FFF. Factoriopedia had lots of interesting info as a side.
Equipment slots for trains would be a bit too similar to spiders
whats wrong with that?
you can balance it with a smaller grid
and at the end of the day, its still stuck to the tracks
It's interesting that bots will be able to move bots from one roboport to another, at construction range, rather than logistic range
Right, it's possible to do entirely remote building with solely the existing roboport construction stuff. It's just extremely awkward if you want to construct anything that's far away from your central mall
And it encourages bad base design
You just need to construct the rails, and use a builder train to do the main lifting
Still not perfect
You need to set all that up beforehand if you want to utilize it, it doesn't properly address the problem of managing your base remotely if you're not going back to it for several hours
Well you can build it all with bots
Right, this would likely be something you unlock well before spiders, and spiders would be an overall upgrade once you get far down the tech tree
Then have straight sections as distinct bot networks
one positive thing from this if you're constrained in this way early-mid game is it reinforces good design techniques/practices, meaning whatever you build has to remain working/stable even if you can't intervene
Outposting is still not going to be trivial
granted you can still fix stuff within radar view with roboports, but its limited with outposts like you said
yeah, you'll definitely want resupply trains automated with repair packs, walls, etc
I think that it would punish going to space too early. You get space tech at like blue science, and going to new planets should be something that's easy and painless to do. If you need to have all these systems set up before you go to the new planets, then you're somewhat punished for rushing to space
You're gonna want
along with space. Requires the same itema anyway
You would need to set up rockets on the new planet just so you can do maintenance on Nauvis, which feels worse than coming back because you have a bunch of goodies that you can upgrade your base with
Well, it's meant for veterans of the vanilla game
Also, on the 3 middle planets, you can rebuild from scratch.
It is, yes. I don't think a construction train is a design necessity, but it would help with a number of potential problems
I think the devs designed it purposely of having a high upfront cost to go to space/colonize other planets, but you'll eventually snowball and get massive gains from each of the planets (and their tech)
with that said, I fully intend on near-maxing research before going to my first planet as well as building up production, just so life isn't as painful lol
I want
and whatever other goodies that will help
most early infinite research are probably gated by
tho
so there’s a high chance you will do it before space
or even start making it remotely while u r traveling in space
elevated rail is behind
as well. as awesome as Vulcanus is, its not going to be fun having to weave the rails through whatever little opening in the cliffs
also across lava
How would this actually be possible?
there might be many weird edge cases where this is awkward
also it encourages confusing logi coverage design for logi bots
It was mentioned before but I see little reason to not set up
and
before leaving Nauvis. You will already have all the ingredients necessary from launching the rocket, space platform, outposts and getting bots (too good to not setup) so you can just let it run at whatever speed you're able to produce them.
You'd have to tell them to do it manually, but bots can interact with inventories for you just like the character at your command.
like we discussed earlier, outposts will be the difficult thing to build if you're on another planet and haven't research spidertron, while in base on the other hand is much easier. so if you're going to leave nauvis 'early' to go to another planet, it would make sense to overbuild your outposts, which leaves the base stuff able to be done with the logi network with relative ease. and don't forget the new remote interactions, which also simplifies this.
I was more thinking you'll probably have automated rail before leaving the planet, either to get oil or tap into another vein or two nearby.
Even without logistics chests you could use bots to remotely restock miscellaneous items in a nearby outpost, wouldn't be reasonable for longer distances though.
I realise I misread your point about overbuilding outposts, but I do agree
once the game actually releases and we aren't just speculating, soon enough there will probably be some commonly agreed upon set of minimum tech to have before leaving nauvis, just so you're adequately prepared for whatever challenges exist on all of the planets.
No doubt, but for my 2c the minimum will be construction bots and a provider mall. Theoretically you can then do any additional development remotely, although at greater difficulty
As for what is practical? I don't see why you wouldn't just research everything non-infinite you can before leaving.
I think the devs call it slow rolling, but thats exactly how I plan to do my SA playthrough. besides, I actually want to enjoy the scenery and the new stuff, not just speedrun through all of the planets lol. and when it comes time to colonize
and the rest, I'm taking the kitchen sink with me so it can immediately grow into a substantial base... and of course all of the extra tech will make it that much smoother. 🙂
I dislike the early game anyway, so bringing the kitchen sink sounds quite refreshing. I sure don't want to be sitting around waiting and hand feeding things more than once
I think they've already covered everything of import, probably just filler until release
Your statement has be befuddled.
Yeah it's not like they have 3 more planets to show us
Yes, but you'd never be able to have a roboport in construction range that isn't just in logistics range?
That was my point
Yes you can? there's nothing stoping you from disconnecting the networks
Otherwise it's kind of definitional, every roboport is in its own logistics range
Can you show me an image of a roboport in the construction range of another roboport?
I mean I could, but you could also just place one?
I don't believe it to be possible. - given that both roboports are powered.
I can't see a way to have a roboport in the construction range of another without them connecting.
In fact, I think this is deliberate game design - IE the reason we have seperate construction and logistic ranges
You missed out the without them connecting part haha
FFF in 2 days. Speculations?
My speculation is more new content. More
or new planet.
Also, stack -> stacking inserters.
I yearn for more space
new planet 👿
stack -> stacking inserters.
doubt it, but more likely than another fluid system rework
<-- I still believe
will the disco planet leak from previous week be explicited ?
Maybe not this week, but we might get more leaks
I’d love to see tungsten products explained
Metallurgic sciences
I'd like to understand what "exclusive recipes" actually means
I'm rather certain that we will get an equipment grid piece that produces energy from nuclear fuel, probably researched with space science. I believe fusion reactors were mentioned as one of the things moved further into the tech tree, and a combination of: planets that have lower solar irradiance than Nauvis, extended mid game, and uranium used in space science all make me conclude that we need a power source for our suits that is better than solar panels but before fusion reactors.
Solar on vulcanus would be fine, but unless Nauvis is the most distant planet from the sun except for the fourth and final planet (unlikely), even worse solar panels would be incredibly painful to use for an extended period
Fission in our personal equipment grids is kinda hazardous. But so is Fusion.
Requiring fuel for higher power/tile density is something I'd appreciate.
Factorio has a slapdash tech held together by tig welds and duct tape feel to it, so a makeshift fusion reactor is a nice vibe, though I think there should be a small chance every time you take damage, like 0.1% chance, you blow up and everything for 3 chunks around also blows up
remember we have
equipments
Possible, but the devs have said that the expansion is designed to be playable without quality at all
And I have a hard time imagining that using solar for over a dozen hours is considered super playable if you're expected to set up industry on several planets before getting fusion
Also also: if the tech tree is getting significantly extended then it makes a lot of sense to add more mid-gane tech, stuff that's somewhat worse than the stuff we have in late game vanilla
factorio is playable without power armor
You can beat the game without power armor. I don't know that it's all that playable for a typical player
it totally is playable
also personal solar gives roughly 45% power (if consider day cycle average) per grid tile compared to portable fusion, its not that bad, not mentioned there are solar modifiers
on Vulcanus, solar is stronger than fusion
on other planets with weak solar, they’re probably more late game or have compensations
Vulcanus have super short day (1.5min) which means u don’t need much battery capacity to even the personal solar power which makes them even stronger
Half as much power plus you need more batteries to make them consistently usable
Less of an issue on vulcanus, yes
where was that said?
https://www.factorio.com/blog/post/fff-375
It's also worth noting that while it's a lot of fun to play with quality, using it is completely optional. The expansion is balanced in a way that using quality can be beneficial, but it is reasonable to finish the game without touching quality at all. Typically, people who want to just finish the game are more likely to not touch quality much, while those who want to build a big factory will have very good reasons to use it.
oh, right..
I was just thinking of this: #friday-facts message
ive noticed quality has the biggest impact on the space platforms, it better to have 1 platform with rare components then 100 platforms with normal components
next FFF : 93% of platforms without quality items explode into space
aight, that's what I thought, but wondered if there could be some kind of effect where multiple higher quality things multiply the overall efficiency or somethin
quality items can definitely multiply together. assemblers and speed modules for instance
1.3x * 1.3x = ~1.7x for 
I think it will be somewhat exponential, because e.g. higher quality solar panels use less platforms while producing more power, producing a more than linear improvement in speed. But the overall effect won't be so enormous that one or two high quality space platforms trivially outperform a fleet of normal quality ones
gotcha, thanks
with that said, if there is some unknown item/mechanic that would allow that vast of difference between two platforms, I wouldn't complain lol
it would be fun grinding to build some endgame motherships that vastly outperform the rest of the platforms
Speculation: 1 music track per new planet, and 1 for space.
biter dating simulator for the valentines fff
Catching biters in bitercapsules
make them fight each other
❤️ 
and give them guns
One way to look at space platform speed is how much cargo space your platform has for a given speed (set platform amount for each engine power). Platforms need engines, electical power, resource processing, and asteroid defense. If we take a 500 platform to engine ratio and say everything else takes up 460 tiles leaving 40 tiles for cargo with normal quality, and then shrink the space needed for quality stuff by 37.5% (rare quality gives a 60% bonus which translates to 37.5% less machines needed for the same output) we get 288 tiles for non-cargo and 212 tiles for cargo, over 5x the cargo. Then we can add on another 300 tiles worth of power for a quality engine and we have a total of 512 tiles for cargo, over 10x the amount for normal quality at the same speed
Obviously it doesn't work perfectly like that, but a 8x bonus doesn't seem completely unreasonable
I doubt it will work out that well. You have some baseline tiles used for logistics, which can be lessened by quality but not by the same amount as the general quality boost. Also i think that if you're aiming for large throughput, there will be a significantly higher cargo:non-cargo ratio. The mathematical improvement possible is a lot less if cargo is taking up closer to half of your tiles to begin with
A low cargo:non-cargo platform will be very fast, but for interplanetary logistics you will typically not need fast, you need high throughput, which means slow ships that have lots of cargo
Another way to state is that high quality stuff can make a fast ship have way better cargo capacity, but cannot give the same level of boost to a slow ship that already has lots of cargo capacity
which means slow ships that have lots of cargo
why not fast ships with little cargo?
Because they would have high cost but not transport as much cargo overall
you can't say that without having actual numbers
We know that overall ship speed takes linear speed penalty with the number of tiles in the ship, IIRC. By itself this means that a basic platform is incentivized to have a higher cargo:non-cargo ratio than indicated in the post I replied to; a platform that has 10% of its tiles dedicated to cargo could transport twice as much at only a slightly slower pace by doubling that ratio
Take a ship that has 10% dedicated to cargo and one that has 50%. The latter would need to be at least 5x slower than the first to have lower throughput, but that would require a huge speed penalty for only ~40% more tiles
we don't know how scaling the size of a ship affects it speed afaik
or how much cargo % we can expect
It would need to be something like exponential in order to justify low cargo:non-cargo ratios, which would really just mean small ships
I meant more how the cargo/non-cargo ratio shifts due to scaling effects of the mini-factory on the platform, including its infrastructure
meant to write it differently. guess I'm hella tired
Right, but the overall point remains about the same: you would need a very heavy disincentive to add cargo capacity in order to justify low cargo:non-cargo ratios for platforms that are intended for throughput
I know that min/maxing can lead to very surprising designs.
There're too many unknown variables for giving definitive answers.
True
PLEASE, LORD ABOVE, GIVE US STEAM LOCOS FOR FACTORIO
Do they explode when they run out of water?
You want electric trains so you don’t have to fuel trains
I want electric trains so I don’t have to run power poles together with rails
We are not the same 
who else gets the feeling tomorrow will be good

I'm with you.
I just hope that if they have secrets they want players to find themselves, they keep them that way.
Yeah, they did 2 qol FFFs together, next one is hopefully something new and impactful
Last weeks FFF was new and impactful. And I'm not talking about the Factoriopedia.
People were questioning the meaning of "exclusive" for days.
I must have missed that
For me it seems like a stupid thing to think about
Because there are two outcomes
- It’s interesting
- It’s easy
Neither seems like it would particularly bother me
Today will be a boring FFF
(I only say that so I'm pleasantly surprised if it's exciting)
Earendel is around
I hope new planet
The pastel colored one?
the boring colored one!
Someone speculated we'll get a planet that was overrun by pollution... here we go then
are approaching lightning storms the interrupt somehow, so trains can shelter around some kind of protection?
Yah
Well new planet
Man, can't believe they teased us so much and gave no real details on what we can do/get there lol
hum… so it is very likely we will recycle the scraps from previous civilization to get basic materials
Guessing yeah.
this is probably the planet where u unlock recyclers
Yeah that makes sense.
We have predictions though. Mineable circuits. Power from lightning, oil mud...
metal products from scrap, water, oil and stone from mud?
power mainly from lighting could be interesting
Now we also know the rough time between planet fff's. We can probably expect Bwuhuo in may and the last planet in august
We had a speculation that the last planet reveal will come with the release announcement, leaving some things for discovery
This timeline makes sense
Following
reveal, next week will be
mechanics
Yeah like before
have devs confirmed/elaborated on anything the last few hours?
Nothing real
what a cool planet though. so many cool possibilities for mechanics
Thanks Jaden
is- is jaden someone i'm supposed to know ?
Jaden Smith famously said "How can mirrors be real if our eyes aren't real?"
He's also Will Smith's child
the more you know
vs
: the question now is what makes fulgora a viable candidate for your first planet to visit
well it really depends on what the devs give us next week
the people in #friday-facts are speculating that we'll be able to mine the weird colorful piles to get (maybe broken) electronic circuits, and then put them in the recycler
yeah, perhaps the recycler IS the resource provider
. there can be different grades of tech junk/trash that recycle into a variety of different things
which would be an awesome way to use the recycler btw, so it's more than just an external productivity module for quality stuff
yeah absolutely
i wonder if we'll be able to use the weird lightning rods things to generate power
depending on how much of it it generates it could potentially be infinte free power
so huge benefit to fulgora as first alien planet
maybe its a planet exclusive thing, but taking that one step further, how could that be of benefit on nauvis/another planet?
bring full accumulators by rocket 
lol
Intermittent power, and possibly buildings that require a zap to work.
i don't know if that is extremely silly or extremely cool, but i love it
my first thought seeing the video was that the lightning would make it so that you cant use things made of metal
You just need to pepper the base in rods to capture the lightning
What if: The
s originated on Fulgora, built their stuff, overpolluted and ruined everything… And then moved off-planet, leaving Fulgora behind and settling on Aquilo?
It would be interesting, to find the remains of a civilisation on one planet, and when you move on to the next you discover that they actually lived
Of course it’s obvious this won’t happen, wiping out animalistic biters is quite a few levels below waging actual war with a whole civilisation
or
which might be their homeworld
I doubt if u can mine real intermediates like
from scrap fields as I would expect them to be destroyed by the mining process, and they could be already before being mined. U can probably just get ‘scrap’ that can be recycled to give certain basic materials
I said it already in the fff channel, but I will say it again because it’s technically a prediction
I believe these are the results of recycling scrap
Every resource (except oil, but including plastic) can be obtained with just a few recycles of these materials, but you can also stop mid way for ready-made circuits
Just like vulcanus, concrete for rocket silos is specifically given a new way of obtaining it, due to iron ore not being present
And blue chips are a rocket component, and we know the devs wanted to make certain rocket components easier to manufacture on other planets
We can export the Foundry to other places to have the easy LDS on all planets.
Exporting the Recycler does not give us easy Blue Circuits on all planets.
There must be some other way.
Ooh, good point, I didn’t think of it that way…
Still, blue circuits give both red and green when recycled, so I think most of my point still stands, the devs could have put them there for that reason alone
Probably has to do with the pineapple crafter teased in FFF-372
You're not the only one thinking Fulgora gives easy BC by mining them ;)
It's a valid point.
There's precedent for it. It's exactly how Vulcanus worked. If the past is anything to go on, the next two FFFs should be Fulgora main mechanics, and Fulgora 'prizes'
I just had an idea: Vulcanus gives us [redacted] belts. Doesn't necessarily mean we get belt stacking there as well.
I'm not sure how I feel about recyclers being a mainstay part of the production line.
I'm personally hopeful it's not recycling, or perhaps my mind will be changed, who knows
I'm having a hard time imagining it being fun.
Also, V453000 said that these having perfect stacking was 'not neccesary', boskid severely disagreed
That might mean something?
They're like furnaces. Instead of smelting ores into plates, they recycle scraps into plates.
I can see that work. Balancing the different "plates" will be .. oh .. we an use recyclers for that. lol
On the contrary, it’s more like a guarantee that belt stacking won’t be on vulcanus. The devs said that green belts and stack inserters will be found on different “planets”, plural
now I'm questioning whether I had that idea myself, or my brain was being inspired by some FFF
I personally always thought it would be the opposite, that stack inserters will be found on vulcanus and the belts on some other planet
Due to the mining drill stack thing
makes sense, but it's a bit more difficult. afaik we research those extra layers step by step. so big miner has to be able to handle non-stacking as well
even the devs are complaining its too teasy
Well volcanus gave us more actual concrete info on the planet in the first post, but perhaps they haven't quite got that bit finished up
I don't think so, because then what would next week be?
We'll be back with more details about the mechanics and what you can do on Fulgora soon.
soon™️
see you all in a month
Vulcanus btw
what about it
Not volcanus
oh you're replying to Xterm
Yeah I can't spell lol
Ok last Friday's fact gives hope for a power plant using liquid fuels, such as a diesel generator, because this planet has no water but it does have oil
Power comes from lightning...
That's pretty obvious given there's lightning and lightning rods.
Ok is too but oils sand is exist in new planet
At least we know there will be new chemical processes using the oil sand
Sand byproduct…
Next one will be mining
but I hope that apart from lightning there will be other sources of energy, as I mentioned above, a generator for liquid fuels, because on the basic planet we have steam and the sun to produce energy
I’m not so sure, for a planet so heavily themed around electricity
Ok I realize that the next ff may be a hard landing for me
Huge FFF next week?
prediction: mining scraps and process them to get iron, copper and a new metal (tin?), process oil tar sand to get oil,water and stone
Mining scraps would sometimes return functional
and
and
, but mostly scrap to be recycled
I wonder if the recycler at all plays into the science produced there
I wonder if miners are used on Fulgora at all, u might be able to directly process scraps and give outputs by placing recyclers on top of scrap yard
the only thing we know for now is that there are oil fields in sand
Eh, I don't really see that happening. That would be like placing a furnace on an iron patch and expecting it to start smelting
If we are going to extract scrap, the only solution is to use electric furnaces to process it into basic semi-finished products.
prediction: mining/picking up buildings will give stuff like iron/copper plates, copper cable, stone bricks, and other lower level intermediates which you could use to bootstrap a base there with nothing
Just like vulcanus having iron/copper ore in rocks
I don’t think there’s an “only solution” here. It will work any way the devs want it to work
Making sense is a secondary concern
You're right, but for now I see it as the only solution because that's what logic suggests
the more I read the FFFs and dev comments, the more I start to understand their design philosophy
- Drill mines scrap
- Scrap inserted into recycler
- Recycler outputs items
I think this is a fine possibility as well
for the devs, having things make sense is definitely a nice thing to aim for, but its within the context of making recipes/processes simplified and having crafting buildings handling multiple functions, and not having one-off crafting buildings or too much granularity in items, like many of the popular overhaul mods do
For example, I fully expect the pumpjack to get reused to produce water instead of crude oil
some of the statements made in the newer FFFs validate this
it may turn out that the developers are fooling us and will add a deep drilling rig
They'e already added big drill
perhaps some kind of equivalent for oil? but not sure what it would do, since oil is already infinite, unless it just pumps far more
I only see this happening on bacchus, if anywhere
And besides, fulgora already has tar sand, which seems far too interesting to not be used
makes the engineer walks slower
ok i see it but I meant something like underground mineral deposits
we need placeable tar sand to slow down biters on Nauvis
That would be a very cool thing to add… if factorio wasn’t a fully 2d topdown game
Unless the devs somehow completely changed how cliffs work and made an elevation system, I don’t see it happening any time soon
As cool as it would be 
Actually… maybe I was overthinking. Maybe it would be enough to just use regular cliffs for an illusion of depth and call it a day
I know that the perspective will be disturbing, but it can probably be solved, for example, as they solved with space
Something like a reverse cliff explosives item, that when thrown creates a “crater” made by a circle of cliffs, and the ground in the middle of them could contain previously unrevealed ore
At the very least, it seems like a fun mod idea
i like idea
And to make it more immersive, instead of a single explosion, the crater could be made by a building or vehicle, that has to sit there for a while performing a digging animation. Potentially also generating stone or something else that needs to be disposed of
Seeing a proper quarry in factorio, with those stair-like elevations, would be kind of nice, wouldn’t it? Though, if I imagine it with stationary drills and conveyor belts instead of mining vehicles, it maybe wouldn’t be as impressive
Ah well, adding this to my list of “things I will add to the game when I eventually™️ learn factorio modding”
It’s quite a long list by now, you wouldn't believe how often this happens to me
and this list keeps growing
I doubt that
Technologies are incompatible
In what way
I'm sure it's nothing a little reducing, reusing and recycling can't fix
Though I can't say I particularly agree with this message
I expect something more streamlined than that
Let us have one thing not streamlined... We're getting recyclers there anyway, so if you have too much of something, just upcycle it
Not what I meant, I am all for getting circuits and other intermediated out of the scrap
Just, being able to mine them directly?
That sounds like it stinks
I absolutely do not want miners of all things to output sushi belts 😭
Just mine one single "scrap" item, and then recycle it to get mixed stuff
this line sold me on direct resource mining

sushi is fun
week 2 of predicting biter dating simulator
will splitters have enhanced filters
like allow setting multiple filters and set filters independently on each side (for example allow output A on both side but only allow output A on left side)
excuse me what?
Day... ERR ...of predicting new steam locomotive.
No. Just filter by item and/or quality level comparison
The general idea of the Devs is to give us basic building blocks. Allowing item A on both sides and item B on one side of a splitter can be achieved by using two splitters or a splitter with an underground belt.
Day 2 predicting that ore on bwuhuo is gonna be made from biter kidney stones
That would be another calcium based ore then.
I trust the devs NOT to add vitamelange
I'm not keeping up too much with SE but I assume(hope) vita being just an ore is a placeholder of some sort
Because making something as unique as bioprocesssing rely on just a regular ore mined with regular drills is just a little lame imo
But space exploration is apparently full of things that are "just like this for now until we make a better implementation" because it's still in development, so it's completely possible vita is one of them
0.7 is going to change a lot
I'm curious: what makes you predict a steam locomotive
liquid fuels for machines such as generators or locomotives are more likely
Nowadays, especially heavy oil is not very useful
Regarding that, personally I really wish lubricant was used more
I love that the foundry is crafted with it, that's a step in the right direction
But making some advanced things consume lubricant throught pipes would be interesting too, kind of like how AAI loaders does it
And maybe the same thing could be implemented for a new "coolant" fluid, also made from heavy oil
Beacons come to mind first, but maybe also an advanced type of lab?
Oh well, for now I'm content with using heavy oil for my flamethrowers
In fact, you have a lot of products from crude oil, such as gasoline, kerosene, fuel oil, bitumen, and lubricants. so I think we may be facing a revolution in this matter
I think the devs have sort of merged these into just heavy and light, for simplicity's sake
Gasoline, kerosene and fuel oil are all more or less represented by light oil
And don't even get me started on petroleum in this game
The 3 oils are just sort of anything you need them to be
I meant that there would be more products made of light and heavy oil, because in addition to cracking, you make solid fuel from light oil and only lubricant from heavy oil.
Ah, you said "from crude oil", so I misunderstood
I also hope the devs expand on this area of the game. The usefulness of oil is just incredibly unbalanced towards petroleum. At least rocket fuel will be more frequently used in the expansion, due to all the rockets, but there is still something left to be desired
It's true to say oil, but I meant it in general
The usefulness of oil is just incredibly unbalanced towards petroleum
that makes oil processing fool-proof imho. Requiring more petroleum means cracking too much heavier stuff and soft locking is more difficult.
If they want to go this route, they can add a heavy oil fired furnace

Just... use... solid fuel...
I can understand that combustion based generators are different than the steam boiler method the game currently has, and they have the practical difference of not requiring water, and that could sort of justify a new building for oil-based power, but furnaces?
ok, maybe I was a bit rushed
No it's fine I just have this "complicated relationship" with solid fuel in this game and I will never ever be able to shut up about it
Just look in my message history if you really want to know, I don't feel like typing it all out for what would be the fourth time now
I read the piece and I think I understand what you mean about solid fuel
where is this said
It's a mix between assembler and furnace
Yes, tbut that specific craft seems out of place to me.
You make a 9 x 9 rocket silo in a 3 x 3 assembling machine
Wdym specific craft?
I'm surprised it doesn't require 
Probably some difficulty in setting up oil and plastic
How about Assembling Machines making themselves?
That's normal
Assemblers make machines