#FFF Speculations
1 messages · Page 5 of 1
The foundry is a bulk crafting machine of sorts, so it seems weird that it makes a bunch of intermediates, belts and ... foundries?!
Just wait until the pineapple crafter is revealed.
to make it even stranger, does its base 50% productivity bonus apply to foundries making foundries?
That's kinda my point
Hopefully this friday
Yes.
I specifically asked if the 50% prod applies to belts etc that don't usually get prod, and JG said it does.
It also makes big miners
now i regret that 
Oh no he's on to us
That means Vulcanus will primarily make Foundries, Big Drills and [redacted] belts for export.
I took it with a grain of salt though
metallurgist science is only an afterthought
We still don't 100% know if "exclusive recipes" means it has to be made on that planet, or just requires items from that planet
what else should it mean
It could mean requiring tungsten etc
Then again, why don't we see tungsten plate/steel/carbide on the list
so we can craft Foundry exclusive recipes in ASMs if we want to?
exclusive recipes, not foundry exclusive recipes
ah true, the foundry doesn't have exclusive recipes
requiring tungsten is not the same as Vulcanus exclusive
can export tungsten
We'll have to wait and see
I just noticed "Robot energy usage" in the Vulcanus tooltip.
Fulgora definitely has that higher than 1 with all the wind there.
Or less, with all the static energy
Have you ever tried to charge your phone in a Microwave? Doesn't exactly work.
I charged a sliced grape in the microwave. Does some pretty things
if thats indeed true, thats substantial
If it's true, it reduces the price of all belts substantially, as it's on all 4 steps
Which I think was a great decision
Pretty much all other machines get quality loops
And this way, belts get something new to match
Though... A little contrary to your point, I would kind of prefer if the foundry let us make belts without upgrading previous belts
Like, just casting them directly from molten metal
I think it would be convenient for lategame
Factorio vanilla is about telescoping recipes
Actually most mods also employ telescopic recipes. The only big departures are IR and I think Py
Meanwhile AAI makes them all extra telescopic
That said, power poles aren't telescopic, but they each have their own use, and not a direct upgrade.
You can recycle them back to wood 🙂
Oh right! That's actually great, I was just thinking about how I have too little wood!
I could always use more wood!
Especially at this stage of the game. Everyone knows burner power is essential to setting up a new base on another planet
IR mods get away with non-telescopic recipes because it also has a recycler. That said, IR recycler returns ~75% of the raw resources as scrap rather than 25%
I hope there’s more use of heat pipes
will they add underground heat pipes?
oh, and heat pumps!
certain recipes/machines produce/consume heat and only work within specific temperature ranges
On Aquilo, you need to run heat pipes everywhere to keep your factory from freezing over
Imagine that...
probably 25c, which is the default water temp iirc
15, not 25
close enough
Varying the default fluid temperature per planet, even if it barely makes a difference, would be a neat touch though
definitely
It would mean boilers use less water on hotter planets too 
Wait, you sure?
Yes
I once found a bug messing with that: https://forums.factorio.com/viewtopic.php?f=11&t=104670&p=579466#p579466
:P
When fed 100°C water, the boiler will stop working completely without any indication why. https://forums.factorio.com/download/file.php?mode=view&id=7657…
Ah, no, I had it the wrong way round. It would use more water
The energy consumption of the boiler is set, it would be heating more units of water less
that makes sense
Because yes.
I envision something similar to FrostPunk
If we will have lightning rods to protect things from lightning in range, it’s possible we also get heat towers to prevent things in range frozen from blizzards
More likely heat pipes. They like reusing items
its more like reusing lightning rods mechanics from 
It may feel too messy if assemblers suddenly need heat pipes to work
Not heat pipes plugged in, just nearby
I would much prefer plugged in heat pipes to nearby heat pipes
we already have power poles, and now possibly the lightning rod, we don't need the same mechanic again
I suspect the lightning rod will be the main source of power on fulgora, since solar will need lightning rods to protect the panels anyway and it seems water isn't easily accessible
i wonder if the solution to lighting will just be a grid of rods
or it'll take the SE beacon approach and have one cover a big area
perhaps the rods we can make are a lot better than the ones we can find
I think transporting in water is the most likely method.
just use oil as cooling agent in your reactors
what could go wrong?
Lol
There might be other coolant fluids.
Sonwthing like bigger reactors/extreme reactors in minecraft uses that mechanic.
I feel like making any single planet fully waterless is not something they'll ever do
Making a planet completely 100% reliant on an import doesn't seem to line up with the design philosohpy they've talked about so far
Especially if the import in question is water 😭
And besides, if they wanted to do a waterless planet... they could've just made it vulcanus
And they didn't
Importing water is easy though. You can get water in space
And to get it from space you'd need a landing pad
Wait why did I say that where was I even going with that
Nevermind
Anyway I don't believe it, and I predict fulogra will have a relatively simple water source
The acid purification steam condensation method of vulcanus will IMO be the most complicated water production ever gets in this game
Fulgora will (say it with me now
) either have pumpable water wells, or a method to get water from tar sand
I would consider ice ore an option as well, but I feel like they're saving that for aquilo so it's less likely
Wait what?
We know Aquilo (final planet) cannot function on its own, and needs some level of import
where is written
somewhere in this discord
Ok i thinking was ff
can't quite find it, but the devs did say you could get softlocked on the final planet if everything dies
aka you can't start from scratch and get a rocket without external help
That does make it interesting, you need to make the last science using what you find on Aquilo, but it doesn't have all the resources you need so you make proper space logistic routes between all planets to finish the game
my guess is that u need to import uranium for power
So setting up a strong logistics route is going to be key
That will bite them in the bum. People will complain.
why would they?
you can only get softlocked if you have no materials, you don't have a base running, and every other planet has their bases run over
it won't happen if you're even moderately careful
you have 4 other planets before you get there
they very specifically did not put it as an earlier planet for that reason
Oh ok it sounded like if just one planet was destroyed 😉
the logistics puzzle here is not "you can softlock, lolsob", it's "you now need to import materials from other planets to be able to make a rocket"
fair
but yeah, 2.0/SA has a few more softlock possibilities
since you can deconstruct landfill, and with elevated rail, you could softlock yourself on a barren island
(you'd have to really try, though)
yeah lol
but then again, you'd need to either have no robots anywhere (including your own inventory), or no radars/power
True.
in essence, it's the same softlock requirements for the planet
either you do it on purpose, you're exceedingly unlucky, or you planned things very poorly
It will be incredibly hard for that to happen as when you get to the final planet most people will have robot networks on every planet, allowing you to send supplies remotely. You'll only get softlocked if you have no roboports with building materials anywhere
u can always send rocket materials to your planet as long as u have a remotely functional base on another planet. Making Aquilo the last planet unlocked ensures that u have 4 planets that can do this job, and even if 3 of them are broken u can still make it out using the last one
I think my brain just refused to work for that 5 minutes lol
When making that comment.
little spidertron: no equipment grids but has built in roboports to support 10-25 robots. no weapon slots and small inventory size (20-40 slots).
unlocked by space science
there would probably be a 'respawn at nauvis' button but otherwise i agree
afaik dev said u will always respawn on the last planet u were before u died
Only on the final planet and even then a lot of things would have to go wrong simultaneously
there are many ways to get softlocked but most of them can only achieved by trying to softlock uself
or with very poor planning and extremely bad luck
imagine u were able to progress to the last planet with zero bots in all your bases
that’s how u may softlock yourself on the last planet
in 1.1 you can also get softlocked yet no one complains
Yes, use a spider to get to the middle of a lake or a cliff and tell it to go
save game more often - or have proper defense perimeter on nauvis and bots
But that's unlikely to happen unless you specifically go about it
Forgetting to bring an important item to space and dropping onto a planet naked is more likely to happen
evolution is at .99 and ur base is destroyed -- softlocked
You would probably still be smart enough to automate things on
so you can bring stuff to you
if biters eats your base completely on a deathworld - you may never recover
Yes, but that's deathworld and/or very late in the game
0.99 evo is very late in the game
it's still softlock
Yea, the 5th planet is very late in the game, so that makes sense
if anything later game softlocks are worse than early game softlocks
But it's good the 3 middle planets are salvageable
Late game softlocks are less likely
but they represent more wasted time
thats part of the fun. better design your other bases properly lol
at the point of visiting 5-th planet you should have:
- proper nauvis base, well defended and with bots (and at least one other planet with good base)
- at least several platforms, capable of mining basic resources and/or delivering them from other places (vulcanus, nauvis, etc.)
so it sounds like it will be hard to get softlock at fifth planet
i guess. kinda sucks when a newer player needs to throw away their factory because biters become unmagnageable. often leads to the development of restart itis
(that was in reply to 7it)
oh, and of course old trick of saving game before leaving nauvis can help too
new trick!
in all fairness, I'm someone who loves deathworlds and probably have 1K+ hours on crash site scenario. perhaps others don't like playing in hell levels as much
thankfully settings can make the game as easy as you want, if thats your thing
Luckily, even at 0.99 evo, biters aren't really a problem on normal difficulty, and not much of an issue on deathworld either. (At end game tech I mean)
if your proper base was destroyed by biters - then they are obviously a problem, and chances are - they will stay that way
True, but again if you survived thus far, you probably have a good buffer zone and weapons, so they are unlikely to hit your base
Again, it's risk times probability
agree - softlock is low probability worst case scenario
if you're expanding to other planets, unless you're trying to deliberately challenge yourself you'll be researching superior weaponry/defense along the way
a lot of users gets locked by letting a bunch of spitters to their spawn point
actually, JG, I have a question - is any of testers/developers gets softlocked during the planet testing, and how that happened?
How late into the game?
Early game yea, but late game? Less likely
early game spitters and biters may not one-shot you, so eventually you might kill them all
but behemoth spitters - super easy
If you have
near your spawn, you've dun' goofed
It means you're at late game, and you don't have good defenses
let's say whole base blackouted, there's no/not enough solar panels to recover at the day, lasers stopped shooting waves - gg
You will still have a buffer zone, and can still manually go and clear them. Yes, you can mess up enough if you try to, but it's unlikely.
In my K2 I saw a huge area that I cleared and walled suddenly had biters because I missed a spot. It took a while, but I cleared them again.
also, like. you're gonna want to make your earlier bases more resilient
there were a lot of cases someone got locked because of a bugs like some resources were not generating at all or because of migrations issues. nothing really related to usual gameplay
it's whatever if it breaks but you can go back to it
and yeah, I don't see this being any issue at all
hm, so softlocking is decently hard if nobody actually softlocked in such a long time - good to know
Remember these are devs that know the goals of every item and planet
They will still try to break it, but they at least know what a building/planet is used for
data from actual game will still be more valuable than guesswork - even if the one playing is way more experienced than regular players
and I bet at least one of devs tried to go to the last planet "for testing purposes" with little to no preparation, and succeeded
there might be some limitation there that inherently requires either advanced nauvis tech or tech from some of the other 3, which prevents that
such as a resource there requiring big drill, or the only viable power source comes from 
or the tech to even get there in the first place (asteroids, power, etc)
agree - there should be something like t2 engine if there's any hard requirement to visit 5-th planet
other than that - little preparation might include crappiest nauvis and other planet bases, which barely satisfy the requirements and might fall to biters any moment
I'm sure someone will figure it out lol
t2 engine makes sense. We saw the 2 different plumes, even if the engine itself looked the same
how? Even if you die and have nothing you can always hand mine a few ore patches
maybe he meant getting overrun by biters
hmm so maybe if you repeatedly die at spawn against medium biters
but thats sooo specific
youd have to go out of your way to make that happen
doesn't have to be medium biters, just make a lot of pollution and have weak defenses 
compared to landing on a planet with nothing on it and being stuck
and if the biters destroy everything, they just kinda hang out in your base, making respawning and rekitting very hard if not impossible
we don't even know if there's nothing on 5-th planet - iirc there was no details from devs
oh yeah that was all speculation
in the #1177597309572366396 chat! For once im on topic
its happened on deathworld mp servers before
its easier than you think, just don't properly prioritize what to do and scale like crazy
5th planet is cold is what we assume
it happened more times than I can remember in hardcore scenarios like biter battles
huh okay
the moment biters properly buffed - they start slapping and spawn killing like crazy
a classic case of 'It didnt happen to me so it doesnt happen to anyone else', thats fair enough
Were other raw materials, such as titanium, mentioned in a blog?
the only new ones we know of at this point are the
ones like calcite and tungsten, and 3 asteroid types
Ok
No. Only tungsten and calcite
i think aquilo is pluo
not actually a planet? 
pluo is a nice planet name
well aquilo is icy pluto is icy
Neptune is icy too
mods r gonna be super awesome with space age. People gonna create some cool planets
would be cool if someone makes a solar system mod where we have each planet in our solar system along with moons and stuff
Planets seem like a really cool way of exploring ideas in a more contained manor
neptune is a gas giant, good luck landing there and making it out
It's okay, rocket capacity isn't affected by gravity in space age 
engineer is a god gas giant cant stop him
good luck landing there and making out
fixed it
Neptune #1 Factorio date location? 😳
is there gonna be starship
much appreciated
My bet is on Uranus
Because it's more well known for being icy
It's also a gas giant tho
That's basically the design of them. It's a way to have multiple different mechanics that would clash with each other in the game at once :)
If you want an icy planete the nearest in our system is the Europa moon
people calling gas giants icy is annoying me much more than it should. It's like people thinking the sun is literally fire
They're made up of frozen gas, you see 
Technically we are a frozen stone planet
frozen lava, no?
And only frozen on the surface
stone is already solid
Yes.... Solid = Frozen
Stone becomes lava when hot
Or glass depending on the stone
frozen stone = frozen frozen lava
it would be cool if vulcanus had a weapon like flamethrower but lava shooter
Day 1 of predicting pet biters.
Biters make good pets
Good pals
we should be able to create biter prisons to eat our polution
Biters don't eat pollution though. Nests do
true
encircle nests in turrets so it kills biters when they spawn, but the nests absorb
and then evolution skyrockets
.... are we the baddies
(we definitely are)
I was playing k2, and decided to skip the pollution filter setup. I figured I need to spend filters or bullets on getting rid of pollution, and I need to have the setup for bullets anyways, so why bother with a second setup
IIRC pollution increases evolution regardless of how it's absorbed, nests absorbing pollution spawns biters but doesn't increase evolution at all. So encircling a nest with turrets does work to decrease the pollution in your base, though there's a limit on how quickly it can be absorbed
I believe this is a game balance thing to prevent death spirals. If nests absorbing pollution increases evolution then it would be easy to get stuck in a position where you can't scale your offense and defense as fast as the biters get stronger and more numerous, particularly for new players. It would discourage expanding the factory too much, you'd always wants as small a footprint as possible that still produces science and the other junk you need
but u would be killing more biters which raises polution i believe
or not pulution
evo i mean
Depends on how you do it. Lasers running off solar or nuclear release no or virtually no pollution per kill
Killing biters does not raise evolution at all
oh
Killing nests does, but in this scenario the nests are unharmed
you would be increasing evolution by using up bullets/electricity to kill the biters though
even if you use solar power and laser turrets, creating the pannels needed to power the laser turrets creates pollution
So like a biter reservation
Very mildly, yes, you would. But I think that in nearly all cases you'd overall save pollution and resources by reducing the wear and tear on your outer walls, reducing the required strength of those walls, and reduce the size of your pollution cloud which enables you to clear a smaller overall area (and clearing an area of nests increases evolution a lot). If killing biters produces more pollution than the nests consume to make them, then yes, it's a bad idea, but I don't believe it's too hard to avoid this happening once you have blue science and some military upgrades
An Ice giant is a type of gas giant with a composition of heavier elements/molecules, more methane less molecular hydrogen. They're typically formed from water ice and gas trapped in water ice. https://en.wikipedia.org/wiki/Ice_giant
as much as it seems like we're getting some more
this friday, I wouldn't put it past me for them talking about something completely different as well
Would be very disappointing though, they've already hyped up Fulgora
would be extremely sad
especially since when they revealed vulcanus they gave way more than they did fulgora in the initial post
I'm curious how they'll get us to harvest the 'oil spills' or if it'll just be an offshore pump 
so many questions about that planet
I'm very happy with the direction so far
much better than it being empty/uninhabited wasteland
Well, it is an uninhabited wasteland. Unfortunately the previous inhabitants left their mess, trash and pollution everywhere!
What species would ever do that to the planet they inhabit? So inconsiderate.
or they were killed by robots
Ai took over
Instead of biters we'll find evil wall-es
evil walls
I wonder if
is just a lore conceptual art to show what the previous civilization species on
looks like
and they don’t actually appear in the expansion
a planet without life, or as you say, a wasteland, may be an interesting solution and a break from nauvis
These ruins probably hide interesting ancient technology for our engineer, especially since Fulgora looks like an extinct world

wild guess: the
blue machine can act as power generator or assembler
electricity field on
makes
more effective
bots use less or no power on 
My guess: Lightning rods act as a great power source as well as protecting buildings, blue machine assembles circuits quickly/cheaply but with high power cost
I still believe that they will add a generator powered by liquid fuel or another machine that uses these fuels
but going back to the thread with the lightning rod, whether or not only fulgora will be exclusive to IT
This is probably a little too much
That would give a fulgora base an immeasurably huge advantage compared to other planets
And actually, I almost sort of expect the opposite of this
To make dealing with all the mixed outputs of scrap mining more interesting, they will discourage you from using bots and incentivize clever belt designs
the opposite would also make sense gameplay wise I think, because u may need to sort recycled scraps and bots may trivialize this puzzle
ah we’re thinking the same
depends on how much more efficient and how much of a hustle it is to produce something on fulgora
and vulcanus already has insanely op lava
infinite battery life in robots for Fulgora would be amazing! the bot base must grow
id forgive wube for their trangressions aginst bots if they allowed that
What transgressions against bots?
Vulcanus science pack speculation: 1 big miner, 1 foundry, some lava -> 3 metallurgic packs
Possibly
instead
It's not that op. Sure, it's infinite iron and copper, but it's not free. You still need to mine and supply calcite the old fashioned way
Also you get them mixed, so you have to chuck excess into lava, and to do that you first need to cast it in another foundry
It's almost free, and +50% prod will surely help. Beacons can't even use quality or prod mods, they are farther from op imo
It will be great if game designed for vulcanus to be unbeatable forge world, and others will have their own specializations - for processing specialization buffed beacons have a lot of sense
my guess is tungsten carbide, tungsten beam and lots of gears
or perhaps explosives
or even cliff explosives
that may explain why they have a huge cliff explosives production here
I believe metallurgic science should involve some oil products, thus cliff explosives
big miner + foundry + cliff explosives-> 5 metallurgic science?
maybe more cliff explosives depends on the cost balance
Cliff explosives are almost certainly not on vulcanus
To use oil products, you only need something with red or blue chips in its recipe. There's plenty to choose from.
Tbh big miner probably uses red chips, do there's your oil requirement
I disagree. If there’s any thematic reason that u unlock cliff explosives on a specific planet, its because there’s lot of cliffs on that planet
Vulcanus already has 1/3 or area covered by lava, 1/3 are covered by cliffs. Even if u have cliff explosives u still need to build around terrains
the cliff explosives don’t need any new intermediates that u can’t produce on Nauvis, so it must be that there’s lots of cliffs on
for u to study how to destroy
They have said that they want the choice of planet you go to first to be a strategic choice, with lots of things from planets helping with different planets.
Cliff explosives are an excellent choice for one of these things unlocked on one planet useful on a different one
they didn’t say “with lots of things from planets helping with different planets”
Vulcanus building area would be too limited for rocket construction if without cliff explosives
You only need a 9 x 9 area. There are plenty of those.
that’s just for the silo
you can fit entire base inside one ashland biome
u also want to make big miners, foundries, metallurgic science
so it’s similar size as the Nauvis starting area?
at least just to to launch significant amount of science packs
hard to say, Nauvis starting area is surrounded by other buildable areas
Nauvis starting lake surrounded by non fully closed cliff walls
just to clarify you dont need production of nauvis science packs there
just the silo, and rocket parts
and ofc stuff you want to export like new science packs, belts etc
and rockets are 20 times cheaper in space age meaning you need 20 times less machines for same amount of launches per time unit
Space is not an issue when you have recipe selection with circuits
It's does make sense if you want to make some
science there to unlock some metallurgic research early
Does this confirm "exclusive recipes" have to be made on the planet? Or just that they need items exclusive to the planet
I think at this point it’s 99% sure that it means have to be made on that planet
Honestly, I'm ok with it
I think some of the early metallurgic techs may not require other science packs.
That's interesting as well!
thats actually how satellite early space science works in SA iirc
so it makes sense to have a small research outpost before u need to send science back to the main science center
tbh im not sure what does it mean 😄 but some stuff is better to be made on the planet with native resources then to export the raw resources anyway
most stuff, probably.
Makes sense final items weigh less than the raw ingredients
That said, if an item has a lot of non-exclusive ingredients, it may be worth shipping the ingredients
u mean shipping the exclusive ingredients?
Yes. Though in the case, they are quite heavy
You could even say they are heavy stones
I guess that will be a very rare case
I wonder if solar will be the late game power solution on 
since at that time u can just pave the world
and its 4x the strength as on Nauvis
Only after we can pave lava
Id assume it would be end game then
hum.. I wonder if it would be easier to just scale acid steam power, as even on Vulcanus, u need >25 solar panels to compete with a single steam turbine
the next question is, is it power positive to speed module acid well for power?
4x power production with a 90 second day/night cycle will make it very strong
We might want to prod it to keep calcite
I expect it would be if you're using high quality modules yeah
High quality really changes how we think of things man
cause you could put in an efficiency module
You can use high quality
for the speed
I think the bottleneck would be the speed u can extract acid
qual beacons for lower power draw, qual speed+eff module in them for net negative power draw and big speed boost
Sulfur vents are relatively common from what I understand
the bottleneck may well end up being dealing with the sulfur byproduct
gotta have enough lava nearby
it doesn’t seem to have sulfur byproducts form the look of recipe icon
There's no sulfur byproduct
well sulfuric acid byproduct
Sulfuric acid is the input
500c
+ Calcite -> 500c 
yeah sounds right thinking about it
u can always throw byproducts into lava
yeah but you can only put so much into lava at once
And
can be used directly in turbine, or condensed to
. Weird that it's not a single process though.
u have infinite amount of lava
it's quite a lot, but you're still limited to whatever lava you can take the byproducts to
more than acid vents
they just won’t add condenser turbine because water challenges
otherwise it would be just nuclear everywhere
It's broadly simpler to just have condensing and power generation be seperate processes
E definitely wants a condenser turbine. The way it's implemented in SE is a hack
perhaps not in SA
for tomorrow: fulgora, or some other direction?
fulgora and new machnie
2️⃣:⚡👻GA🚽
I predict swimming in lava 2: lightning boogaloo
i think will be fulgora
Maybe it'll be a release timing update, given that it'll have been almost exactly 6 months since the initial announcement
They won't tease us so much and not give more details
hopefully both
I very much expect tomorrow to be more in depth details on Fulgora
Also my speculation for the Volcanus science pack:
Tungsten Carbide, lava in some form, green belt
fulgotwo: zapghostgatoilet
so if cliff explosives are unlocked by metallurgic science, it will be after shipping science back to Nauvis
or we could bring some Nauvis science to Vulcanus
if science functions like in factorio 1.x, you could make any kind of science anywhere, provided you have the materials.
it would just be far more efficient to send back the actual metallurgical science in this case, vs shipping back all of the raw materials to create it
in SA there will be surface exclusive recipes including science
also science packs are much cheaper to send even without this limit
u can send 1000 science per rocket
I saw that in the FFF, but theres been a lot of speculation the last week what that actually means
those are just debating about the remaining 1% possibility
it 99% means u can only make it on that surface
otherwise why bother including that info on the pedia
players can just click tungsten to see what it can make
yeah, I'm sure they'll explain more in the future
devs probably thought it was obvious 
but personally I'd wish recipes aren't hard restricted, but rather just made impractical to do it anywhere else. like the science example above
if someone wants to ship all kinds of expensive heavy stuff from
to wherever, it should be their right to make it anywhere! lol
tbh I think its good that theres a hard limit to prevent inefficient strategies that could makes the game literally unplayable
if people want to play inefficiently they can always add mod
imo vanilla game should, at least to some extent, ‘teach’ players what is the ‘right way’ to play
thats where our philosophies are different. I think its the player's choice to make themselves miserable if they want to, even if there are better ways to do it
yeah
the game should definitely show the right/optimum way, but IMO still be like "ok, if you want to ship this heavy ore to nauvis, you can do that also, I guess..."
well I think they’re not stopping players shipping anything as long as its not too heavy
its just that they can’t use some recipes on certain surfaces
which makes the choice of factory location more meaningful/reasonable
same
yeah, hmmm. there are two different conflicting things said in the FFFs about this. for quality, they say eventually (end game), you'll want some centralized place where you make everything, and ship it to your different planets. but on the other extreme (forgot the FFF), like you said Pepperbox, they don't want the planets to be outposts that are just extracting (insert special resource here) and shipping it back to nauvis to process
it ultimately depends on the shipping cost. If u r making quality stuff, the things u ship is much more expensive than the rocket themselves, then it makes sense to ship everything to a hub
I’m not sure why people don’t like some recipes locked to specific locations while they can accept some recipes locked to specific machines
I never heard anyone complaining “but I want the option to generate power using assemblers instead of steam turbines even if its inefficient and may not be practical.”
its hard to put into words. what makes assembling machine in vulcanus the only place something can be made, even though it has all of the required ingredients? IMO if the resources are in your possession, where you make something is irrelevant. the ONLY exceptions are SE kind of stuff like some kind of zero gravity stuff in space, or perhaps a building locked over some kind of resource patch
thats how I can give the special space science in SA a pass 
I mean its a simple to do thematic explanation I’m sure Wube will add
something like Vulcanus high temperature requirements etc
environmental factors
like acid to steam recipes relies on local high temperature acid
so can only be on Vulcanus
unless you can somehow make that on nauvis, but that just adds the kind of complexity they are seemingly trying to avoid. I hear you.
basically
is the forge world, u can only make certain heavy products here because of its unique environment
it might be a good mod idea
I'm sure SE will add this stuff, along with special pipes/pumps for lava
hm
iirc input is iron plate, ice, carbon and U235
i'm just thinking about the various new sciences
and im trying to think of what the various science pack's recipes could be
i mean obviously we don't know enough about any of the planets except vulcanus to make anything but wild speculation
but, like, given what we know about vulcanus.... it probably uses some of the special materials from vulcanus and some old materials
maybe it uses lava? we haven't seen any science packs that use fluids directly yet, but I could totally see that working
That would be cool. It would make more sense than any other science pack too, considering they’re just colored flasks, and flasks usually hold liquid.
what were the other materials on vulcanus again?
calcite + tungsten are the unique ones, and then there is coal + sulfuric acid
right
so it'll probably need tungsten as well
it'd be wierd if it didn't
it's also called the "metallurgic science pack" so... it probably uses a lot of metals
ah, FFF 387 basically confirms that tungsten will be used in the science pack
wouldn't surprise me if the metallurgic science pack required lava; thus making it restricted as a side-effect
but an educated guess makes it seem as though Tungsten might be too heavy to export reliably
(or it requires the high gravity or stuff that
has, making the recipes it needs locked to it)
Normie takes, but predicting FFF 399 is discussing Fulgora's key mechanics. I like the prediction that the main resource gathering here is "mining" the scrap heaps for damaged electronics and using them in the recycler to get raw metals. I also bet the special specific case for "interrupt in interrupt" teased in FFF 389 is to get trains near a lightning rod during storms. Air is thin so no bots, or at least severely crippled bot flight time. Fulgora is enemy-free besides the environment like storms and quicksand. Your base will need to be mostly powered by lightning, since it looks like it has no water and is far from the sun. The pineapple charger thing from FFF 372 is the main manufacturing building you get here, not a clue what it does though.
crafting pineapples of course
My take is that the scrap is a source of raw materials, and is not recycler related. The machine is a new circuit crafting machine of sorts, with some more fulgora specific recipes.
It seems very un-wube-like (to me!) to have to recycle down materials, then craft them back up. I don't think they went with this route. I however, do not have high confidence.
Maybe both. Some things can be crafted with the "electronic parts" or whatever directly, but recycling them is also a source of iron/copper
Well, the recycler doesn't properly output stacks.
Well, you can't use scrap directly as raw material. Having to recycle them for raw materials would be very on theme for Fulgora imho.
imho you mine a mixed set of resources, some of which are scrap and some are straight
and
. You recycle stuff for basic resources
Seems kinda lame to have the recycler just exist to support quality pretty much. I bet it has other practical uses
I do agree with soul burn partially, I think 'resource sorting' will be a part of Fulgora.
And you get basic materials from salvaging buildings too
We saw recyclers on
recycling some buildings
Fulgora has no lave lakes to dispose of excess resources. It's where the recycler comes in.
Might also be the reason why the Recycler doesn't recycle smelting products.
I think that's more of a logic thing than anything else. Doesn't make sense to un-smelt an item in the same manner as dis-assembling something
I can see that.
But it's for all smelting recipes, including steel. Steel can be "disassembled" into iron. Could be a "where to draw the line" thing though.
Maybe
and
.
seems a bit overpowered, since presumably they're lightweight enough to export in high quantities
I don't think we can mine circuits on Fulgora.
Vulcanus gives us the Foundry to craft LDS more easily. Foundry can be exported to have easy LDS on all planets.
Mining deposits cannot be exported.
The recycler can scrap steel into iron?
The Pineapple crafter will gives us easy circuits, and we'll be able to export it.
Is it recipes from ore? I thought it's all smelting recipes.
recyler doesnt work on smelthing recipes
Maybe I misunderstood you. I think the recycler is basically an anti-assembler. Anything made in a furnace can't be recycled, unless I misread somewhere
Yeah, I meant "Steel can logically be disassembled into Iron"
not "the recycler can do it"
Red and blue. No green.
in addition to that recycler doesnt work on chemical recipes so recipes made only in chem plants
Recycler only works on recipes with categories "crafting", "crafting-with-fluid", and "advanced-crafting"
whats the difference between advanced-crafting and crafting
advanced-crafting is like crafting, but advanced 
Interesting idea, I like that. Each of the first 3 planets simplify one component of making rockets in a manner that's easily exportable.
That's been one of the central assumptions about SA for a while.
I've been out of the loop then lol. The 3rd item teased in 372 could plausibly be some kind of fuel mixer, so it checks out
They said as much in "swimming in lava"
keep in mind rockets take
to lanuch meaning you probably are going to lose circuts when exporting them XD
can always "mine" more
Yea but they only take 100 or even 50
. You can launch 1000
Can you?
boskid shared a screenshot a while ago, I think it's 200
One PU is like 130 kilograms
oh, didn't even notice that. yup I'm convinced
Ah, you meant red, not blue
rocket capacity of
is 300

they're not heavier than RC, but require more thourough packaging
New use for wood: Packaging sawdust 
even better aproach would be to export the stuff that you need instead of intermediates like 
what about cardboxes ?
we need iron wire so I can play universal paperclips in factorio
Mod that swaps iron sticks and copper wire into iron wire and copper sticks
dont forget about copper gear
Stone gears
stone barrels vases
since we're going like this, why not add a bronze alloy
No tin
Bronze It not only tin but tin is very popular in bronze
Does recycling
into lots of
increase its mass? 
Bronze is an alloy consisting primarily of copper, commonly with about 12–12.5% tin and often with the addition of other metals (including aluminium, manganese, nickel, or zinc) and sometimes non-metals, such as phosphorus, or metalloids such as arsenic or silicon. These additions produce a range of alloys that may be harder than copper alone, o...
One question: what is bronze used for apart from antique swords and antique atatues?
No because you only get 25% of the ingredients
modern statues
and church domes XD
New building: church, confirmed
Ok antique bronze is tin and Cooper but modern is ex zinc bronze
you exchange offerings for better quality chance
Introduce bronze, silver and gold. All can be made into coins which can then be traded to the biters in exchange for goods and services.
what services?
I think that gold would make better cables
mod it
"protection money"
Week N of Stack -> Stacking

That goes really well with the bronze silver and gold biter-coins. 
Biters can use their biter-coins to pay for a romantic meal at the undefended copper outpost all-you-can-eat buffet.
tbh those looks more like metal pieces than electronics
Week N of
Burning Inserter
Long-Handing Inserter
Fasting Inserter
Bulking Inserter

You know oxygen bars? Pollution bars
Fasting inserter? Is he trying to lose weight?
He's aiming to be upgraded into a bulking inserter
probably just low on power
Bite-coin
Bite coin is a unique crypto currency as it's most efficiently farmed on your CPU, leaving your GPU free to farm bitcoins simultaneously.
splitting belts
undergrounding belts

Depends, what's factorio's rating?
Assembling machine
Hey wait a second
Processing unit
Damn not again
rocketing silo
Nuclear reacting

Nesting
Alright boys, make sure your bets are in
Or alternative energy generators
power from lightning
I think it'll touch on some of things, but not all
improved circuit production
Scrap yes, lightning partially, blue machine I think not
this too, but this tar sand may have something to do with an electricity generator
Oh it's possible we'll see tar sand mechanics
I belive combustion generators
my money is on gold as a new resource
Last minute calls for bets!
Blue machine 
sorting scrap with the recycler for raw materials!
i could see either gold, tin, silver, or aluminium being added, but... we'll see in a few minutes
all of them are added
and given what we saw about vulcanus, i suspect we'll find out about the new machine, the new main production chain (so probably scrap, if everyone else's theory is correct), and probably another smaller mechanic or two (like the sulfuric acid to water on Vulcanus as well as the existence of tungsten)
I don't see a new resource on
. But there likely is something
we had two new ore, one new pump jack resource and one new off shore pump resource added on
, I wonder how many new resources there are on 
well we know there's oil tar
they didn’t show us new resources
oil tar seems to be shalow water tile that u can use off shore pumps to extract
that would make sense
also, if there's scrap, almost certainly they will introduce the recycler
which would kind of make sense
well, we'll see what we get in a few mins
Gold being recycled from electronic scrap would make sense and even be somewhat realistic
i doubt they'd just make gold obtained from the same source as all the other items, tho
idk
well, blue machine it is
so lightning is indeed only at night
So... it seems I was half wrong and half right about scrap
It works the way I predicted, but the loot table was expanded greatly and is more mixed
Well, that's enough for me, I feel satisfied
holmium.
i mean.... sure, i guess?
seems like an odd choice (like, gold probably would've made sense to make it look less like every other ore in the game)
but
I was correct that
and
can come directly, but not
. I still didn't expect all the other results haha
But others were correct that we also get
and 
400 next 👀
this will get lost in the main channel so I'll ask here-
vs
for first planet?
yeah I didn’t expect that we get all those resources from recycling lol
- they're leaving the best for last :P
Last will be aquilo though
seems like they changed module recipes
Finally, after "quality module quality"... We now have "productivity module productivity"
Most speculations were correct:
- Scrap is the resource
- The blue building is for circuits (and more)
- Lightning rods defend us, and let us get power
Didn't expect the oil sands to be unbuildable though
I did
But, only the extra dark middle parts
The ones that slow the player down
This is a step above what I expected too
I like it though, this island like gameplay is sure to be very unique
Though, I do really hope we get to pave them eventually...
Like, the super late kind of "eventually", the same kind as lava
Because, iirc at least, lava paving was confirmed, wasn't it?
It is said in the FFF that you can pave the oilsand in late game
very late game. probably same tech as paving lava
@small bear You nailed it 100%
I'm extremely confident you're right about bacchus
.
also now we know that T3 module ls are probably unlocked one per planet
I don't think so.
I think it's unlocked here
It seems to use the superconducting wires
Well, that seemed pretty impossible to screw up. I thought everyone was on the same page about this
the 'planet per module' idea is dead
they said its where u unlock T3 quality modules, meaning that others are probably locked behind other planets
That's a bit weird, because 1 per planet means one is on vulcanus
they just didn’t mention it I think
Whatever planet has efficiency 3 is also getting extremely short-shafted.

I think all modules are unlocked on fulgora, personally
but also quality modules
all levels of quality modules are unlocked there
as well as recycler
and all module 3s
u unlock all T1 modules at
and all T2 modules at
tho
which includes quality modules
I read all the FFFs yes
If this is the case, I am convinced.
Yes, q mods unlock together with all other t1 modules
Well, you're very likely right then.
I concur.
Yeah, it's odd only quality 3 was mentioned here.
That does seem to imply the others are somewhere else
yeah I was wondering why they didn’t just say ‘T3 modules’
now the bet is
on
,
on
and
on Aquilo
unless they just trolled us and all T3 modules are on

In this case I do hope they trolled
All of them being on Fulgora makes a lot more sense?
I would prefer all T3 modules on
personally
yeah
I mean, the planet with the dedicated module making building...
But this is #1177597309572366396, not #FFF Wishlist
Some people come here and 'predict' what they want every week
all T3 modules on one planet would be too OP
everybody would pick that planet as their first
nauvis: laughs
but if some modules are made else where it also makes sense to export the blue machine
Fair point actually 
But we still haven't seen the full assortments of available stuff on other planets
Maybe there's a balance
now the question I have is how the hell can
be more attractive than the other two planets
free fuel
ive been wondering myself
Personally I expect a living jungle, with vines
imagine a
themed planet
Id like that
thats a space platform
trees being actual enemies
Imagine, 6 second videos on a planet
I mean spidertron probably unlocks there, that seems quite desirable already
Along with some neo oil processing, which could help a lot with setting up the other two
I suspect that spidertrons are on the last planet
and we don’t know where we will get artillery
I don't think they'd lock them that far back, they would be exceptionally useful for setting up your mid game colonies
hum.. but devs said that all 1.1 items can be reached relatively early in SA
so u mgiht be right
Spidertron is the BBEG
"unlock it after defeating it"
I like the idea, but there was a Spidertron on a Fulgora screenshot
My bet is on vulcanus, it seems fittingly "heavy metal". Also tungsten artillery shells would be sweet
because it was super late game where u can landfill the oil tar ocean
I feel like
is not a bad candidate for artillery because we probably get better plastic and explosive production there
One of my favorite ideas was aggressive trees which you have to defeat with military means, and once defeated you place a pumpjack on the stump to slurp up all the delicious plant juice straight from its roots.
living islands that slowly consume u while u r sleeping
Rain forest, where the trees are always wet and can't be burned
What about a tree that burns YOU? 
that sounds like
tree
Planet #4 in a strange mixup, is an ice / water world, inserter fishing is the main resource 
Frozen planet though
ice fishing on the last planet

nah it’s probably fish on 
where u unlock spidertrons
Will we get a condition for "night is falling" to send our trains to safety (using interrupt-in-interrupt)?
Maybe an interrupt condition based on the health of the train
Important thought. We can't put
on the tar sands. Meaning, that remote
-style expansion using
on
is impossible.
Meaning we might get a builder train module
I read that as we will have
on trains!
super capacitor
I now want to see all of them:
- quality module quality
- productivity module productivity
- speed module speed
- efficiency module efficiency
some oil + stone
+
+
= purple fluid?!
Lightning rod mk2?
that's electrolyte
I thought it was liquid holmium, but no. It might also be the electromagnetic science pack juice
I had the same thought. You can't repair or expand your base at all, and a singke stuck train could stop your whole base
The ore is processed into some holmium intermediates such as electrolyte, superconductors, and supercapacitors.
now I don’t know what to expect for the next FFF
Next FFF is technical
more space platform FFF
We have 4 fluids here, which seem to be the 3 oils, and a pink one
||electromagnetic plant|| your welcome
it will be fun that on
basic materials will be more expensive than advanced ones
also I noticed that there is no coal
how are we supposed to make explosives then
unless we can’t 
or can we recycle plastics into coal
I guess not
recycle military science to get coal 
It seems like anything we would use coal or plastic for is something we instead get directly from scrap
Well maybe not military science, true
plastic is needed and it is even shown in the FFF video
Ah, so it is
to get plastic you recycle LDS or advanced circuits
the green thing on the map might also be an additional resource right?
Science packs aren't recyclable down IIRC
i forgor
how come you are better at this then me
You're artistic. I'm autistic. We are not the same.

The lack of coal / explosives is a very good point. It's not a critical part of the production chain, but still weird that it's missing.
Not every planet has to be about things going boom
this one seems to have plenty as is.
it seems this planet didn't have too many cliffs
Every island is a surrounded by cliffs on most sides
well I guess u don’t need explosives that much on a planet without enemies
So with Vulcanus as the metallurgy planet and Fulgora as the high tech one, I'm expecting
Bwuhuo to be the petrochem planet, with lots of fluid handling. I think that instead of having islands and plateaus where you can build, like with Vulcanus and Fulgora, you'll be expected to clear out space by carving through jungles and whatever new biters there are
I think its more likely to be biochemistry plant
Very likely.
Also, Kovarex dropped a bombshell with "dude this planet feels like all others, lets completely rebuild it to be unique"
Meaning
will also be unique compared to the 3 revealed planets
well of course they feel unique
What will we pump in
? Water is an obvious, but another fluid as well? Mineral water?
biter blood!!! Biter skulls for the biter skull throne!
maybe
is kinda like titan in the IRL solar system, with lakes of liquid methane or something on it
or ammonia
or idk
bacchus is meant to be earth, nauvis is venus
which is weird now that i think about it
maybe sulfuric acid lakes on bacchus?
I mean, give me a nice planet for once
we've had tungsten, holmium, why not mercury?
My wild guess is that u make oil products from plants instead of oil nodes/oil ocean
so it feels opposite to
where u case metal from molten ones
on
u do oil processing from raw solid ingredients
Biofuel basically
Liquid methane is extremely cold. That'd be an ice planet
I feel like
will have such a weird oil processing route that there will just be a
mine there too because otherwise no good way of getting sulfur.
Stuff like, directly producing lube and plastic with no way of getting any kind of oil except by space import.
bio lubricant 
rubber
what about explosives
maybe u can get weak acid from fruits for battery 
I’m mostly curious how they twist ore production on 
Enemies
Bring enemies with pollution or some hormones, and shoot them
Use grabby arms to pick up the parts
hummm that feels too fictional even for factorio
You know what, ok, lets say you make a planet where you can't get oil at all. What products do you need alternative recipes for? Plastic, lube, rocket fuel, sulfur? What else?
I think u named most of them
but not if we count the more advanced recipes based on chemical ingredients
What more advanced recipes?
explosives, batteries, and many recipes that takes plastic
I mean plastics alone is already something
Ok, well if you have plastic and sulfur, you can make those anyway
FFF #400 will be some cool recap. Like project status or something.
hope not - recaps are really boring
Technology cap... like "We've played it. We're about 60% through planet A, B, C. Here's an expected release date"
I'd be okay with it if they threw in some more teaser images of stuff
but to be honest I think next week is
: pt 3
bwuhuo time, i hope)
We might get a technical
, like we got technical 
I'd be fine with something minor/technical next week
We've been given plenty to think about, this would be a good moment for a break
Just the "hey we have a building with +50% base prod (including on non-proddable recipes) and 5 module slots" throws all the theorycrafters into overdrive
We haven't even touched the ratios for scraps
Even with
modules, just 5 prod 3s alone will give a solid extra +50% productivity. It's only an increase from 40, but 50 just sounds so much bigger
It's an easy double the production compared to a basic 
the machine is also faster at 2.0 crafting speed vs 1.25 from 
And larger so you can beacon it up more
Did they ever say the foundry's exact speed? Or did they just leave it at "very fast"
Hmmm how many beacons can we even put around a 4x4? I don't think we saw those before
Hmm seems like it's still 12 beacons max
Does it change the "8 beacon" amount?
Like, the amount from only 2 sides, in a linear design
i would like that
was it states if quality beacons did anything
yeah not sure if you can do any better than this
I could totally see higher quality beacons having higher range
A feature-rich Factorio Blueprint Editor. You can now edit your blueprints in the browser!
Beacons get reduced power usage
Which I still think is lame
If they get something else, it could be transfer power up to 0.75 in 
Wiki says you can have a max of 12 beacons for 2x2, 3x3 and 4x4.
I mean I understand how it was the only option
Both extra range and extra transmit efficiency would be incredibly busted
But still I get to say it's lame
From the way quality doesn't work with speed modules, and hence beacons, it feels like they want to move away from the beacon dominated meta
Quality itself makes things faster, so you don't need as many beacons either
unless you're aiming to make one of those super turbo builds like this
True.
That only means you don't want to use speed modules where you have quality modules.
Everything else gets
speed modules instead.
Fun fact... with just
stuff and
, you can make 390
/s, without any prod tech
which is more beacon dominated than 1.1
With the new building this goes up immensely.
that is more than a [redacted] belt with full stacks o.O
With the new buildings it's 697/s
that is just stupid lol
in SA we can (almost) megabase with single assemblers
with 1.x, I think we can all agree in saying it was far more of an 'accomplishment' to produce
/
circuits at volume. SA greatly simplifies this. so I wonder with this increased volume of powerful/useful intermediates, aside from spending on tech and quality grinding, will there be very expensive items that use stuff like this aquilo/post aquilo. like many thousands of
, etc. a new massive hurdle to clear for something.
We even have circuit control
I feel that we won't know for a long while. The Vulcanus and Fulgora tech we've been shown has largely been the stuff you're supposed to get almost as soon as you land on the planet. We've only seen minor hints as to what the real late game stuff is like. The cost of the highest quality stuff does seem to indicate that we'll get some truly expensive stuff to make later down the line, to justify the enormous boosts available to overall production introduced in the expansion
Remember that 2.0noSA is still a thing, and is the recommend first playthrough
I feel like quality alone is already at least partially the answer here
stuff is mad expensive
And literally everything (except like belts I guess) benefits from quality
Belts and pipes being the main ones that don't meaningfully benefit
Not with all these crazy bonuses
TBH, I think 2.0 Quality will be harder to megabase than full SA
Walls at least get better at their main purpose
That's precisely it. Big cost+big bonus=balance
yeah, that's what I'm thinking. this is probably among the last content they'll reveal though in the FFF, if they do at all prior to release
I just can't help but wonder "what are we going to do with this crazy output" and the answer has to be at least somewhat outside of quality alone, since its not required for playthrough
Admittedly quality is in large part responsible for the crazy output potential
Remember that
was originally planned for 1.0. I'm glad they waited.
Yeah, same with keeping the expansion private so that they could change stuff with little fuss
Yeah that whole section filled me with respect in Wube, and belief in the expansion
That too, but I meant that single assemblers can (almost) produce 1k items/s.
OK, I'm pretty sure that the 8-beacon layout is still the cheapest one for the electromagnet.
With the 8-beacon layout, you get per module: 0.13 electromagnet and 0.17 beacons, with 1.04 connections between them.
With the 12 beacon layout, you get per module: 0.067 electromagnets and 0.33 beacons, with 0.8 connections between them.
Might change if an electromagnet is incredibly expensive (ie: on par with modules in terms of cost); in that case you might want to minimise the number of electromagnets as much as possible.
they look expensive
The Foundry certainly isn't cheap.
FFF Day 2 of predicting pet Biters.
Biters make wonderful companions
FFF week 3 of prediciting biter dating simulator
Valentines day is over, I'm afraid there won't be a Biter Dating Simulator. :(
FFF Day 1 of predicting new ways to animate a train for modders, to allow a actual steam locomotive w/animations
Not getting steam trains, but I expect an electric train, charged from lightning strikes
this sounds unnecessary. there’s free oil everywhere to make solid fuels
Also just direct free solid fuel from scrap
Which I’m gonna be honest I’m still not so sure about
Like, it’s really that easy to just set up a single chemical plant
I guess they wanted to be extra sure players are able to smelt stuff before they get access to artificial lightning rods?
you need water to get it with chemical plant
I get why they put lds and red circuits in the pool, to lessen the amount of recycling steps to get plastic and to provide a nice simple source of mass copper (both of which will be needed for new stuff)
But solid fuel specifically seems like an odd choice
I guess rocket fuel could be one possible explanation?
Or maybe there’s some reasoning to this that I’m missing
I mean, I have already realized that smelting is almost 100% required in order to obtain stone bricks
You either smelt stone, or recycle bricks out of concrete but then have to smelt the iron ore
And bricks are needed for… steel and electric furnaces I guess?
I mean in this world you don’t even need oil refineries
well
you dont need furnaces
do you?
actually, no, you probably do
for the new ore
I made reasoning why a steam locomotive could, and should, be in factorio.
The current locomotive (which appears to be diesel) is a bit... unrealistic for when you get it. A steam locomotive could be in its place in the early game would make more sense, requiring both coal and water in its tender. The diesel locomotive would be unlocked when you get oil, and would burn almost exclusively petroleum gas. Electric locomotives would be potentially unlocked when you get nuclear power, due to the massive electrical usage, and would require special tracks that have overhead wires.
Thing is, the devs have expressed a specific aversion to adding tiers of locomotives
And for good reason
I would hate it imo
Well, I would either hate it or just find it mildly annoying
Mind I ask, why?
Steam locomotives could still have their uses late-game/pre-electric locos, like on coal trains for when you just don't feel like having a petro fueling station, and electric trains would just replace everything.
True.
It’s the same reason they added solid fuel instead of adding a new train/car/furnace/power generator that drinks liquid fuels
I'm just probably biast to steam locomotives, if my pfp says anything.
we are getting powerful magnetic element on fulgora so we should get maglev trains
it makes sense considering the focus on trains there
Agreed.
Except, this still stands
And at that point in the game especially
Imagine ripping out all your old railways to replace them
then dont
thats a you problem
Ye
True
No it’s not a me problem, “don’t like it don’t use it” is a terrible game design principle for many reasons, and the factorio devs understand that
^ yep
just having "more stuff" tends to make games worse (not specifically a factorio or automation game issue)
the example for that I usually use is minecraft. I don't really like most of the features they have added in a while. Lots of people tell me "oh, well you just don't have to use them then" but, like, as an example with all the new blocks minecraft has added, your inventory fills up way faster and so you can't play the same way you used to
not to mention, the factorio-like effect of "if a better solution exists, I will use that solution even if it's less fun"
No ok minecraft is its own very special can of worms (you see, the worms are a clever metaphor for disgusting crusty awful horrible game design)
or not necessarily less fun.... but, like, you know what I mean I think
though, then again. my argument does kind of not work, considering a bunch of games I really like do use the philosophy of "just add a bunch of stuff to the game, why not" (e.g. Terraria)
nah minecraft problem isnt adding too many features its that a lot of the ones they add suck and make the game not fun
can't argue with that
It’s not the stuff they add, it’s more like… the stuff they choose to keep instead of changing
, it costs just 72 
does.