#FFF Speculations
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But minecraft fans are brainless radioactive mutants that will riot in response to a single change to something old
So the developers simply keep old things as they are, and add simple self-contained shallow new content to appease the masses
they did change villagers and make them better
That change didn’t go through, it’s still in the feedback phase (unless I missed something)
And it is my prediction that it will stay there permanently
Oh, 1.14?
i think
That didn’t make them better, that made them even worse
they were horrible before 1.14
Maybe I'm too demanding, but if we currently have a diesel locomotive, why doesn't it support liquid fuels?
Before, villagers were unviable because of the effort required to kill old villagers and wait for new ones to grow up just to see their trades. In 1.14, you can very easily reroll them over and over to get whatever you want
So we have the broken OP villager trading, that players abuse, but they abuse it because they desperately want to avoid the actual enchanting system, which in itself is a complete mess. There are just layers and layers and layers of horrible design that has piled up over the years, I really do not envy the developers of this game
But we should probably get back to factorio 
maybe hytale will be a good designed block game
yeah
Wasn't hytale announced in 2014 or some shit?
2018
huh, I looked it up, I'm seeing Wikipedia cite it as being in development since 2015 - that's almost Star Citizen levels of bad
also this gem:
The idea for Hytale arose due to EULA changes by Mojang in 2014 which blocked servers from having microtransactions that affected gameplay, leading to an 85% drop in the Hypixel server's revenue.
and at any rate, if it takes you longer to develop a game than it took NASA to build a spacecraft capable of landing a man on the moon, then you've probably done something wrong
Star Citizen has been in development for ~13 years now, which is longer than the entirety of the Space Race
Speculation: Squadron 42 will come out 2025
I don't think the loco is diesel-electric. It can be stirling-electric, since it does not care at all about what the burnable fuel is
Factorio relies on this strange ambiguous “burner” concept for many things, trains are only one example
Beaming power to orbit/other planets will be next
tbh I doubt it, it'll trivialise power logistics we're seeing on Vulcanus (and Fulgora, to a degree)
Right, I would prefer if each planet relied more on its native unique power generation
Not its only after you already did power production on vulcanus and fulgora
And uranium importing will always remain an option
The planets are in any order
You could go to fulgora first
And then never build any proper power generation on other planets because you can just beam the energy there
Nuclear at least requires tons of water, which is not trivial on the two planets we've seen so far
seems to have lot of water, we may need to get nucler power here
or just solar and regular steam power
unless its not water in the ocean
will we do regular mining and smelting for iron/copper/stone on
?
My thoughts are 'I kinda doubt it'
I ran out of good ideas how to make those repetitive thing more interesting on 
Me too!
That's why I am so excited for Bacchus
but remember, there's somehow Aquilo after that 🤯
mainly “how to reduce the number of different old ore patches but still gives everything”
and now it need to be different from both
and 
thematically maybe, but how it’s going to be different mechanically tho
We don't have anything seablock-esque yet.
Well.... I guess actually we do
Vulcanus is just lavablock
I think for chemicals it would be fine as there will be better chemplant(green machine) and probably alternative chemistry routes, but ores?
also power?
give foundry and alternative metal processing,
just skip smelting by reverse crafting, but
…?
can’t imagine having to find iron and copper ore patch again on 
and then smelt it...
and then make a rocket
I mean, rocket fuel is barely the hard part of the rocket anyways
and smelt them in
powered by nuclear plant
that said, I think we can at least agree
probably lives here
exactly. Even with easier rocket fuel production it won’t be much easier than on
already
It can’t be that u farm fruits and trade with local tribes to get metal products, right?
…right?
right

no idea where he? is
seems to be a habitable planet for such alien to exist
'new military targets'
actually
I just realized, the search space is not large.
- Has liquid water
u can either trade with them peacefully or choose to fight them
Can you think of a planet that fits?
It literally has to be bacchus
It has dripping water.
Fulgora is too cold. Aquilo is colder. Vulcanus is scorching hot.
That lives on Bacchus.
it would be crazy if they really add alien marketing
I think
will have a "skip oil entirely" mechanic
I think it would be something like oil version of metal casting
Are you suggesting direct crafts for
and
?
You get heavy oil on Fulgora? Which you then crack? That's not skipping oil
Fulgora skips so many things which makes alternative metal or oil processing not that attractive anymore lol
is the
planet so I wonder about skipping oil
if
gives spidertrons I may consider going there first
I am in fact suggesting alternative recipes/sources for

Reminder that you don't have to go to the planet and then finish it
you can go, grab the fancy machine, and leave.
yeah alternative rather than skipping
I mean
is the smelting planet which is the planet you skip furnaces and ore on
I may finish whichever planet gives spiders first, but I am 'hopping by' each planet for those machines first. They are busted
I think it's at least pretty clear we're not in a good place to predict it.
So skipping oil on the chemical planet would make sense
I see it as alternative metal processing and not skipping smelting
directly mining acid is something I would say skipping steps
Ok well I'm predicting alternative oil refining then. Semantics
chemical plants already spit out so much plastic
trying to get the output out of the biochemical facility will be crazy
Can you guys believe they were originally planning to ship without stacking?
I wonder that thing can benefit from the built in prod of biochemical facilities. Foundry has belts, EMP has modules
The game seems broken without it
Hmmm. Can you think of another set of relatively expensive, bulk crafts we do for nauvis bases?
If you make the building pretty big, there will be enough space for more stack inserters
I mean, perhaps rockets and explosive rockets?
Seems kinda silly
but that might be one?
plastics is actually not that cheap if u consider the infrastructure
You make a good point, whilst it makes the most sense we'll get an advanced chem plant, do we really have that much use for it?
I wonder if the biochem plant will be used for various military production
Maybe we'll need to craft some kind of new and advanced material in bulk on bacchus
I mean, it can probably craft explosives.
well this is probably for sure
Sulfur recipe might be changed so that we need more machines
Sulfur is barely used now that I think about it
for chemicals I can imagine planting trees for alternative crafting routes of lube, plastics, rocket fuels, batteries and explosives
I can’t really imagine how we get ores tho
Bioleaching
You can use fungi and bacteria to leach trace amounts of metals from very poor metal deposits, then when you burn the remains you end up with metal ores
If bioleaching existed in factorio it would be hugely buffed
But the challenge could be expanding your base large enough to generate enough ores (there could be hostile enemies)
maybe u only get stone ore patches and u can use acid ore washing to get some iron and copper from stone 
But then you could do the same on other planets, doesn't really feel like the 'bacchus challenge' then
this process is relatively inefficient u probably only want to use it here where it’s necessary
or make it a special stone resource instead
Imagine of
had explosive animals you could mine
directly out of

This isn't minecraft
now I wonder if we will see vitamelange in SA

I cant tell if its green ocean or if its green land
it seems likely that we will have green lands (perhaps jungles) with various different lakes (more than one type of ocean resource)
pink is something else
I wonder what keeps us from Aquilo until we've been to the first 3
.
has large green and desert areas. And lakes.
has relatively similar areas close by.
has islands, but it's all similar.
Hopefully,
will actually have several different biomes, relatively far apart with green, pink, and yellow
Research
Yes but how exactly?
Well, I mean, how does it prevent us from going there?
you research it and you get the link?
That seems a bit anticlimactic
I wonder if that diagram is literal
seems so
Makes sense actually
you do have to setup a space science factory for it
which requires making science.. in space
where you'd notice such things
Personally I hope we get telescopes and stuff we need to put in places without pollution
Maybe green buildings from the FFF
I suspect green buildings are trees we bring from 
green are used for trees on map afterall
that sounds silly to me
It could be the
bioreactor, and far from the main structures because of pollution
Actually no. it's not connected to anything
I don't think this pollution mechanic you're trying to find is very interesting
it wrote that there is a chance for ice on Fulgora
I think that's the reason for exclusive recipes. A "pit stop" won't be enough to get reasonable amounts of the specialised crafters.
Need to set up a somewhat sustainable base before moving on.
You can't "hop by" on a planet; you'll still need to build the rocket and make a factory that makes the stuff for it
You can't leave the planet without a rocket
Or launch
parts and rocket parts
I... guess that's a thing you can do?
Except now you're spending additional time on
sending those
I believe u can even craft a silo on the platform before u leave Nauvis and drop it to the new planet
this tho
Don't forget you need to make the planet's own science pack to unlock their machines
Which means you still need to make at least some level of factory
but what’s good about it is that u don’t have to ensure your Nauvis base is error proof when u r on Nauvis
Yeah that's fair
foundry, recyclers and EMP are unlocked by trigger techs
It's probably still stuff like "mine enough stuff that automation is preferred"
perhaps T3 quality module need planetary science
Trigger tech doesn't mean easy
they usually are
u unlock recycler by mining scrap
For all we know, we need to process 1000 scrap to unlock the EMP
they certainly need local resources
do we know this?
We don't
I know that u only need 5000 scrap to make one rocket (not including the silo)
My point being, I don't think cheesing it like that will be as straightforward
space platform travel probably won’t be straightforward
Yeah
oh, u actually need more than one rocket if u want to bring anything back, one for just yourself
EMP probably requires some basic holmium intermediate
like how foundry needs tungsten carbide
Foundry is a Vulcanus exclusive recipe, it's safe to assume Pineapple Crafter and Bwuhuo Chemplant will be as well.
I’m 100% sure they are exclusive to their own planet
why it’s called pineapple crafter tho lol
why are you posting the same picture twice? 
I think it was said somewhere that silo is too heavy to launch via rocket
so you'd have to send the ingredients if thats the route you want to take
u launch ingredients for silo and craft it on the platform
I said ‘craft a silo’ on the platform
you're right, I misunderstood you
no worries
hopefully they go into platform cargo capacity sooner than later
those modular cargo bays are huge, but they might just add 10-20 slots of space (or maybe even less), who knows
Launch the items that aren't easily available on the target planet
So for
, launch only electric motors and maybe pipe
For
you need more things, like
.
my guess is they only add 1-2 inventory slots per tile they occupy
could be more but probably not more than 5 per tile
40 slots per cargo bay seems fine, as its also consistent with capacity of a train wagon
Do you think it will be by slots or by weight?
it comes down to whether wube wants to incorporate cargo weight into the physics/speed of the platform or not
Doubt it. Weight is already factored in with space platform size. Would be overly complex to incorporate cargo weight into it.
There's a loose relation between size and max cargo.
by slot makes more sense I think
either way a platform will be able to hold much more than a single rocket can launch
I mean, you don't need the emp to make holmium the way you need the foundry to make tungsten
It's completely possible that you can just smelt the holmium ore into plates and be done with it
we don’t know
perhaps yeah
Processing an ore doesn't seem very "electromagnetic" to me, I see no reason why that building should do it
Arc furnaces depend on electric currents
Also we did see that the foundry can do it no problem
Well, it can make plates, but we don't know out of what
Plates and steels
So technically there could be some SE-esque intermediate step we haven't seen yet, but I doubt that. Tungsten carbide only exist so that the buildings required to process tungsten can also use tungsten in their recipes
Though the steel might be tungsten steel
I mean that's what I assumed
After the official reveal of holmium, I thought it was obvious that the plate and beam were different materials
u mean left is tungsten bean and right is holmium plate?
Yes. Left is darker, like tungsten. Right is pinker, like the holmium plates from the latest FFF.
I felt such overwhelming relief when I realized this
I never expected it to be one
how about on Aquilos
I expect a) A crystal or b) A fluid, to be extra unique
u surely need foundry on the last planet for something
Honestly Aquilo is still by far the most mysterious planet to me
If it was just an ice planet, it would be fine. If it was just "the big bad final planet", it would be fine
But both?
What an unprecedented combination

if there anything u do about winning the game on the furthest planet in the solar system, I guess is leaving the solar system
next expansion: Factorio interstellar
The stellaris player in me does still crave the ability to dismantle a solar system and build a ring around its star...
Or to encase said star in a megastructure that sucks out energy and precious resources
But these activities are probably more fun viewed from a star map, rather than being there yourself
to quote FFF 373: "you still are expected to build bigger in preparation of what is to come." that definitely sounds like some kind of mega expensive stuff end game
They said it's about 2x the size of vanilla. You're expected to build about double the size of vanilla.
But the endgame goes much further
I wonder if holmium will have a steel equivalent
Why would it
From what I understood, holmium will probably be almost the basic resource on fulgor
What makes you say that?
I don't see it that way at all
It seems like an exotic and powerful material, like tungsten
ok, so I thought wrong because I think they will replace iron in planets
I’m really interested to see speedruns of SA when it comes out. The space restrictions on planets like Fulgora should make things interesting.
The 100% is going to be absolutely bonkers
How does one even 100% factorio? Achievments?
SA speedrunners using quantum mechanics to visit all 3 planets simultaneously
I wonder if the expansion will go quantum in any way/shape/form
Yes, 100% is all achievements on a single run. The WR is like 4:22 hours.
I hope not. Adding the word quantum to anything instantly turns it into a scam.
Same with "multiverse" recently, for some odd reason
And if things keep up the way they are going, "AI" may find itself in that pile as well
most of "AI" always has been in that pile
Quantum Blockchain AI
AI was the OG in that pile
We have 400 predictions already???!?!?!?!?!
no its prediction for the next fff which is the 400th blog
nice
I have an idea about electric trains
Instead of putting up new tracks, the rails can be connected to a power pole, something similar to how it is done in real life
Stamp down a medium electric pole like rail signal & there we have setup the infrastructure for electric trains (which can transfer electricity from one island to another too)
As for train locomotive itself, those can have equipment slots, in which we can plug in electric motor and there we get electric trains
I doubt we'll see electric trains (at least before the endgame) because
- It would bypass the logistic challenges of refueling. Given the changes they made to train scheduling to make this both easier and more interesting, it would be weird to give an option that no longer requires it
- It would break the fulgora power challenge, since electric rails could presumably be used to transfer power between islands before we get the oil ocean landfill in endgame
It can be made into a late game item 🤔
But yea you do have point
Maybe I made this a mod idea instead 😂
yeah, def a cool mod idea. just not sure it fits well into the base game
I don't see it in vanilla because it would require us to effectively build the entire rail network again. That's a major hassle. For it to be worth it in terms of game design, electric locos would have to be a lot better than the current ones. Current locos are really good already. So there's no need for electric trains in vanilla.
to be fair, the suggestion did mention just being able to plug in existing rails, not building new ones
The creator of RimWorld, Tynan Sylvester, asks himself "what problem does it solve" when considering new features.
In the case of electric locos in Factorio, the answer is "none". Which makes it bad design to add them.
it solves the problem of having to refuel trains that are outside of your roboport network.
the real answer as to why there isnt more than one type of train is because trains are impossible to upgrade or replace when in automatic mode
it would be like having mk2 bots, currently theres no easy way to get all of your bots in one place without having to chase them around your whole base
Trains can simply drive to a fueling depot now
that problem is not here anymore
it was solved in a better way
According to Tynan, no feature can be free. What's the cost for the player to use a mechanic?
In the case of electric trains, we would have to rebuild our rail network for the benefit of not needing to refuel our trains.
This cost is way too high, even in 1.1.
You can rephrase that as factorios approach of "more complexity for better efficiency"
Especially if they're found on another planet
Right now, the latest players can access a "previous thing but better" building is with electric furnaces, in blue science
Everything else due for mass replacement gets replaced very very quickly
electric furnaces aren't straight up better though
on their own, they're bigger, more expensive, consume more "fuel" and produce more pollution than a steel smelter
that changes quickly if you add modules though, which adds a whole lot of complexity
Of course
But at the start it's a simplification of logistics at the cost of some other things
And the power of modules will eventually outweigh those costs massively
forgot about the logistics bit, that's better, yes
electric trains can be battery powered
then no rail upgrades
still doesn't solve any problem the player is facing
Electric trains with higher base speed!
having to produce more power
in space age you only need a single refueling station so its not like that is a big logistics problem
that would be the cost for that system, not the problem it's supposed to solve
the problem that trains solve is long-way transportation
adding electric trains needs to solve a train specific problem. what is that problem, how would electric trains solve it, what would the cost be. is it fun? is it worth the development effort? will it be different enough from the current steam/diesel locos so that it stands out?
adding electric trains needs to solve a train specific problem. what is that problem
it can't be fuel logistics, because that's the cost for trains. the next tier cannot just undo the cost that was added for that system
Perhaps it’s like a charger block, similar to a pump, that recharges the trains battery
Perhaps an electric train would be faster, but have a longer slow down speed
higher max speed is already "solved" by different fuels. it's not much, but it's there.
You'd introduce the same feature again.
Not trying to shoot down any ideas here. (electric trains in this example)
Question: why are people even discussing electric trains? They seem completely pointless
It somewhat follows the theme of upgrading things from burner to electric versions of the same thing, and simplifies refueling logistics slightly. I'm with Thyme in that it's unlikely to happen
If you scroll up a bit, you can find this:
The heart is by JG, which basically confirms that there won't be electric trains in factorio.
I'm still set on getting builder trains, trains with an equipment grid basically, because it would allow for better remote building, act as a mid-way thing for spidertrons since those were pushed further into the tech tree, and has some minor associated challenge in properly setting up to be useful. It incentivized making a mall before you leave Nauvis.
It incidentally also solves the problem of refueling stuck trains, wherever they happen to be.
The fact that Fulgora prevents building anything but rail related things on the oil sands makes me more hopeful, since you can't even do the janky thing of chaining roboports to build stuff remotely. Without a builder train, or having set a ton of stuff up beforehand, you can't expand at all without being physically there
Repairing or modifying is also extremely challenging
Yeah, construction wagons (or whatever the implementation would be) actually solve a problem that we have.
And with filterable inventory slots, those should be doable without circuitry, which is a soft requirement imho.
Even late game I think they would be useful, because if you're building near a rail you can easily tell the train to go restock and then come back. With spiders you have to path for them, then path them back when they're refilled
Fulgora expansion really is a problem we can't solve with 1.1 tools. I think it's safe to assume Wube has a proper solution for that.
elevated rails, obviously; I wonder if next week will reveal additional tools we can use
Imagine a train runs out of fuel on tracks of your Fulgora base. The base is locked until it refuels.
Or potentially the lightning technically solves this? A train stopped in the middle of nowhere will eventually be entirely destroyed
It's not possible to build those elevated rails away from your roboport range, and the distances between islands makes it look like you can't bridge them a lot of the time with roboports.
yeah, that's what I meant with "Fulgora expansion problem". Without the player, and being limited to what we have in 1.1, we cannot settle on new islands.
It's not great on Nauvis either tbh. It's possible, certainly, but it's incredibly awkward to chain roboports a long range and then try to build something at the end. It doesn't encourage good base design
The story missions mod had a map where you have to do that.
No advanced chests. Only Passive Provider and Storage.
electric train could use lightning as power source, but thats a tiny single use case and not worth it
Seems like that will encourage you to stay a while in person to expand your fulgora factory as much as you can before leaving
I don't think easier fueling is much of a concern when solid fuel is one of the outputs of scrap, and I have to imagine we'll be swimming in it when power is covered by lightning already
don't forget rocket fuel for whatever you're exporting, that will consume a non-trivial amount
Yep, solid fuel will be a byproduct you have to pretty much dispose of
We also get heavy oil from pumps, which can immediately be turned into solid fuel
Yes, so you get more than you possibly could use, due to water bottleneck
So even if you use everything from scrap, you still have really easy access to fuel
Don't even need water to turn it into solid fuel
you can always take the excess and do quality recycling loops on it
then you can take that and either use higher quality solid fuel or higher quality rocket fuel for whatever
It's unclear what quality fuel gives you
That's true but you can't really do much with it in solid fuel form without water, in that state it's just train fuel. You need water for cracking to light and combine into rocket fuel
Oh right, crafting stuff can use quality fuel
and since fluid doesn't have quality, you can easily turn that into higher quality 
Right, but the thing that started this line of convo was on the topic of train fuel, and how electric rails would be really really superfluous on Fulgora because of the abundance of easy train fuel
A pump and a chemical plant can make solid fuel as long as they have power
I agree, the concern will never be about train fuel, just that there's an overabundance of one unlimited thing that can't be fully utilized due to a bottleneck
Water on nauvis, lava on vulcanus, and heavy oil on fulgora. (I still see you nauvis oil, but that diminishes). If this pattern continues, each planet might have it's own unlimited primary fluid.
Vulcanus has sulfuric acid as well
Which might be more like oil on Nauvis, admittedly
Thanks for reminding me, that is very important too
Bwuhuo might be a bit more like Nauvis, given that it looks pretty green. At least on the water scarcity aspect
It does look pretty green, could be plants or polluted ocean
Each environment has environmental hazards.... what if plants could grow through your building, essentially ruining it until fully repaired. Could be a constant fight against encroaching forest
Like that species of fast growing bamboo they used to torture people with.
I wanna see some machine which can consume combustible fuels & output electricity (+pollution ofcourse)
Like there's burner generator in SE
I was thinking that earlier, some sort of thermoelectric generator that is fuel inefficient but gets the job done in areas where water is scarce
that burner generator in SE is actually not that inefficient, could be worse
Seems like each planet will have its own power generation gimmick. Vulcanus has really potent solar and an easy ability to make accumulators, Fulgora has the lightning rods. I don't think they'll go for a pure burner generator, it seems a bit too simple unless they really change how you get fuel
whats nauvis's gimmick?
abundant vanilla resources? lol
its not flashy or exciting, but it certainly has its place
Currently Nauvis's gimmick is nuclear
Nauvis gimmick is that you mine ore and smelt it into plates
That's just normal factorio because we're all used to that by now
Nauvis’s gimmick is u unlock automation here
maybe Bwhhuo has green grass fields, blue ocean, pink and yellow jungles?
it seemd like the pink only goes with blue, so it might be like swamps?
or pink coral in blue ocean
yellow is alien forest where fruits contains sulfuric acid as juice and other parts can be processed into lube and plastics
we will get various ores from coral
and grow fishes
in terms of how you get resources on
I am guessing we will farm resources with trees/plants/fungi/something
Now I’m suspecting that we will get both forest and ocean life related productions on 
like IRL there are some plants that can take in extra metals from the ground, and store them inside themselves as a defense mechanism. They could totally take some artistic license and make trees whose fruits have iron in them, or giant mushrooms which are rich in copper
or whatever
tbh ores from ocean lifes feels making more sense
but we already have a planet where you get ores from the oceans (vulcanus)
not ocean lifes
i mean lava oceans, but still if they're going for uniqueness land life would be more interesting, where you farm it in greenhouses or whatever
I still think bioleaching will be a thing
My bet is the green machines is a bioplant where u can grow local life
Because it's the only other form of gathering raw metal that's actually used in an industrial setting
isn’t that u still need ores to get metal using bioleaching
Nah bioleaching pulls metal ores out of otherwise useless soil
It's most often used for electronic waste
But it could be used in iron rich river water for example
This is how endgame resource collection works in Riftbreaker. You plant and grow and harvest plants that are rich in resources
That's what bioleaching is
Oh okay, it can be used for both then

so its green land, yellow forest and blue/pink ocean
I predict chemicals from forests and ores from oceans
I predict nuclear apocalypse like Chernobyl, with radiation causing things to grow bigger and more wild
I think that is more Fallout or Stalker than Chernobyl
game progression speculation:
u unlock space platform on Nauvis, and u unlock new space platform equipments from
to aid space platform travel, and u need all of them to be able to travel to the last planet. And on the last planet u unlock techs to install endgame equipments on the space platform to escape the solar system to win the game. The end game is on the space platform and there’s a huge part of gameplay in space they didn’t reveal yet!
They talked about "more processing" in space. So that does line up.
unlocking all the advanced asteroid processing from
to sustain your journey to Aquilo!
Or from Aquilo to the victory condition
I highly suspect that the endgame science is made in space
deep space science!
or interstellar science
fits better for the next expansion: Factorio Interstellar
i also suspect this
Day, or, er... week? 2 of predicting pet biters.
Pet biters are just a novelty
Pet 
what happens to fish when you landfill over them?
a-are they okay?
depends on what your definition of "okay" is
happy and thriving?
…yeah well they should be happy to be granted so much stone for free, thriving idk
no, discord is garbage

same issue with threads
So you can search all threads but not in a single thread huh. nice job discord.
astonishingly terrible implementation
Such are monopolies
It's the reason why Skype died to discord, and why a few years in the future discord will die to another voip provider
wait what? Then what is the weight of a

1000/300
or u r counting the 50
to make the rocket?
so it’s actually 250
in the cargo
each processor is 4kg
can carry like 3000 
that equals 12.000 kg or 12 tonnes
itself is 1 tonne
I suppose it is because when you want to go up, you need to be just as yourself with nothing extra
Although you could explain it away by saying that when you want to go up, the cargo hold is dedicated to keeping you alive for the duration of the trip
u can just ctrl click to launch your inventory gradually into the orbit before u hop in tho
gameplay wise its okay I guess
with like life support systems or whatever
which is actually pretty light, as those go
You may hold filled armor
speculation: in-interrpt only makes sense if u have an interrupt longer than one target station for the in-int to interrupt
why would u need an interrupt with more than one target stations?
Speculation: FFF-400 is a recap/project statue
Wait, since when does the engineer entering a rocket fill its cargo?
I thought you could just hop into any rocket regardless of if it's full or not
It's all the "life support systems"
Yeah I'm pretty sure you can just hitch a ride with the rocket, with cargo. You just can't have anything in your inventory.
You can't.
Now you've got me curious
I don't see it in the FFF, but IIRC devs confirmed it
Time to go deal with discord search 
u probably spill out inventory into silo or ground
whelp 60+ pages of discord search results turns up nothing. I give up.
Will ask the next time a dev is in #friday-facts
But personally I don't see why you wouldn't be able to get into a rocket just because it has items in it
I would assume whatever mechanism you use to get into the rocket won't let you if you have items/weapons in your inventory
Right, I think it would be useful to be able to catch a ride on one of your cargo rockets
I mean, building a whole rocket just to travel and nothing else seems overkill
Not sure if the devs would want to make players do that
I think it was said in one of the FFFs. Because I also remember the statement that you can't travel in a rocket with cargo
You can't travel in a rocket with cargo on your person
Like, your inventory
You can only take your guns and armor
Yea, it was 382 which said that
However the weight system implies that the player can potentially hold tons of rockets worth of items in their inventory, so for traveling to space, you can only carry your armor and your guns, nothing else (not even ammo).
It doesn't say anything about it affecting the capacity of the rocket
And the 'Travel to space' button is still available with cargo in the rocket
I wonder what this will say
"You are too heavy for the rocket!"
"Next time eat a salad"
Probably something very direct and to the point "cannot travel to space when carrying items"
"Unable to launch, items in inventory"
Imagine if it just drops all the items on the ground, like when removing armor.
one possibility is that all your inventory is left inside the silo cargo
Wait, how did I only just realize
The SA planets are named the same way as IRL solar system planets
Roman gods, just different ones
So it feels almost like some parallel universe scenario
But this might put a dent in my "Nauvis is Venus and Bacchus is Earth" theory because Nauvis and Earth are the ones who deviate from the others
A sacrifice I am willing to make 
aerostatic gas harvester
enemies and hives that float in air 
balloon enemies
air pressure so high that almost feels like underwater 
perhaps on 
Py are adding gas giants in their space expansion
Neat idea
gas giants would function similarly as space, except asteroids being replaced by atmospheric harvesting and the threat asteroids by biters. not a fun idea, very repetetive
or it would be just a fluid resource outpost
Probably why it won't be in SA. Sounds perfect for mods like Py or SE
if not this, I suspect it'll be something special for 400
its the one where they announce the release date is delayed and the price has gone up
I would support ¯_(ツ)_/¯
release date delayed for wube means more stuff
they don't seem to be on track for significant delays unless scope increase
‘we just played KSP recently and realized that the space part in Factorio makes no sense at all, so we decided to remake the space part from scratch and it will take another 3 years’
Factorio: orbital mechanics age
Orb Age
The only time before I was this hyped was for KSP2. I'm really happy about Factorio: Space Age because I know it will actually happen, and it will be as good or better than I imagine it.
next step is probably interstellar mechanics, not a huge jump from interplanetary as it is in SA
I would prefer a deep down update though, where you can dig into subsurface layers
Factorio: Into the core
Underground production i like it
With the extra grid space afforded by higher quality power armor, I hope we get equipment that increases our reach. Extendo-arms or something. Just a nice QoL thing to spend some space on
just use remote view to access unlimited reach
Cant manually construct stuff in remote view
u can if u have personal bots
also with remote views, bots and the ability to open ghost UI I see no need to manually construct things
u can open and interact with ghost entities in 2.0
grabby arm pack sounds like a nice pre-bot tech to have
Even when you have bots, they're not very fast for a while
why do u need them to be fast when u can interact with ghosts
spooky action at a distance
I wonder if on some planet there will be a reverse process with water, i.e. steam is extracted and to get water it has to be condensed
Yeah that's what's been said for how you get water on Vulcanus
You get steam from sulfuric acid and need to condense it into water
ok, so I missed something
I still belive combustion generators and more useful liquid fuels
Like diesel generators
is FFF where the devs leak a bit of the new update?
Yeah, "A bit"
+faq expansion
Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.
The expansion will come in 3 components:
FFF 373: Space Age
FFF 375: Quality
FFF 378: Elevated Rails
We can start to approximate the date of releasing the expansion, which is planned to be about one year from now.
- kovarex, 25 August 2023
well, DLC not just update
The DLC will be released alongside the Factorio 2.0 update, which will have a heap of QoL updates and adjustments
I recommend reading the FFFs starting at 373, and working your way to the present
many big changes coming
Is the space thingy a dlc?
That said, more than half of the stuff they’ve shown is new 2.0 stuff that everyone will get
Will it cost
The DLC? yes.
read:
New machines, space stuff, platforms, planets, etc. elevated rail and quality are all paid dlc.
Update will come with free QoL stuff like super force building, mineable landfill, blueprint parameters, better train management, logistics groups, circuit improvements, updated sounds, factoriopedia, fluid machine/assembler flipping, better remote view, new rail shapes, smarter robots, etc.
I'd love to see more info about train scheduling and handling
Since, presumably,
will need interrupt in interrupt
Maybe train shelters
Personally I'd like to see a train damaged interrupt condition
Ooooh
But a time of day condition seems likely as well
Yeah
Automated trainsaws 
Wait we don't need train shelters, we have lightning poles
Oh that's what you meant, I thought you were talking about using the islands as shelters
Most excited for the robot qol but they are all cool
In terms of qol
Obviously excited most for the dlc
we talk about FFF's in #friday-facts . the channel description has a countdown until the next one!
but they happen every friday!
I see people concerned about the recycler prohibiting alternate recipes, due to many mods making many people really used to alternate recipes as a core element of gameplay progression
But, unless I'm missing something (I absolutely could be, I have literally never played modded in my life
), those alternate recipes are, in a very vast majority of cases, chemistry related
And chemical recipes are actually one of the things specifically exempt from recycling
And the exact same can be said for smelting/ore processing
I mean the devs have already, straight up, revealed a later-game method to get more plates from ore with a new process
And I expect similar things from the Bacchus building
Except it could potentially get even more extreme, with full on new recipes with different ingredients for plastic, sulfur, explosives, fluids...
But that's a little unlikely for a different reason
How much?
Not announced, probably around $30usd
:(
It will probably cost more if you account for the ruined sleep schedule
I mean it‘s good that it costs so much but i wont be able to buy it ☹️
You still get all the QoL stuff, alongside any new mods that come along (not requiring the dlc)
Factorio is still the best price i paid for anything considering i got a 1000 hours out of it and still going
I expect the dlc and 2.0 to do this too
I dont know how i got factorio i think i got it in 2021
assuming you ever played a free game, zero / any-amount-of-time is going to be a better price per playtime then factorio
Factorio will never exceed the price/hour value of doodle jump
"time" is part of the price.
I mean we have to wait half a year still, 30/35$ is doable
enjoyment / (time + price)
factorio is one of my top price to hour games it falls below terraria and btd 6 for me
I got btd6 for free, so even a minute of playing it would put it there. Then again, price/time isn't the full picture.

I agree my favorite game isnt in my top 5 in price to time
By this equation, Portal (first one) is the best game ever. Massive enjoyment, 3 hour playtime. Probably got it for free.
Or actually, any game demo probably wins. Low time. Free. Very enjoyable to try and convince people to buy the full game.
FFF #400: actually we release now 
actually, nows a decent time to announce the release date, assuming it's about 6 months away
we could get the date tomorrow 👀
If they have a decent read on their development pace and scope they might
I wouldn't hold my breath though
FFF 400 - Bad Request(s)
Bad or otherwise out-of-scope/rejected ideas that won't be in the expansion
We know a lot about what is coming, but not what isn't
doesn't feel right
i dont think there'll be much meming this time
more train stuff, probably
trains now dont need rails and work with requestor and provider chests
oh, and they can fly
Leaked concept art for the flying trains: 
people herald wube as genius, they cant wait to work with the new trains
I'll guess 400 is gonna be:
- a bit of a retro where they are in the design process
- more specifics on launch date
- some more details on space platforms, specifically how cross-planet logistics requests and transit between planets works
- a teaser for the new win condition/endgame, which has to do with the space platforms
My guess is it will be on enemies and new combat
my guess is some tease at the technology tree of vulcanus
my FFF prediction list:
- space platform (space travel, advanced asteroid processing)
reveal- new enemies reveal
- Aquilo reveal
- endgame mechanics reveal
- more
tech reveal - more
tech reveal - more
tech reveal - new trailer reveal
smaller FFF predictions:
- biter graphics and behavior improvements
- new musics
- how quality works with signals and circuits
- state of dev review
- space platform construction animation
- and more circuit network FFF (new iteration of combinators)
You can't just give a list of everything... I can say "new stuff relating to Factorio" and will (almost) always be correct.
What will be revealed today though?
I do like the list though, it's everything we expect, we just don't know in what order
it is still a fallible list
I predict there will be a FFF today 
how much technical and/or small QoL FFF we have left actually?
maybe the last month or two would be full of content after content
fillable list you mean?
Space platform item landing animation too
No, I mean fallibe. Those things could be not present
Well they won't be present in the current FFF, but they are all likely to appear in FFFs
yes, a likely list
but not certain
It gets less credit when it's right, but some credit is still given for being able to predict tons of future FFFs
predict enough, and there isn't room for other ones, too
there are a finite number of FFFs haha
There might be a technical FFF for modders/modding API changes

I predict we have to share our ideas and opinions in the usual places
usually meaning, let's be fair #friday-facts
I think they meant this
Anyone think they will make the official release announcement on FFF 420
Recap + project status. Small-ish FFF.
We'll jump directly to 405. Also the reddit will be filled with people who think they are smart and will spam this in the 2 weeks around it
FFF 404 confirming that we will not find certain contents in the expansion 
that makes sense with the 404
they will just skip 404 and the joke is every time someone asks where it is we (not the devs) have to make up what it was before it got deleted
that legit makes sense, for the features some players might expect to not get angry when its not in the expansion
OK no one predicted this haha
still such a welcome set of changes
I am surprised #400 wasn't about the team / development status
Wube aren't sentimental about numbers
FFF 300 and 200 and 100 (I think) were all special

not all of them were special
investors shaken by fff news not matching rumored development progress update, blue chips temporarily drop 1% before recovering pre-market
FFF Week 3(???) Of predicting pet biters!
FFF Week 4? 2? AAAAA-
Of predicting steam/electric trains!
Stacking inserters when
Same time we get burning inserters.
yeah..
I just realised, any inserter can be a burning inserter 
When you mod it
😦
I wonder if the lightning alerts means there are structures that are not protected by lightning rods (and could be damaged by lightning)
yellow would imply non-urgent, damaged buildings are currently red
might not be a bad idea for it to be a persistent warning if the buildings will guaranteed get damaged/eventually destroyed
Correct

Prediction: "various tesla items" will be used for ultra long range power transfer. A tesla tower or something will intake power, and this power will be received by lightning collectors elsewhere in the factory
There just has to be a reason for the lightning collector to exist locked behind pink science
It just has to have some use on other planets
Remotely powering mining outposts would be nice (aka OP).
It would probably have some tricks to it, like requiring some buffer accumulators at the destination
I love how this comment is technically completely off-topic for this channel, as it is not a speculation at all 😆
perhaps power transmission between orbit and ground. Could be interesting if we also get high capacity accumulators. Useful for electricity fueled platforms or stationary science stations
Next FFF speculation........ more goodies. Maybe new spidertron remotes
Or larger chests
Larger chests would be really great
The 4x4 of the magnetic is also really new, no other manufacturing buildings with an even size there
good for direct train insertion setups 
tbh larger chests sounds like larger splitters which they wouldn’t add to the game but mods will.
Yes allows to insert direct from one side and putting it out on the other, so copper->copper wires would fit really good
I predict new spidertron remote reveal before they reveal 

I mean... Kiddo-san answered that these are used as large filtered circuitable chests.
And that this base is very old.
The dark blue ones?
No. The yellow ones with the red outlines, next to the pointed part on the right that sits next to a white circle
Just trains? Without rails a bit strange
They have rails under them
The train is waiting in the station set to "read train contents"
The wagon is filtered, and logic can work with the contents of the train
This could be a combinator'd assembler system or not.
Actually
I bet it's 
It is next to a reactor
The belt there may be for
, to make fuel cells
Is this in the game/was this talked about already
already
oh alr mb
I completely forgot generic interrupts exist
they works so well with parameterised station BP!
What about in-transit interrupts lol
bad business
they removed disabling stations to prevent that, I don’t think they’ll add a feature back to do that
what kind of building could aquilo have?
i'm thinking either a lab with more module slots or rocket silo mkii
I want new prototypes 😦
I suspect the Aquilo-thing to be related to the endgoal of SA. Whatever it ends up being
Hopefully we'll only find out after release.
any chance they'll integrate a rate calculator into vanilla for 2.0?
They were against it. I am too.
iirc, that was not going to be integrated. I think Raiguard said it?
Wube generally don't want to add confusing/misleading features to their game
It's such a misleading mod when you have less than perfect ratios, and Wube don't like perfect ratios
I find that the more calculators u have, the more u r unsatisfied by imperfect machine ratio. This can lead to slower progression by spending too much time to optimize blueprint designs
This can lead to slower progression
I have a solution for that: Design BPs outside of your run in a throwaway save. This will avoid you the embarrasment of taking 15h to design a nuclear reactor.
slower progression in IRL time
isnt it possible that we find more alien remains on aquilo, that could be functional robots that act as biters but cooler
anything is possible
less difficult than rampant but more different than vanilla biters
tbh they said there will be ‘alternative military targets’. Those doesn’t have to be enemies. Asteroids is a good example
I was thinking more like a mindustry esque enemy base that the player has to conquer (presumably guarding the rarest resources)
We still dont know what the green thingies in the map are do we?
I think new planet add new generators or new machine , alternate new mechanic
I'm feeling an updated timeline, including release date, for the next fff
How many FFFs do you think they plan in advance?
2
Klonan mentioned a while ago "1 or 2" iirc, but then again Klonan said that.
he trolls too much to be taken completely seriously lol
i seem to remember that they decide on monday what the FFF should be about
Yeah, that's from Klonan as well.
Klonan — 27/01/2024 21:30
Usually we plan 1 or 2 ahead
On Monday we decide what to write about for that week
Discord uses cursed timestamps
How so?
27/01/2024 21:30
that's not an ISO timestamp
actual issue I have is using slash as separator, reminds me too much of the wrangled mm/dd/yyyy timestamp
ah, it's a localisation thing. changing to german it uses proper dd.mm.yyyy
It appears that UK english has slash-separators. I don't see why that is a problem.
reminds me too much of the wrangled mm/dd/yyyy timestamp
That's why I love it after the 12th of the month because 03/13/24 everyone can figure out you're doing mm/dd/yy, but when it's 03/05/2024 you have to wonder which convention is used
FFF Week 4(????) Of predicting pet biters!
FFF Week 5? 6? 99999999-
Of predicting steam/electric trains!
its believable. you have to remember that people at wube have actual jobs to do, they cant spend all their factorio time obsessing over FFF's like we do. probably an hour long meeting to decide what the next FFF is would be too much time
I kind of want on of those old fashioned pump action cars where two people worth together to pull the lever to move the cart. Could be a fun way to drive around on a cart that doesn't use fuel
now i want that
a date format that's ambiguous 144 days of the year is clearly not a good date format
this is why I always go yyyy-mm-dd
also has the advantage that it's easily sortable
I kind of hope well get electric trains+powered rails, although having special rails doesnt seem like a good idea, and we have good enough fuels together with more efficient refueling. I dont think its happening even though i want it o
I hope for some automatons we can build ourselves, to be put on defence mode or attack mode to go and attack nests. (Aware of mod)
Another thing that would make robot followers 10 times more useful is a robot remote to command them to fly to an area within X of you, where X can be upgraded to increase maximum follower distance.
I’d like to see the flying combat robots you can deploy (has anybody actually used them) and let us add them to the robot network
Imagine a spitertron walking into battle with a swarm of tiny robots next to it
I had the same thoughts but I assume wube would never since they dont want bots to be the solution to everything
Just give me some armor equipment that will auto deploy them when I get attacked.
have combat roboports that deploy the bots automatically 
let us put combat bots in regular roboport and deploy automatically when detecting enemies in bot network
I brainstormed up a whole system for this, inspired by a fairly old mod I saw
Sort of my take on its concept
- Defenders stay completely the same, they're excluded from this rework, they remain as a disposable capsule
- A single distractor is crafted with a roboframe, steel and a battery (not 100% happy with this recipe tbh), it can be inserted into the roboport network, and it operates by attacking anything that enters construction range
- Destroyers have more or less the same recipe. Distractor + speed 1 module crafts a destroyer. Destroyers operate by targeting any discovered biters or nests the moment they are deployed into the network. They will calculate the necessary size of an attack group based on the nearest target, wait for it to group up, and then set out. They have an extremely large battery capacity to help them reach their targets, but they need to fully charge it from your power grid, so expect some energy spikes like with laser turrets
- Distractors and destroyers in personal roboports automatically deploy in the presence of enemies, letting players (and spidertrons!) with roboports use them in combat just like now
- I'm saying this at the end so I could explain the concept without it being confusing, but "distractor" and "defender" swap names. It's just much more fitting
hmmm.... #friday-facts message
tbh what I do want is for assemblers to give you the recipe item production/consumption rate, similar to how Sastifactory does it
Yes please! Give me x per second!
I've actually been thinking about writing a mod for it
one of these days...
it'd simplify some of the ratio math without straight up giving players the answer, especially doing it mentally
it's a lot easier to mentally math copper wire:green circuit machines as being a 3:2 ratio if one was told that copper wire machines produce 2 wire/s and green circuit machines consume 3/s
Yeah, that is a great idea, when you hover over the recipe set in the machine, it should be the crafting rate at the very least, like if it's automation science in a t1 assembler it should say 10 seconds instead of 5 seconds.
I don’t care much about that
What really gets to me is productivity calculations
It’s easy to work with just crafting times
When productivity gets added to the mix, especially through technologies, built in bonuses and quality productivity modules in 2.0, it will be even more of a nightmare than it is now
Past a certain point direct insertion and “perfect ratio” builds become totally unviable in favour of just “playing it by ear”
The only thing still worth calculating is… something like smelting, I guess
Speculation: Considering unexpected QoL mods... pipe/belt visualizer, vehicle physics, better logistic network screen (L) with names/map locations
a pipe viz would work great with something else... not sure what, though
also isn't that a raiguard mod lol
would be fitting
FYI, new channel to follow: #space-age
and another thread https://discord.com/channels/139677590393716737/1215078107334057984
fairly certain it's codegreen
nvm thats belt visualizer
that's me
Sounds like the main FFF channel fits speculations too? We'll have to see how much traffic it gets
This thread should just be a channel
I mean why move honestly
Because it's not really discoverable in the main "questions" page
threads aren't really discoverable either
Threads are a button at the top, related to the specific "main subject"
and literally nobody clicks on it
People who are subbed will have it located under # friday-facts rather than under "questions"
It's only a minor gripe. You have the more experience here as a moderator 🙂
Like "quality" thread is there under #space-age
yeah, that's because it didn't exist yet and there was a lot of quality discussion I felt could be centralized
this post already exists, and I don't see how it's helpful to relocate
I agree that it fits better under #friday-facts, but since it's already here, /shrug
Adding a link here to there (so people can join there too), and link there to here (for history) is a small hump I think.
there's also the fact that splitting it makes the history kinda jank
you have a thread, and a post here, and searching in threads is ass because discord moment, it's a little messy
Is searching in questions easier?
Anyways, lets let it cook for a bit. it's no biggie 🙂
yeah I don't hate it, though I question the usefulness
Mostly a personal one, to have my favorites more compact 😛
Also, when someone wants to talk about speculations, it's easier to point them to the thread in the same channel, rather than a random question
Belt visualiser, pipe visualiser, circuit visualiser and maybe logistic bots visualiser (arrows from provider to same item requester). This is all the visualisers I can think of that might be usefull
I hope we get some space platforms tomorrow
or it could be the first enemy FFF
or more planetary tech reveal
Tmrw I speculate technical
I do too tbh
I like the technicals as well. I like to know how things work, and technical FFFs kind of give glances on how the dev process or some system works
They used to be my favorites, but https://factorio.com/blog/post/fff-379 was just not that enjoyable to me.
Let me show you around. That's our lab table and this is our work-stool. And over there is our interplanetary space-platform! And here's where we keep assorted lengths of wire. Whoa! A real live space-platform! We designed it ourselves. Let us show you some of the different lengths of wire we used.
However, I did enjoy the
FFF
The engineer is secretly Spiderman
Arguably he's much closer to doc oc
He could also be, I agree
That's what makes me want grabby arm backpack
That would be interesting, instead of a roboport you just have doc-oc arms
i really loved the terrain generation deep dive fff because they gave it some incredible visuals
Speculation: More heat based buildings. Especially on Aquilo, the frozen planet.
I think the heat system is seriously underused
Would be cool if we had something like a building that builds up heat as it works, so you have to make a heat pipe network to cool it off
Before we had confirmation that the chemical plant was what you used to cool steam to water, I suspected you could use a heat exchanger, and it would only function when the heat pipe was cold
That sounds really cool until you remember how expensive heat exchangers are to make 😭
thats pretty expensive per tile
FFF IS OUT 401!
We have E.
🚨 <t:1709899200:R> 🚨
very very cool fff
More planets means more content, for the good or for the worse. But with the things ive seen atm it seems like itll be for the good.
You know they meant Nauvis as the fifth planet right? Not an additional planet
Oh wait
I read this to the 5 that we already knew about
Like 5 currently and 5 more
💀
mb
No lol
lmao imagine 17 science packs
We knew about 4 new planets, and now the FFF says even the old planet is new
Damn imagine that "oh and btw we added 5 more planets"
yeah lmao
infinite procedual planets
Endgame technology will be manufacturing your own fleet of deathstars, each of which counts as a planet
They can also delete planets
speculation: Pollution system, but it's tracking a heat value instead, this can be used to determine stuff like snow regions and coverage for cold places or it can boost the dynamics of Vulcanus by allowing geothermal energy to be harvested in a unique way by consumig the heat
Next week: Technical, leading up to a big FFF a week later
I feel like one upcoming FFF is all about pollution
Or the fluid overhaul
or another inserter rename
I know they won't, but I'm keeping the username
have you played with a mod that changes the name to bulk inseter? its pretty confusing
No. I'm still hoping for Stacking inserters
well, the mods that do it only change the bulk inserter to the correct name
becaus ethere's no stack inserter
zoom in on bottom left corner
Has anyone seen this in one of the pictures of the latest FFF?
yip, its on redit. these are some of the people speculation on this. the last one looks more like a new armour suit than a building
Uranium centrifuge: Nauvis
Foundry: Vulcanus
[Final planet thing?]
Electromagnetic plant: Fulgora
[Vegetation planet thing?]
Ye I figured that
why did they put those icons in the screenshot
Just wanted to bring attention to it
To hint somthing probably
to tease us
like a teaser for what is comming
that too
can someone build a time machine so we can jump forward a few months. want to play it
Hasent come yet, on its way tho
I'm working on it. I should have an MVP in about 8 months.
unfortunately time machine r impossible
thats what they say.....
I've seen people say this even at the original Christmas teaser... it looks nothing like an armour suit 😭😭😭
Im with U there
in the christmas teaser it looked like one of those underwater suite people wear but a bit more steampunkish
The window looks vaguely like a visor, but the shape of it is very clearly a building
Yes
Just looked at it
if not a suit. maybe a air or liquid something
maybe the windows is where we will see what is processing. like gasses or liquid processing
going through Space exploration roadmap. we could maybe get like helium 3 that you harvest on Aquillo for fusion. and this building/suit could process it
It's a Pressure Cooker.
wonder if the dev look and wonder "oh so close..." at the above or maybe they laugh with all the "ideas"
I get compelled to start changing things… (like the fluid mechanics)
teaser maybe?
I believe
I'll be shocked if 402 isn't about fluid mechanics
They can't just bait me like that, I have to believe
402 is too soon. You sow the seeds of a teaser, then you let them grow...
maybe after the fourth planet
yeah, it's probably not ready yet
fluid overhaul means fluidic power overhaul ❤️
it means I get to claim my prize for my unwavering belief
None of the new planets seem to be using pollution as a mechanic, like some people have speculated that vulcanus will have vibration based attacks (also pollution doesen't make sense in a venus atmosphere) and fulgora seems barren so no sense in implementing it there either
Good for ups if true
taking money bets?
I don't care what number it is, I just want a fluid mechanic rework please
It's a bit of an easier said than done thing. As a project it's eaten up a lot of development time for almost no yield.
Is there anything indicating that it's necessary?
relevant xkcd: https://xkcd.com/356/
you and me both. heck, I'd be willing to write out a paper about how to do it
I am a programmer, but not that good of one compared to a behemoth like Factorio
I wrote maybe 600kloc? which actually sounds pretty impressive ig
sloc is not really a good measurement of experience
I only write about 1-2k sloc a day
The average programmer writes 15 sloc per day on average, so if you have a constant 1-2k, then it's mad
Yes. This includes the lifetime of a project. A lot of time is debugging, testing, and investigating bugs in production.
When working on development, yea you get 500-1000 lines per day, but it averages out
I don't think I spend much time debugging at all tbh
I do when working on other things, but most of what I do is working with a reactive state library, which makes a lot of bugs hard to write
looking at my actual averages here, it looks like ti comes out to more like average of 500, because many days I'm doing adjustments/testing, so you seem to be right on the money
But yeah, what did you do with these 600k lines?
Well I mostly write Python and I DRY a lot, so I don't write a lot of code 🙂
mostly bots. 2 IRC bots, 3 discord bots (1 of which is a hybrid twitch/discord), some stuff in the CPython language, and random scripts
and this was 600k lines?!
I don't think I have 600k lines written and I've been programming for 20 years
I'm not even sure if I have 60k.
No, I totally have 60k. one of my projects is 6k lines alone, but I still don't think I have 600k lol
I'm curious about your idea.
What exactly are we wanting out of a fluid overhaul
everyone asks for it, but nobody has explained to me what that actually means
Better performance, more predictable behavior, consistent behavior between overground and underground pipes, better visibility when there's mixing.
I guess much more performant. a common gripe is how nuclear doesn't scale well for gigantic bases. and this would certainly be a problem with SA as well- you could potentially have hundreds of platforms, each piping liquid for rocket engines
I have an idea for how to write it, but it's probably slower than the current code without enough cores
more predictable behavior,
I think this is probably the big kicker, because currently the issue is that there's update order reliance.
You would need to use some auxilary data to first find out how much fluid can move for every step, then do all of these movements after
underground pipe behavior is problematic though... it requires a different model
Perhaps the current model of 'pipes with fluid in them' is the issue. Perhaps a graph of only the junctions would be a better design, with a more static flow handler?
My main idea is combining pipes that don't have splits into a more compact structure, defined by only a couple of values e.g. height at 2 sides, and 2 floating points in the middle.
Not just current fluids, faster, but a whole new system
Obviously, only in lengths that longer than e.g. 5 or 10 pipe tiles
You could work out the simulation as a function of those values
isn't that already done currently?
So you would still have fluid travel time and sloshing, but lower processing power
I don't think so. IIRC every pipe segment has its height, and averaged with its neighbors
straight pipes (i.e. no splits) are merged into a single pipe for processing iirc
I don't think so
I think they wanted to do that, but didn't
that's barely even possible with the current model
been a few weeks since I've read the FFF of the latest fluid overhaul
that never got merged anyways
The latest fluid overhaul was just an idea which they dismissed because the dev left
it had some 'weird ripply behavior'
that said I think that behavior is maybe expected
perhaps I should give a fluid system a try
Just solve the Navier-Stokes equations and have a closed solution for every system 
I wonder if it would be possible to compute with simply a graph of producers/consumers and their distances
problem is cycles...
The idea is you want to have the cool fluid physics, with oil moving a bit slower etc
I'm not so interested in viscosity myself
The thing from FFF-260 and FFF-274 has not been implemented?
They had an idea to consider the whole system as one linked system, but that's a bit lame
Yea those weren't implemented
one of the big issues with alternate pipe flow ideas is that each pipe should 'ideally' have fluid in it
this means you have to make up these values later, or actually store them
You only need to calculate the "actual" value when hovering over it

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