#FFF Speculations
1 messages · Page 7 of 1
Or when breaking/placing pipes
Yea but that's rare occurrence
yes, but it adds a constraint that we must have a way to do this
even if it is not stateful
Introducing the new algorithm made it immediately 30% slower.
this is exactly what I imagined when I was envisioning mine
am still debating the segment merging, as it is not that simple and it would cost the simulation some detail. It is a low priority at this point compared to other parts of the update time.
This is something Harkonnen tried a long time ago, to reduce indirection in the update of the fluidboxes. Essentially, instead of each entity updating their own fluidbox, all fluidboxes in a segment would be kept in a singular part of memory, and then the simulation could be updated much faster. Initial experiments showed a performance increase of 30-50% updating all fluidboxes. However this would not address any of the other issues, and would add a significant amount of complexity to the currently quite simple handling of the fluidboxes, which we decided isn't worth the price.
It seems they tried a data oriented design like I envisioned, and got a 30-50% speedup, which is also about what I expected.
the line above it:
The overhauls and optimisations in FFF-271 cut the update time by some 50% and up to 10x on some high-end CPUs.
the bit in FFF-271 that is referenced:
1. Move all the fluid logic into a separate system.
2. Merge straight sections of pipes into segments.
3. Tweak the fluid flow logic, which will not be an optimisation, but a gameplay mechanics improvement (FFF-260).
Dominik has just finished stage 1, and it has been merged into 0.17 [...]```
so some of it has been implemented
Yea some nice improvements were definitely had
the thing is, it mentions the 'throughput loss over distance' problem a lot
One needs to argue whether this is desirable behavior or not
With my system, it can be handled gracefully
As you spread the gradient over the whole pipe
That said, adding splits will completely destroy this
Maybe it could find pipe cliques and work from there
realistically, most pipes are junction heavy anyways
Or yeah, consider the whole system holistically somehow
I can't see how we can sidestep the issue of "high-low-high-low-..."
wdym?
without multiple nodes (cost), or a single node (bad simulation)
I'm still not following
Consider something like this
Pipe alternate betwen being "high" and being "low" in fluid height
yes, why is this a problem?
If it's a single node, it'll look wrong to be averaged.
If it's multiple nodes (like today), it will be computationally expensive.
well ideally you use some sort of interpolation
the thing is, if we use a node per junction here, we have about as many pipes as we had before.
the number of pipes saved is not significant
I am not interested in optimizations like these for it because they are so much more complex
I think it is a better path forward to see if we can be more clever with the cell updates
First lets move all the fluid calculations to its own thread/s
that's already been done haha
I think it may even use one thread per fluid network currently!
Do you know?
I don't know. But it makes sense
problem is that the game has memory bandwidth issues
so you often can't just 'throw more cores at the problem'
Damn memory
That's why I think data oriented principles are really where any real performance gains will be with factorio
their OOP memory model is not cache optimized, and that's likely what's needed for more performance
Note that I am applying some level of speculation here based on what I can infer externally of the codebase
The thing is, as far as I can tell, the fluid boxes are already laid out in a single place in a memory-efficient way.
So they're not even a candidate for this kind of performance improvement.
you mean that?
yup
So I think all things considered, the only real 'fluid improvement' can be to first pre-check the amounts of fluids that can move, then move them
this requires a second pass, but will make the fluids behave predictably and symetrically
and will probably have a 2x performance cost...
Which is why I bring up the question to people asking about for a fluid system change: what exactly do you want?
Here's posila basically echoing what I was saying
Without access to the source code, it's hard for me to say much, but I'm pretty sure there's just not really much ground to be gained with fluids. If you want it to be better, you may have to sacrifice performance.
I haven't re-read FFF-260 and 274, but from what I remember (and learnt today), the UPS improving steps have been implemented. It's still an issue for megabasing.
While the fancy new algorithm would slow things down a bit, but make fluid flow more predictable in "edge cases".
yup
well, not the full fancy one
the full fancy one with flow has some weird behaviors of it's own
but there's a simpler two-pass one that can elimiate the edge cases at some performance cost.
But again, what else are we wanting out of a fluid overhaul?
im not sure if this was already said here but i just popped in, What is the part in factorio's fluid system that like sucks?
or eats performance
or whatever
When fluids hit a fork, the way they go is determined by placement order
eating performance is caused simply by having to go and update every fluid box
and the whole chithat above this is about how that could be improved?
Well, more how it cannot
most of the chitchat aboud the proposed fluid overhaul is just wishing it into existance
All of the optimizations I have mentioned are already existant
i wish the devs could just do some dark magic and pop it into existance
what would it even be?
more performant & better ofcourse 
Good luck finding something more performant than what we have now.
Maybe just reduce fluid units
Wouldnt that help a little at least
And check how many pipes are in line until an intersection and teleport the fluid after the time it wouldve taken it to move to said intersection
Or something idk im not a dev
feature prediction: programmable speakers reading texts
Maybe also some radiosignal transmitter because of all the disconnected power grids
100% gas chamber
or vacuum?
Or ufo 😅
huh?
Vulcanos makes it easier to produce low density structures, fulgora easier way for processors/rocketcontrol modules, so i expect any easier way for rocket fuel on the third planet
Are any of you considering the newly teased order of the buildings, this one potentially being last
I found it weird at first too, but I see it as a possibility
Maybe it's an advanced lab, and the window glows when researching, and it's the only thing that can process the final science pack
Order? You should be able to choose which planet you go to
One notable exception
And after the normal ones there's last one
Ooh, I just realized... If my lab theory is correct, I may or may not have accidentally predicted something
Do you see that tube on it
It could be just visual, but what if there's an actual fluid input involved
So who knows...
this place has been quieter ever since we got our new channels lol
keeping in line with the usual FFF pacing (content next), I think we're overdue for more space platform mechanics
I kind of want to see what they'll do to fluid mechanics, waiting on a FFF for something like that if they end up changing it
no
I think this week might be finalised graphics on entities that were previously in concept
i just dont really get why people want new fluid mechanics, besides it being a meme
I mean we're getting more robust pipe filtering in in the prototype? Does that count enough as a rework?
like if they said "we made pipe mechanics make more sense" I'd kind of shrug my shoulders and say "okay." it doesnt really affect my game. unless it fixed some really weird fluid issues i never knew they had
The last fluid overhaul mentioned in FFF-260, 271, 274 only got halfway implemented.
(the performance part, but not the "fluid make more sense" part)
Until last week, I thought all of it was in the game. Fluids are working good enough for me, I see no need for a fluid overhaul. I'm just sad all this work got lost/wasted.
The only things I would care about in a fluid rework are: UPS cost improvement, and pipe throughput increase
Otherwise I don't really think it's that needed
I think most of people's issues with the fluid mechanics is that they're pretty opaque and unintuitive. You can't really know what your throughput is going to be without just, building it a seeing
which isn't really an issue broadly, as I expect that's a generally popular way to play anyway, just build as much as you think you need and change/expand it as you need to
but it definitely kicks up frustrations from some of the more detail-oriented enthusiasts.
If they can't find a way to optimise the existing fluid system, I was kind of hoping that they would add a separate "one-way" pipe system.
It could be under the guise of "pressurized pipes" with the additional benefit of higher throughout, but it has a strict flow direction - allowing it to function more like belts and splitters with the end result being more optimized.
u mean barrels on stacked belts?
Hahaha, if only... but that doesn't help with optimisation.
You would need an additional assembler for every entity that outputs fluids, plus all of the inserters needed to place them onto belts.
And that's assuming that "direct insertion" of fluids from one entity to another functions any differently than the existing pipes - which I assume it doesn't 😕
very good eye
that would actually be good
with the end result being more optimized.
that sounds a lot like a way to optimise the existing fluid system
Doesn't the pipe system have more than enough througput for 95% of the players?
The other 5% are masochists that need it to be quirky to be fun for them.
says otherwise
Nah pipes are fine rn. A little quirky in some cases but good otherwise.
Launch a rocket, fly to Fulgora. Use the lightning, unlock recycling. Something about waste separation. What's the crocodile about? Oil Swamps? Use the Blue Fries to launch a rocket and go back to Nauvis.
Nauvis bit doesn't make sense, but it's probably to not give a hint which planet is optimal after Fulgora.
the flamethrower spam in fulgora is going to be insane
infinite oil basically everywhere
They will probably be unnescessary though as lightning seems to be the main enemy on Fulgora
unless the crocodile represents an enemy but yeah
good point, that crocodile is suspicious
I pretty much expect it to be barren just that message threw me off a bit
someone said it may be the recycler lmao
♻️ 🚮 recycling scrap by hand vs 🐊 using the recycler maybe?
Walkable oily puddle swamp does seem to be the perfect spot to place a crocodile that ambushes careless players
The animation is a bit crocodilish
Can't wait to recycle a perfectly good
to make more bullets
Bullets are mostly
and 
What if fulgora has oil monsters like Armus? (The oil monster from Star Trek TNG)
an enemy that stays in the oil would also be nice because it keeps you on your toes when walking between islands but doesn't require automated defenses when you're away
wouldn't lightning take care of them automatically tho?
Not necessarily
That would also be just the thing to not reveal before release for maximum damage
Well, it would be a replacement/alternative to the existing system
But the end result is optimisation, yes 😄
Ohh, that would be nice
Current theory from #friday-facts is that the recycler looks like a munching crocodile https://cdn.factorio.com/assets/img/blog/fff-375-recycler.mp4
still what's with the crying emoji at the end?
he forgot to bring enough belts
JG is sad to leave Fulgora?
Bullets are probably useless on 
Probably. But we don't know what's sitting over the "extremely dense scrap piles"
I’m expecting just a pile of ruins
or some fallen skyscrapers
or giant cliffs 
a still active military base that has long outlived its creators would be cool
like how our factory technically keeps running after the engineer leaves nauvis at the end
the previous civilization doesn’t need to defend any enemies other than lightnings tho
I’m still on the no
enemy theory
Wube is trying to make every planet different from each other. Doing military defense and offense like on Nauvis 5 thymes is unlikely.
the thing is if u need to defend enemies on
it will be just place turrets and walls on every island’s perimeter. Its not that interesting and is repetitive as hell. U already need lightning rods everywhere
what even worse is that u will probably just place offshore pumps to get heavy oil for flame turrets which is a trivial logistics puzzle but repetitive and tedious
and there’s no coal on
so no explosives, good luck to deal with enemies with no artillery shells
that makes raiding a base the more interesting option, no long range artillery cheese, no turret creep since you can't build on the oil swamps, and no need to worry about defense, only offense
I think that would be unique enough
lightning rods seem more akin to placing power poles than turrets tbh, it's a set and forget thing
Constant lightning also means Fulgora is very hostile to life.
week # of predicting
and
on 
I believe we won't see enemies on every new planet. There hasn't been any info about SA enemies though, so it's 100% speculation.
I feel
fits betten on aquilo being endgame and all
I hope
will be unlocked sooner. I want to actually use it instead of finishing the game and then abandoning the save. 😅
“most” means not all
I hope that Wube avoids the problem spidertron has in SE, where it comes into play too late
that means some of them have the same military targets
from
gives a strong reason to go there first
or none. language is weird
having the same military target is just boring and repetitive
I don’t expect that to happen
having spidertron in bacchus is maybe too strong, I can see it needing science from all three planets so you can use it on aquilo
me neither
tbh having spidertron just removes the need to personally visiting planets that u have already been to. They’re not that OP as they’re also quite expensive
its a very nice QoL to not need to visit planets personally, but I wouldn’t say its OP
as u can already do alot with remote views
objectively right, but I think most players will get a bit of tunnel vision when they see the spidertron being unlocked on one of the 3 mid-game planets
maybe not always if
is unlocked on 
also
is on 
might not require Aquilo, but it will likely require more than one middle science
yeah, if Wube can divide the players equally among the 3 planets then it's ok lol
tbh if u plan your play through effectively, u might find that spiders are not that vital to get early
it’s up to playstyle I think
gives u flexible management over multiple planets,
gives u the best quality upgrade route,
probably boost the overall productivity most
I don’t think any one of them is objectively better than the others
✋ I volunteer as someone who almost never uses spidertrons 
Them being on Bacchus is not enough incentive for me to go there first
That might change with the new logistics groups though
doesn’t have just spidertrons th o
will need to play with them to know
I think the importance of
will also be for a big part determined by how long actual travel distances will be between planets for a small player used platform
cliff explosives 🚫
nukes ✅
We also haven't seen all new technologies which might even the odds between planets. Who knows, there might be something new on par with the spidertron
With elevated rail and new cliff generation I'm significantly less inclined to feel cliff explosives are a necessity
and iirc they did mention that rushing cliff explosives can be still faster than researching nuke as the science cost is high
Also nukes are expensive themselves 💰
especially when you could be turning it into
instead
but has da big boom!

iirc nuke is unlocked by space science
specifically after u get space-science-in-space
and u get some very useful techs from just satellite space science
i hope we get pickles in the update
To be fair, pipe throughput is pretty easy to measure using the chart on the wiki. Anyone who is curious can quickly find an answer.
While true, It's not great to have to leave a game to learn hidden mechanics in order to understand something
Again, I think the fluid/pipe mechanics as is are perfectly serviceable and do their job well
But at the same time, it is Wube, so maybe they can come up with something better?
I sure can't
Most players don't have to consult a chart because they stay well below the throughput limit.
Dominik has come up with something better. But he left Wube and his work is lost.
lost as in, nobody else has the insight into the proposed fluid mechanics
I hope we get logi chest priorities
That's for Wube to figure out
I mean performance
That's for Wube to figure out
I was thinking this the other day when playing Ultracube!
It would be a really nice QOL feature for bots
Belts already have it, trains are getting it, and it would be pretty easy to set priority in the requestor chest UI
maybe i'm missing something but how are there molten metals on fulgora?
you can only get those from lava or ore right?
That looks like light oil/heavy oil/petroleum. No molten ore.
oh i figured one was light oil I didn't realize the rest were petroleum stuff too lmao
so there's a recipe that takes petroleum gas, heavy oil and stone
weird stuff
That recipe is the electrolyte
This is #1177597309572366396. If the idea has serious performance issues, we can know they won't be adding it.
Everything discussed here is 'for wube to figure out'
What I mean, is that it's an implementation detail
tbh I'm sick of people binning cool features because of performance issues that they dont even know exist or not
People binned multiple surfaces because of imaginary performance issues too
The game is 10 years old now, hardware has changed and the game's been well optimized
People binning features has no effect unless they're employed by Wube.
Which is weird because multiple surfaces seem like they could improve performance
Yes but multiple surfaces doesn’t even seem like it would have theoretical performance issues.
Something like ‘bot priority’ is a simple question of algorithms
much like fluid overhaul. We can be more sure we aren’t getting one due to the failure to come up with a vastly better algorithm
it would be cool if surfaces ran on different threads for better performance
The problem is memory transfers.
why is it a problem
Because it's the bottleneck, rather than cpu utilization
i predict some kind of method to transfer 1 type of item into another type
wdym type?
transmutation maybe? like how in K2SE (don't know the exact mod) you can convert stuff into matter and convert it into like 10-20 other things
wouldn't be a fan of it personally
I always find the transmutation stuff really cheesy
Prediction: non-hr graphics will be abolished. Older, potatoesque systems will downscale the hr versions to save vram.
Prediction: Driving improvements
that would be nice
O shit wrong channel XD
it could be, but given that all of the other buildings in that image have been unique buildings on a planet, I think this will be the unique building for bwohuo
no its a good channel for it
Oh
The final fff will be 534. I can feel it.
Ever?
introducing: clutch
5th gear straight into reverse when you see a biter nest
we need car drifting
Well the greatest driving improvement is the better cliff collision boxes
I predict, spider car, legs instead of wheels
I predict the fall of Wube
That's going to happen with the eventual heat death of the universe
Not ever. Fff 534 will announce SA
SA is already announced

fff 534 is like, more than two years from now!
FFF434 sounds like a reasonable time for SA release
or even sooner
Mark my words. Maybe that's when the world will end.
I get my special dates confused sometimes
We're not gonna get weekly updates after SA
with 1.0 I think they continued until 1.1, or a little after it before going dark
I wonder how many free updates they'll do post-2.0
and will they go into making 3.0 lol
unclear. i doubt they know themselves. most of wube's history was moving the game from early access to 1.0 and then 1.1. they dont really know how they want to cary themselves in a post-release world
whatever kovarex's vision is, I like to hope there is more to come
from the player's end, the interest is certainly there
I'm sure they will want to move on to other projects at a certain time in the future
I predict it will be a year or two after SA is released and stabilized
I hope not. I like Factorio and want it to be supported until Windows 57.
I want to be in my 90s and teaching my grandchildren on Factorio 10.1 about the metas I used to do back in olden times
"Heh... remember when quality was considered complex?"
"In my days, full Py's was just 1000 hours... so short"
We will skip right into 4D

tbh I feel like it’s nightmare level difficulty to make good graphics in a 3D grid based factory game
shapez2 did it quite well tho
You have E thinking in 12D already
Factorio with multiverse time travel? 🤔
Hard to make a multiverse time travel game that is not turn based
I'd say it is hard in any case
Isn't managing multiple saves at a time a factorio with multiverse time travel?
Or how would it be any different
Are bridges any different then underground belts?
Actually x3
I see
It's 3 layers, rather than a single layer
So it's not fully 3d but rather 2d with several layers
At least it looks readable
Full 3d factory game would be belts going in all directions including up? 😄
In Satisfactory, all belts are virtual. They can go through each other, which is kinda unsatifying
What
Please make it happen!
Belts aren't checked very much for collisions, they can go through one another
what?
Why
I guess performance issues? Or just 3d being difficult. You'll have to ask them.
well belts in Satisfactory can even phase through buildings
It really shouldn't take much performance to check for belt collisions. You only need to do it when they are built and never again since they don't move.
Here's to hoping the Bacchus building will make pipes and engines
the most interesting aspect of their layer system is that you can build any factory component at any level. and at least one of the components has multiple inputs on different layers.
if I'm honest tho they managed to strike the worst possible balance of builds being each too different to be able to save effort with copy paste but also not different enough to be interesting
Haven't played with Shapez2 yet, but in 1 I used a lot of copy paste
I really like their idea of "one machine - one job", similar to how Unix commands were initially meant to be
Now, all the target shapes are very different, so you need to design different factories for them. A big plus in my eyes.
I had a lot of direct insertion (rather than bus) in Shapez1
its really fun while you're still learning the ropes. I got board pretty quick once the shackles were off
Haven't played S1 beyond the original design (18 levels)
All the random shapes things
oh yeah, there's no reason at all to do anything but totally insulated builds
For that you design a universal machine and call it a day
and its not even that hard :P
just big
I wonder if I'll do more generic designs for Factorio now that we have param BPs
yeah I'm worried that it'll follow the same curve
super fun to design at first but then be too optimal and no longer fun
BTW we have shapez like layers in Factorio too... https://www.youtube.com/watch?v=-xP1FVh8yzk
parallax effect in factorio by layering cameras.
here's the code youre welcome to do anything with: https://drive.google.com/file/d/1b5PxpTEvj1S7qegQ_8R_CCItWFKmw8fC/view
controls:
down arrow key: teleports the player down a surface
up arrow key: teleports the player up a surface
'k': toggles the cameras on and off
toggling the camera o...
I personally didn't like the idea of how megabases require a lot of traffic for intermediates, so instead I just designed a monolith "ores -> labs" and call it a day
https://storage.googleapis.com/soulburn-mapshot/mapshot/death/index.html?x=336.3&y=-177.1&z=2.0
I don't know what I'm looking at but I'm a sucker for parallax so I'm happy
It's a mod, and it actually works (slowly)
impressive
It's 250eSPM btw
250x10^spm
Yea 250 with SPM zeros after it
how does your cpu handle so much science!?
Wube are Wizards
I love scrolling around in those mapshots. hope you don't mind me being nosy
That's why it's there
that poor old speed mod build. abandoned
Yea it was replaced by the factory in the south desert
how's the earlygame mall work out for you with just the one yellowbelt of iron? I always get impatient without having a whole belt on top of an extra one for just the gears + chips
Totally fine. That's what speedrunners do
I did upgrade it to red and later blue though
I totally forgot about the "extra" iron belt on the right hahaha
huh, what am I doing wrong then lol
I don't think so. but the red belt that downgrades after the gears is a nice touch
going to eat ttyl... feel free to write more
usually I need a bit more than one yellow belt of iron for early mall. like, 1.5 belts or 2. I like to have one belts of iron next to half belt gear halfbelt chips
^^ that's what I do
I can't be trusted to upgrade it later more than just redbelt it so it has to be able to still function once all the steel and oil stuff gets added too
I almost never automate refineries and chem plants until I get 
for some items that are not used in bulk I usually just handcraft
which saved me some buffered items
I see your point and raise you: if you automate it then the construction bots will just handle it
(and yeah I know you can hand craft and then plop it in a storage chest)
the thing is u can handcraft and then hand feed into red/yellow chests

well, having bots to handle them all the way is still handy, which is why I switch to
eventually
in the rare times I actually have logibots I'm a fan of using the trash slots to hand items off to the network
after I have
I almost don’t need handcrafting anymore
there are rare times where I rely on
+ handcrafting
using personal requests
I act as the logistics hub myself 
handcrafting is so slow. I find I basically only handcraft the items that take steel before I get them added to the mall
but usually at the time I mass produce
I already have
unlocked
depends on what u craft. If it’s your first 10 train stations I’d say its fine to handcraft
stuff like assemblers take 0.5s with all intermediates - totally fine to handcraft
and
are different things
I'm in the habit of adding those to the mall well before I end up using them
stations that is
whoops you right
I tend to not do this because I find it will eat my intermediates for something I don’t need now
that's why they go alllllll the way at the end of the mall 
and the materials never goes there because I use other mall items too fast 
good problem
as I get faster at the earlygame I've started building a second long inserter assembler and redesigned a lot of my builds to bias the red bois. I'm liking it
iirc I needed less than 20 chem plants to get infrastructure to unlock 
I think I handcraft something like 7 of them? and that lasts me until I get around to putting them in the mall
I go very oil light to start
they last quite a while before I need another nuclear plant
and let bots quadruple it once I've got construction bots automated
I've been putting off redoing my nuclear build...
so I regret to say I do a LOT of steam engines before slapping together an ugly nuclear build that I'm sure has so many flaws
do you have a nuclear build that you like?
yup
I like direct feeding steam from exchanger to steam turbines in a 1:2 ratio. It’s not the optimal ratio but it looks neat
those builds are certainly aesthetic 
that's nice!
this is the kind of mess I usually make
just one loooong line
that tiles
it does indeed 😅
in exchange I can pack the water pipes and not have to think about routing them
I put my offshores near the reactor, so they can be built over rivers rather than needing lakes
I lived this life one time. never again...
? I don't use pumps
why not?
if memory serves you can fit 5 offshores into a single pipe if you use pumps like this
For my nuclear reactors I mean
I'm working on a better version, but that idea is the same there too
I build the line long enough that by the end it needs pumps and so I just do it thruout to not need to think about it
yeah, instead of splitting the pipe you can use pumps
Well you don't need pumps for water because the exchangers reduce the pressure quickly
This specific design is built around 5 high lines so it can be easily tilable
But it's more efficient in space to make it 10 high, as it allows stacking exchangers and turbines 3 high
I did need pumps between my exchangers based on testing, but I think it’s a quite rare design
I was feeding 24 exchangers using a single pipe, and there’s an underground jump in the middle
Yea that would do it.
ok, real fff speculation time. if we assume the fusion reactors are going to be a thing how do we think they'll work?
Asteroid mining for helium-3 with the space platforms could be interesting
what do you do with he-3 ?
Iirc its a good candidate for nuclear fusion fuel irl
I hope we get some space exclusive resources (apart from space science of course) that are useful on the surface
me too
Im planning on shipping down iron for quality given that its a freebie
reasons for platforms to wander around besides doing a train impression would be a great addition
me too!
and you know that if the platform is made mostly of iron that that platform will be self building for sure
Even things like steel or engines, thats only iron too

tbh u will probably not run out of ore patches once u have big miners
also
(and
on fulgora too) are free, so space mall can be a thing lmao
true, but until you get to that stage a small free source of iron can help a lot (as well as ice on the more water limited planets)
in the endgame it doesen't matter anymore
u get big miners quite early
before that stage space platform are just expensive to setup
that depends on the order you choose to visit the planets
if you go vulcanus first, sure, that my be better
I mean even without big miners, ore patches lasts quite long. If u go to Fulgora first u can get quality miners sooner, which also helps slow down patch depletion
still I think there is some value to having some
production without "stealing" resources from the rest of the factory
and no matter how expensive, I'll take an iron source that I can just copy paste over having to setup another outpost
that and how much you are willing to wait for ROI
getting free resource from space will probably take more IRL time than setting up miners
at worst its a resource sink for when nauvis would be idle otherwise
or any other planet for that matter
infinite research is resource sink already
there are many infinite research that only requires Nauvis science packs
tempting
is it not tritium and deuterium thats used for fusion?
yes
idk if he-3 is actually used or is a more theoretical thing
but I've heard many people mention that one of the best reasons to make a mining outpost on the moon is because of its richness in helium
but given that's not coming anytime soon SA is the best next thing 
I hope tomorrow will be a space platform FFF
oh, it's the day before FFF already
this week zoomed by :)
that makes sense actually. engines especially
but it seems kinda weird if it's a chemplant equivalent...
tbh engines and motors will probably stay as assembler recipes so assemblers remain useful for intermediates
tbh there isn’t a lot intermediates left for assemblers once circuit related stuff are taken by EMP. Concrete, gears and LDS are taken by foundry
Would you mind listing the ones left?
I feel it is still sizable
(I can't - am at work)
electric motor and bot frame
that’s all
oh and Uranium fuel cell
ah I totally forgot Nauvis science
they’re all made in assemblers
oh I assumed that
will have its specialized machine here
and RCU is removed
there's not much room for what the 4th building could be
the 4th building doesn’t have to buff Nauvis intermediate
Are assuming the 3rd building is a
/
?
yup
The 4th building could be something completely different
like the centrifuge on Nauvis
Yes.
It could be a lab, a weapon, a roboport, a train thing, a miner of sorts, or something completely different like the lightning rods
I still expect it to be an assembler with a list of special recipes
Particle accelerator turning lead into gold
I think it would make sense for the foundry to make pipes, maybe as a recipe that needs to be researched
How about pipes that make sense to be hot without melting, I mean if they can have molten lava piped through, couldn't they also be impervious to flame turret fire?
I suspect that they will make me happy though
Pollution overhaul when?
do you have any ideas on how that would work?
i like how there's been so many QoL FFF that we're feeling that every system in the game is going to be reworked. (Not that I would be opposed to a pollution overhaul but)
Pollution might just be turned off on planets with no enemies
Or in fulgora where it's probably already polluted to the max
Vulcanus is already polluted too, there is sulfur gas and lava everywhere
I dont understand what half of that means, but more vram would be neat 
Vulcanus' pollution could be renamed to vibrations or so and that wakes the Balrogs up.
Factorio started off with low-res graphics. Then 'high-res' files (starting 'hr-') of twice the resolution were introduced for people who could use them. See for yourself in e.g. data/base/graphics/entity/assembling-machine-3. VRAM is video RAM. Rationale for the prediction is a) it simplifies prototype definitions and now is the time for breaking changes, b) factorio already supports CPU and GPU downscaling, so people who can only run low-res would only be disadvantaged by slightly longer startup time and slightly suboptimal graphics.
I predict a train fff
what more can they add to trains tho?
smart trains powered by AI
so... better interrupts?
I'll tell you what they could add
The fabled multi requester
Or more likely some way to rig one up
The simplest option would probably be the ability to change a station's name with signals
Oh, I'm not saying it's likely to be added
I mean I personally probably wouldn't even use it
I was just replying to the question of "what more could they even add to trains"
I’m hoping we get a space platform FFF today
I want to see more gameplay showcases
and more tech tree
I'm personally super curious about space platform mechanics
How crazy can we get with these things
Because we know there will be "more advanced crusher recipes"
The implications are so exciting
Space trains are cool, but what I'm really interested in is making the huge stationary ones
I hope there's at least some incentive to make those besides just white science
We'd need some way to get Copper. Without deincentivising ground bases.
The asteroids are just called "metallic asteroids", not specifying iron, and they look like this
I'm no space expert, I very well could be completely wrong, but I don't think iron would oxidize and change colour in space
So that orange stuff could potentially be copper, if we really stretch it???
Ah, wait, the iron doesn't oxidize, apparently it's formed as oxide to begin with
It makes a little more sense this way, as the asteroids looked a little too orange for something players would first and foremost gather iron from
The asteroid resources have been mentioned, Copper was not one of them. They could be part of the more advanced crusher recipes that have been hinted at though.
pretty sure we will be able to get copper from asteroids later (perhaps with the advanced crushing)
and even some oil sources
oil would be impossible as is requires dead animals and dinosaurs to be buried for like a million years
could be in a solid from and be used to only craft things that use plastic
Coal Liquefaction to the rescue. Although I think we shouldn't be able to craft everything in space.
space hub
if a platform can craft its own components mid flight I think it mean it has access to most Nauvis resources
carbon liquefaction perhaps
or alternative chemical production routes from carbon
research enough belt stacking that you can grab some barrels on the platform
technically with ice and carbon we can rearrange them into other chemical products
and again it could just be something they were trying out but did not work how they wanted to because it ends with a ?
I’m quite confident that they already have something that works well
otherwise they wouldn’t say “more about that some other day…”
Well, duh
Also, one thing I potentially see happening is space not having access to any form of oil, but carbon being able to make plastic
And potentially being able to get sulfur out of oxide asteroids
I don't think heavy and light oil would see much use up there
I didn't expect radar circuits, but it's welcome
yeah I thought we would have a new entity for that and able to set multiple channels
radar as a single channel connection is quite an elegant solution
hum... so the default speed is 10 crafts per second?
4.33 = 260/60
then if we assume its still 0.5s per gear, then the crafting speed of foundry is 5
20 molten iron in the foundry means 10 per gear craft so 5 per iron plate right?
and according to the input number, each gear take 10 molten iron
it could be also 10 per iron plate
so casting gear would be always more efficient
compared to casting plate -> assembler crafting gear
hm, i guess
i figured the extra efficiency of the recipe would come from the +50% prod
casting plate and casting gear has the same amount of built in prod. but if u cast plate and craft gear in assemblers u get an extra prod step
oh I see
i thought casting plate didn't have prod at all, like barreling/unbarreling
and you got the extra prod from smelting
ok so yeah 10 seems reasonable
and I sus that steel will be 20
Something to consider is that a wagon full of plates is 4k items, a fluid wagon full of molten iron could be 5k to 2.5k depending on the plate to fluid value
Im honestly hoping its the former since molten metal trains sound fun 
don't forget the built-in prod
x1.5
even if u don't use prod modules in foundry, a wagon of molten iron for plates is already 3.75k items
The thing is fluid trains are more versatile, a molten iron train could work as a plate, gear, or steel train
At the very least im planning on a fluid only bus on vulcanus
if u use
for
casting, then fluid train is more dense than plate train
I personally think its a way of remoting the player into a planet without actually traveling there. but there will probably be limitations like inventory size and needs to be within radar range
what is that
not part of the foundry
And then productivity tech on top of that
yeah. The thing is that prod tech may apply to both the casting and smelting steel recipe
Why casting? Isnt that molten iron?
but its still a recipe that makes steel
ah
Yeah it should apply to both processes
I think it makes sense that 10 molten iron for both plate and gear. As the maximum amount of extra prod u can get by casting plate -> assembling gear is 4x
which is +100% (2x)
if we compare different routes of steel, in the most extreme case where u maxed out recipe prod bonus (so its +300% prod for both casting and smelting steel), the difference between casting steel vs casting plate -> smelting steel is that the latter has an extra prod step in foundry when casting the plate (4x
and bultin prod) which is +150% (2.5x).
so it makes sense that iron efficiency for casting steel is 2.5 better, which means instead of 5x cost compared to plate, it should be 5/2.5 = 2x the cost of plate, which means 20 molten iron
for steel assume max recipe prod research
“THE CLAW”
with 10 per gear and accounting for +50% prod we are looking at around 1700 fluid units per second
so two pumps in most cases
wait how is it getting enough fluid, it consumes 40 per tick but pumps can at most fill the machine once per tick, so 20 per
perhaps the assumption is wrong
machines could be filled more than once per tick
Could the claw belong to the thumbnail cryptid from fff 389?
Could someone do pixel measurments or something
u can see in the mp4 its moving
behind the machine UI
and its not shown in the machine UI so its definitely not part of the foundry
I mean, thanks for pointing out the obvious, I guess
I just realized, the thumbnail cryptid has some dead trees near it
That could potentially be used for height reference
who noticed the space balls reference in the recent fff?
u mean the ender pearl
you guys are too smart
They obviously wanted to leak this
you dont say
I'm going to say that it's an addon to the engineer, or an automaton that is like the engineer, pre-spider remote control unit.
so it is the robot-like unit from the other fff thumbnail
Which fff?
389
this image
Last Friday's mention of videos taking a long time to make is probably implying that they need to spend a good amount of time going over every video with a fine comb to make sure only the intended information is leaked
Because just filming driving around in the car would be pretty straightforward
quick, someone calculate the base power of foundry
hum, if my math is correct then each foundry is about 2.5 MW at default
certainly not trivial, but its to be expected
if its max power is 1MW then via a few assumptions I get 37.5MW (ignoring unknown min power) but still just short of 37.6MW so probably wrong (edit: foundry is legendary)
The foundry being legendary shouldn't affect the power draw. You can just calculate the energy increase from the number of speed modules affecting it
i threw in an additive 150% energy cost for the foundry being legendary; dunno if this is correct
Legendary quality items don't spend more energy per craft
It's explicitly a bonus for them on space platforms, that they do more with less power
quality machine doesn’t increase power consumption
I just checked in 1.1 that all machines has their idle power = 3.33333% of working consumption
i think it's generally 1/32
do you have a source for quality machines not increasing power consumption?
I think its common knowledge but u can probably find it in the quality and/or space platform FFF
depends on how u calculate it. it is 1/31 of max power, or 1/30 of the working consumption
it's not in the quality one. do you mean "Higher quality chemical plants produce fuel faster while consuming the same amount of power" from the space platform one?
ok ok but what is your source?
quality FFF?
All higher quality entities have more health, but apart from that, they get unique bonuses based on their type:
the statement i posted above "Higher quality chemical plants produce fuel faster while consuming the same amount of power" is from a FFF and is useful, are there others?
Both of you have default red discord profile, which makes this conversation confusing
so here's my point.... if energy consumption goes up by 150% and crafting speed goes up 150% then your chemplant will consume the same amount of power for the job, i.e. per craft
wait theres 2 people?
my point is that quality wouldn't be that powerful on space platform as the mentioned if it also increase power consumption
but it wouldn't per unit craft if energy consumption went up with quality bonuses - this is one interpretation which i think is valid enough to consider
in the absence of any other hard facts
also I'm 70% sure that u can find some devs in discord confirming that quality doesn't increase power
its basically a common agreement at this point iirc
Of course it won't increase power consumption
There’s also the fact that quality increases the bonuses of modules, but not their debuffs
I think it’s pretty obvious quality is supposed to be a 100% positive thing, different from modules
I do wonder though, if inserters will take more power. By default, if you increase their speed, their power increases because it's "power per swing". In JQ I had to specifically reduce power usage so the final result is the same power
Also, 
use less power
do you get my point that increasing power consumption at the same rate at crafting speed keeps the power consumption per craft constant?
Yes, but they never said anything about that.
Right
Power in machines is "when active"
I mean I guess it could potentially play a part in those weird “ammo manufacturing pollution cost” calculations people do to prove that red ammo secretly sucks
But I don’t see it as something particularly significant
its energy, not power if u calculate it for per craft. Unless u said 'per craft per unit time'
It’s trippy to see you two converse, it’s hard tell who’s who 😭😭😭
don't tell my physics teacher
Because they are both
tbh the value of red ammo is more for offensive attacks instead of for defense because fast killing with less turrets matters more in that case
did this make it better?
Perfect

you have become Pupperbox 


week 3 of hoping a space platform fff
Factorio 2.0 makes me unable to play Factorio 1.1, and Factorio 1.1 makes me unable to play other games

so keeping in mind the pattern- new content/something big next week? 
Next will be more features. New planet will next month
hopefully space platform fff
What about biter dating sim?
Prediction: Shovel-guy will be unveiled in 2-3 weeks.
Prediction: Shovel-guy can't enter vehicles, but you press Enter on it, it transforms into a car
I'm still on team early spidertron, and believe shovel guy is just an armor suit
But the fact that he was teased a whopping two whole times may indicate some greater significance, so who knows really
i think shovel guy is a remote in armor suit
transformers!
omg I'm dying for some transformer or mecha style robot
hopefully there's some hardcore transhumanism stuff where we need to leave our humanity behind and replace our flesh with metal
another mod to the graveyard (mechanicus engineer)
I'm sure the robot or armor suit would make sense when we get the Bacchus FFF
Bacchus has poison gas that melts biological material but machines are unaffected
we will probably have a fff dedicated for spidertron remote
Radars connect "per surface". This, unfortunately points that we won't have a multi-surface planet.
What would you do with multiple surfaces on a planet?
if there were underground layers you could travel to, you could have big parts of your production/processing there, substantially shrinking your above-ground footprint
It does make sense for radar to not penetrate under the ground
well there are ground penetrating radars IRL, but I don't think they can scan beyond some tens of feet square.... very megabase unfriendly
if there were underground layers they would have added the underground train instead of elevated ones
could connect two (adjacent) surface levels with a pair of radars at the same coordinates
That's a novel idea
I wouldn't rule out a subterranean expansion in the future, hopefully it would build upon SA though.
The radar circuits are more of a convenience thing, not something revolutionary. What would be revolutionary is if we could connect radar groups so they only listen to ones within their radar group.
And also I think it points to long range transmission like a big radar for interplanetary
I think it will be cumbersome without it unless the platforms can innately be smart enough to know what resources need to go where and when.
the landing pad will probably take the big radar role
Yeah that makes sense. it's limited to one per planet as a hub and it also has a radar on it
Interesting idea
It does indeed have a radar on it!
That said, you want to connect it to wires to request stuff, so I would not think it connects to other radars, other than the platform
That's what I was thinking, that it could act as a more advanced train station, but actually transmitting information through that wouldn't go beyond resource requests.
I'd love that as a, say, 3.0 update. I don't think it's super likely to happen on its own, but with other stuff like interstellar travel where you want to make the most out of a small space (again)
There's many buildings and natural resources that would limit subterranean expansion; the rocket silo, and... well, it's the only one I can think of rn
Having to put regular support pillars, etc.
trees 
Yeah, basically all natural resources will
I've thought about this subterranean idea a lot recently, trying to come up with things for it
The thing with it is, it's really hard to find any roles for it besides "put more factory in less space"
Then again, maybe that's enough for some people
Unless we moved a significant chunk of mining to the underground layer, or something else drastic like that
Subways would be neat I guess, but there's the question of how you would unload those underground trains
I assume you could just build stations underground
There're some underground mods that add another surface just like the "surface".
The main focus of subterranean layers I think would be resource distribution, where it would be more dynamic in finding different resources with richness. Dangers might also make it interesting, like having to build more supports going deeper, and having to deal with gases, or fluids of different temperatures that could slow down or hurt your machinery if not properly handled.
I just would love if prospecting were a thing, where you don't know how big an ore vein is just based on the surface, or might not even be visible at all from the surface. Maybe ores are more mixed underground leading to increased strategy for filtering.
I could only see a subterranean layer working if it involved improving efficiency to make up for the added complexity and management.
Perhaps incorporating some elements of the new planet mechanics into one location - i.e. liquid metals, "recycling" mixed ore into large quantities of useful raw materials
i think we need more artillery shells. like we should be able to make poison capsule shells. crafting recipe would be the same but instead of explosives in the shells, you put poison capsules
Nuclear artillery
orbital artillery would be the next step
Also need some stuff for asteroids bigger than "medium"
More artillery shells are always a neat idea on paper, but in practice it's just
a) It's weaker than vanilla shells, and is never used
b) It's better than vanilla shells, so it completely replaces them
Because artillery shells are very simple things
They make an enemy base disappear, which then provokes an attack on your stationary defenses
There's not a whole lot of room for nuance, they either do their job well, do it poorly, or do it too well
there's nothing wrong with an item completely replacing a worse item. for example, the assembler mk2 completely recplaces the assembler mk1
Well, of course, I didn't say there was anything wrong with it
Just that there isn't room for as much variation as some people imagine
But also there is a specific problem with artillery shells, that being their balancing of triggering instant attacks
If a shell was a little too destructive, enough to wipe out enemies around its target, that would start dipping into OP territory
And considering it isn't really meaningful to increase any other stat of an artillery shell other than its explosion radius, that's probably one of the only results that could be achieved by an upgraded artillery shell
Unless they made it sort of like a reverse poison capsule, that only destroys nests and worms but not enemies
that seems like a fun idea. what about a artillery that delivers a poison capsule that only kills biters and spitters, but not worms and nests?
I like when the item that completely replaces the item uses said item in the recipe
Well pre-recyclying it feels necessary, but in 2.0 I'll just recycle obsolete items
Telescopic recipes have their merits, but there's something nice in non-telescopic recipes. IR2/3 does a lot of different tier items with different recipes. Solved by adding a recycler 🙂
Hopefully the enemies on other planets will have different resistances than biters. Say you had an enemy building that is super resistant to explosives so normal shells won't be efficient, but is vulnerable to a different damage type.
Interestingly, in vanilla, armors are not telescopic. But that's just to save players from eating their grids
expect vulcanus enemies to be fireproof, and we already know asteroids are laser resistant
Did they say they actually laser resistant? I thought the problem was lasers are power hogs which isn't great in space.
Past a certain size, asteroids become practically laser proof
iirc
I'll dig up the exact info
I almost always eat my grids in SE when upgrading the armor 😅
So both reasons. I wonder what larger asteroids will need. Artillery against moving targets seems impractical. Flamers in space makes little sense. Tesla weapons make even less sense in space. So I guess something we haven't seen.
at least a gun turret
a tank turret? I'd like that a lot.
My prediction is also a tank turret
yeah your right.
Would guess a rail-gun with supercapacitors thingy
If we can deploy it on the ground, I'm all for it.
I wonder if we will be able to set enemy filters in turret UI
but... why??
heavy weapons only attacks large asteroids/big biters
something like that
laser turrets only attack spitters
enemy filter can be useful when u have a combination of different turrets
perhaps u don’t need filteres in flamethrowers, but in other turrets
or, imagine if theres fire immune enemies
I kinda hope there is variety like that. Even on Nauvis. Even if it is an optional setting to have enemies which randomly/something have a high resistance or immunity to a single damage type.
Ofc that would further nerf spidertron, since no additional weaponry
i was just joking about how op flamers are in 1.1
do u know how op land mines are in 1.1?
yes
but i cant bother
i dont even have a real wall
Mines are incompatible with flamethrowers, unfortunately
That said, if you put the mines closer that fire range, it can work
try vanilla defense with rampant. finally something to burn for the flamethrowers
Week unknown of predicting biter pets.
Week u%$^own of predicting steam locomotives
My prediction for next FFF:
||Factorio releasing on Android platform||
predict someting else please
'something else' is my favorite JG subsentence
i predict we learn more about space
klonan's FFFs have pretty much all been mechanics so good chance it will be that again https://factorio.com/blog/author/Klonan
and also worth noting that klonan said earlier that he wrote tomorrow's
so far ear's written every new planet writeup
what does it mean to be a technical FFF and for how long have we had this polling feature?
too late, ship set sail!
it just got announced to me a moment ago, so brand new I guess
i cant edit it the heck!
same. i saw it and wanted to test it 😭
def a useful feature
QoL
we have had a lot of qol 😭
more major QOL would be welcomed still
Of course there will be more QoL that we haven't even though about, but now can't live without
QoL FFF's are good but emotionally cripping because
- I want to hear about SA!
- I cant use them right now so they make me miss them when playing normal factorio
we "only" have 2 dozen more FFFs until september, so there really can't be too many slow/small FFFs
unless they are going to hit us with some giant ones near release
We're not going to hear about Aquilo until launch, is my guess
this will be a bot FFF
Gonna be going over all the statistics screens. They don't really work with multiple surfaces that well right now
I think it's going to be another QoL sneak peak, and more easter eggs as usual.
What's funny is DSP already has this nailed imo
I should really play DSP, I didn't vibe with the janky feel the game had on release. I'm sure it's gotten better with time.
A new game over screen is almost a given
The biggest thing I want overhauled/touched is pollution.
spider trains!
wdym by that?
WTF IS THAT!?
Who made this abomination?
That's just nightmare spiderthomas. Nothing to write home about
A pretty mild nightmare-thomas even. There are worse ones. By a lot.
i guess it was a polish
Week unk^%^^ of pre@$^ting biter pe^s.
Week u%$^own of pr@#%cting steam locom&#%$ves
I notice that we mostly have about 4 qol/technical FFF's between planet/new bigger feature FFF's, so i expect something bigger next week
next week is number 404 though, and close to april's fools. They may meme to some extent. Or pull off shenanigans and subvert expectations. Or just pull off shenanigans
Indeed. But I feel they didn't do it with 401 and 403, so I predict they won't do it with 404 either, even though it's a much more known error code
Also, the planned release is around 420, blaze it
404 will be weapons, and the title will be "making enemies disappear"
"Fish are slippery and don't stack well on belts - so we've added a barrelling recipe. Earendel has added Delivery Cannon support for this to the next release of Space Exploration".
Lightning rod equipment??? And then a tesla charger like in K2?!
Oh man I do wish for a tesla charger like in K2.... would be worth bringing to other planets
I don’t see any lightning rod in the image tho
spidertron can be just immune to lightnings
just like trains
perhaps they will announce things that will not added into SA
or things they removed
and they can start the introduction by mentioning RCU
visible equipment on the spidertron perhaps?
It's definitely not something spidertrons have currently
What are you seeing here that I don't?
That does not look like a lightning rod
And trains aren't immune to lightning
they are
Something was said about trains 
Anyway, when I first saw the spider thing it kind of reminded me of the top of a distractor bot

it looks like the spider is facing towards right
Oh you know what that makes a lot more sense
I see it now
That's just the rocket battery part, it's nothing new 😭😭😭

If trains are immune to lightning, what do we use interrupt-in-interrupt for? It must be something else.
This is how I saw it 😭😭😭
I thought it was some kind of new model of spidertron with a hole in its head and vertical lines around it

That also means that we probably don't need the interupt in interupt on Fulgora, but on Bwuhuo for something
Wait so literally no leaks in 403? For shame
or you just don't know about them 
Yes. I'm so bad at finding leaked stuff, it would be nice is someone pointed little old me at the right direction.
under the sofa
Whatever object that is casting a shadow on its head looks tall and thin. Part of the object casting the shadow is brown and the edge of it is clipped by the edge as if we're not supposed to see the whole object. So why you don't see a lightning rod is because you can't see the whole object. I've compared it to the current spidertron and they don't have whatever that thing is.
(Need I remind you this image is a screenshot from a video in fff 403)
Just use your imagination a little.
I'm sure you've found some leaks that don't seem worth mentioning...
I'm trying to get a dev to leak something......
Stranger things have happened
Is that called phishing?
It does have it
It's nothing new
The black line is the edge of the little rocket battery on the back of the spidertron
Ok
you gotta use leading questions, like so:
JG, what is your favorite feature of the endgame power armor in aquilo?
Or... what's the favorite graphics you did for Space Age?
I already asked that one
I didn't want any leaks for it though, it was an actual question
we have too many damn FFF channels
I feel like remote driving should be a tech to unlock 🔓
why?
It predict it will be part of the automated trains tech
This is the 3rd time I see someone say this
I still don't get it
That's like if upgrade planner a tech
Automated trains are already a tech required to set trains to automatic. That's basically the "remote control" for trains, so remote driving makes sense at that stage.
Train tech is too many techs, they are so fast to research, might as well be one research
They are there for learnability I guess. Maybe they'll be triggered (but that would be annoying)
Sorry I was dumb about the spidertron, I really wanted it to be something new.
I agree with this decision
I predict fish farming on 
That would make sense, actually.
It at least solves the legendary spidertron issue haha
or fish farming on Aquilo if spidertron is unlocked there
if we can remotely drive cars/tanks and allow bot equipments in them, then we don’t need spidertrons that early

It isn't as game-breaking as like cows or some alien equivalent so I think is possible
I think remote driving non-spidertron vehicles is good, but adding bots to then in my opinion diminishes the value of the spidertron quite a bit. One of the main features of the spidertron is that it is the only vehicle that can carry personal bots, and unlocking that earlier for other vehicles would mean much less of an incentive to research the spidertron as it would no longer provide that bonus.
I thought the main thing about spidertron is that it can walk over buildings and obstacles 
yeah and bot support
I’m not saying bots absolutely shouldn’t be added to other vehicles, but before they are it’s important to consider how that will impact game balance.
Imagine Wube breaking the pattern by having both
and
unlocked on 
Since I think counting FFF patterns allowed me to accurately predict 11-12 weeks between each MAJOR FFF (planet) I want to try something similar
pattern of Klonan posting FFFs since 367 (each number represents the fffs it took until he appears again):
5, 2, 2, 3, 4, 1, 4, 1, 6, 5, 3
Since spidertrons are now unlocked on another planet instead of from Nauvis tech, it makes perfect sense to me to add a mid-game tech that can be used for remote operation of your base before you get the spidertron. I've said before that trains would be nice, because it has the severe limitation of being confined to rails, but you can customize them with additional storage and they have automatic pathfinding on your rail network. It would make remote expansion on Fulgora nice, and incentivizes learning to use trains before leaving Nauvis
I would really enjoy a train that has a roboport and logistic access
is there a mod that has this feature right now?
Personally I think a roboport locomotive might be better
Because then the bots can be powered by burning the locomotive's fuel, and cargo wagons can be attached to it for bots to take materials out of
A train with bots and enough rails and signals could path using ghost rails to a ghost station :D
And if they made its speed super slow so it's inferior to regular locomotives, it could just roll and build without stopping
Maybe it’s speed could be related to bot speed research.
I want to see other applications of the asteroid claw arms. Would be a cool way to implement automated construction from trains. Make a special claw wagon that can take items out of other wagons and can place them within a certain radius (upgradable by research). Also, let us place the claws on lake edges for automated fishing
They could be a way to automate collection of biter drops, if they wanted to implement those again
I would be surprised if they did. Drops form enemies have extremely opaque throughput. Not exactly fun to deal with in a game where throughput quantities matters a lot.
I could see it working out. Sure you couldn't do perfect ratios, but more pollution -> more attacks -> more loot. If you need more alien guts, build a bigger factory.
They still haven't revealed any enemies yet, you think it's a surprise for release?
Or they delayed because they're adding the trapdoor spider I suggested
My guess is they probably don't want to show placeholder graphics for enemies, and I expect enemy graphics to be finished pretty late compared to others.
Leaving them for a suprise would sure be interesting though.
Oh yeah art departement makes sense
People keep asking for rate calculator in vanilla, and I disagree wholeheartedly because it only works with perfect ratios
Nothing is good as actually running the simulation. If there was a vanilla way to easily copy a build to a sandbox, with an easy way to set infinity belts, run it in for a bit, and give out statistics of that. Then that is something I would approve.
The blueprint GUI needs work anyway, so this is a good place to work on.
Tips & Tricks already have live simulations, so it's not out of the picture
A surface where you can design blueprints, with creative tools that don't get pasted in the world, and live simulation and statistics.
Works well with the idea of production per surface.
So this is a hopeful speculation
Kind of built in test lab? That would be nice
Yea like Editor Extensions, but tied with the blueprint GUI
Could be even show you how the BP tiles
Don't think Wube wants us to have such tools in vanilla.
The BP screen needs a rework
From how you can't zoom into it, only allows removing entities, alignment is hard to get right....
Yes, that is something we need. Plenty of QoL FFFs left, there's a chance :)
Rate calculator was a confirmed no iirc though.
Something like Blueprint Labs I don't think will come.
Yea Wube don't like misleading features like Rate Calculator
yes the blueprint test lab is something i'd really like to see, and it would fit too as the current blueprint screen is kind of clunky. You can do it right now by going to another sandbox save but of course that is not smooth for gameplay.
I've tried mods like the blueprint designer lab, none of them work well enough for me to actually want to use them over just going into another save file or placing the blueprint and editing it that way.
Better blueprint QoL would be much appreciated. Being able zoom in and add to a blueprint would be really nice.
If we could test blueprints using an in-game simulation that would be sick
Try editor extensions
I don't see running simulations in the blueprint "editor".
it only works with perfect ratios
what do you mean by this? it seems like it works fine with non perfect ratios
I dont think rate calculator should be in vanilla either but I dont get what you mean. sometimes it spits out a fraction of an assembler? well then round up
Oh, I got rate calculator and stuff like helmod mixed up. Yeah rate calculator is more finickey
can't believe I've never heard of this before. I always just have a "test world" without ore, enemies, trees, or cliffs to build and test various bps/setups. this is much more convenient being able to do it "in game".
I always thought Editor Extensions was just for sandbox worlds, but no. There's a button that puts you in a sandbox surface, with a ton of useful "infinity-<something>" entities.
yeah those are nice. I've been using creative mod for a while which has a lot of that https://mods.factorio.com/mod/creative-mod
Based on the old Creative Mode mod created by Y.Petremann, then patched by Pac0master, and also the Test Mode mod created by rk84. By enabling Creative Mode in the game, you can access objects that can generate unlimited items, fluid or energy, or nullify them. Perfect for testing purpose or making initial setup for games.
True, but EE was made by Raiguard 
he makes some solid stuff. running creative experiments in-line with your running game is what sells it for me
To be fair, the EE testing lab is much more limited than i.e. Blueprint Sandboxes. You also need to be an admin to use the editor at all.
My main usecases for EE are for mod development and game development
Limited in what ways?
- You need to enter the map editor to use it
- There aren't any accommodations for Space Exploration
Would be fun when they announce the new blueprint editor to be something like Editor Extensions 🙂
how will sandbox surfaces work when specific buildings can only be placed on specific planets?
surely theres some built in way to disable/bypass that
sandbox mode 2.0?
My assumption would be not enforcing placement restrictions on a potential blueprint surface/simulation.
I have tried EE, and it works well in a test world, but there are oddities when using the in-save sandbox surface. I'd rather just have a dedicated save file.
An extension of the simulation system to work with blueprints would be really cool, I can imagine allowing you to place "I/O" entities like infinity chests, belts and pipes that will be in the blueprint but won't be placed/previewed outside of simulation.
Week 1 of predicting 'romance' update
Week $##$%%%% of predicting stea$ lo$%&iti%@s
I'm hoping for more specialized exoskeletons, like modular armor with a larger equipment grid but you can only place energy, batteries, and a singular utility item, such as exoskeletons. (I need to be able to move faster. Default speed is so slow)
🚀
😥

speed is 0.75x