#FFF Speculations
1 messages · Page 8 of 1
if u have various specialized armor then the meta will be carrying multiple armors and constantly switching armor for different circumstances
which doesn’t sound very fun
Doing that is already optimal, one for running around, one for building things, one for fighting bugs
I just think "specialised" armours are very unnecessary because they're already modular
we will have
armor and equipments
and mech suit
Yep, getting a 15x15 PA Mk2 grid with equipment being 2.5x better will be very silly
Armour Mk2 will be at least ~6x more powerful at full legendary, very silly.
also

The difference is even bigger when starting with a smaller grid, like on 
10x4 to 15x9 is 3.375x the size, so with
equipment at least ~8.4x as powerful
I’m sure it’s more than 8.4
because u get more power from quality generators
and higher quality equipment consume the same amount of power
There, fixed
if my math is correct, filling a legendary spidertron with legendary exoskeletons gives a top speed of 529 km/h
this is mildly amusing
I don't think calculating spidertron's speed is that simple though, you kinda have to measure it.
A single exoskeleton doesn't increase the measured top speed by 30%
I'm just looking at the numbers on the wiki, and the measured speeds there say it goes from ~46 to ~57, which is a ~24% increase
but tbh wube may change spidertron behaviour for 2.0
Do we know what legendary leg's stats even are
Presumably 30x2.5 = 75% speed increase
Also, because the energy demands don't increase for better quality stuff but the energy generation does, you can use less of your grid for reactors and batteries compared to the functional things like exos and roboports
^ besides bots
Personal roboports are interesting, because they get ridiculously more space efficient, but still consume the same amount of energy per work.
Conservation of energy is not to be fucked with.
||ik Factorio doesn't care about it||
Uses boilers and prod mods to turn coal into uranium
I'm hoping for more SA stuff, like a new planet or more about 
We'll get more QoL, polish, or technical. No SA stuff
how many more FFF we have before release?
about 21?
I do wonder if they want to talk more about planetary techs in future FFFs.
It will release in 670 days... I think.
bot says 95
well we are in the rhythm to get new content this friday so you never know 
It will release in 834 days... I think.
When it releases will there be a biter expansion party?
Latest leak: there will biter expansions 
I feel like that's not really "cool" enough to warrant fff coverage. Unless of course there's a tech that introduces a new mechanic or something, like stacking
But then it's more about the mechanic/gameplay change than the tech itself
there isn’t much tech that doesn’t introduce new mechanics or different gameplay tho, except those bonus upgrades
otherwise there is not much point to add the tech
It also makes sense to not reveal more on the planets we already know so we can still figure some things out on release
Prediction: Another QoL/polish, but with leaked hints about more things.
We'll probably only see spidertron remote revamp when they reveal the mech suit thing, which I predict will come in the coming month.
there will be both, the expansion and the party
Will there be a party, if I happen to be in Prague when the game releases?
(I won't, but hypothetically if I were)
forget i said anything about a party
Who's invited to the expansion party?
biters and spitters. worms were invited too but won't be able to attend
said that they are grounded or something
harshest uninvite so far in 2024
How many people do I need to bite for an invitation?
one, the security guard
I think it's gonna be something totaly new nobody expects. (bc I can't think of anything
)
Skipping an FFF for a joke would be totally new, but very much expected.
"this FFF covers the greatly anticipated fish multithreading update"
Followed by 3 FFFs about how they got the UPS back to 60. 
(to be fair i don't know for certain they're not already multithreaded, i mean they don't seem to have a problem with swimming over each other...)
ok they're not - the update happens in the main entity-update loop
wow big thread
no party like a biter party
Do Biters swallow?
Factories aren't made of edible stuff, all the chunks they bite off, do they swallow them? If so, they must have one hell of a digestive system.
Ohno Klonan has found the speculation thread. Now no prediction will ever be correct again!
in Nullius the biters you grow take a steady supply of guns and produce iron oxide as waste. I like to think they eat metal.
why they prefer it in pistol form is unclear
they're probably fine with large amounts of concrete walls then
the spitters are an evolved form of biters so the acid is probably just biter stomach acid
meaning biters are fully capable of digesting your base
literally outsourcing digestion
next week will be 🔥
Kinda called it with spiders?
yeah that solves the mystery of how to control spidertrons lol
its a small thing, but I like how you no longer need to have x many of them needing to follow a certain one if you want all of them to go somewhere
That's especially great to me because the one they're following will always run slightly ahead, and tends to take by far the most damage if you run them into nests
An inbuilt calculator would be nice
You ever want to do a calculation but then you have to alt tab and bring up your desktop calc
We're getting simple math in number entries, which is nice
so instead i cant alt c to bring up in game calc?
You'll be able to, for example, set a logistics request for 300 items by simply typing 50*6 into the field in the UI.
As opposed to having to calculate 50 times 6 somewhere else (mentally, or a calculator) and then input 300 into the field.
Was in FFF#388

Hmmm, yea. That doesn't really help for decimals I don't think.
I like how they renamed the Spidertron controller, to somthing very generic.🧐
Yet still have "spidertron" several times in the tooltip
almost as if we'd control other things as well
Pretty sure somebody will make a mod that enables the RTS tool to work on other players.
Rule 7
rule 34
I think the conflicting name and tooltip can potentially be explained if we take into account mod support. The tooltip probably has to stay clear and unambiguous so new players don't get confused, but the name is changed for the sake of mods adding other controllable units
I mean, wouldn't it be weird if in modded 2.0 we controlled AAI vehicles with a "spidertron remote"?
Both can be easily changed in the locale file
Add a remote to tanks as well, RTS hunting squad with tanks and spiders and some jeeps to pull the biters
add legs to power armor and let it walk alone, remote them too
tbh RTS controlling a group of tanks that auto fire enemies sounds as OP as spidertrons combatwise
RTS controlling a train would also probably be better than the janky train minimap
will blueprints become abstract items in 2.0?
And finally, a "mouse only" mode for Factorio would be good for people with disabilities
Controlling the engineer with the RTS controller
I bind ctrl to mouse button 4 so it’s mostly just mouse
imagine rts player control and clicking player to open inventory
Like you can do in multiplayer
yeah
And a mouse button for rotate
why do u need to rotate player when u can rts control them
iirc the direction of player doesn’t affect the movement control
"We were considering the fact that we're adding a lot of QoL improvements recently, and figured we need to balance it out. We've changed player movement controls in 2.0 so they function the same as vehicle controls."
Factorio mod where you are stuck in a car. Forever.
You are the car.
JanSharp
87
Now vanilla 😄
I'm awaiting a big FFF

these have been some pretty hype little FFFs. its gonna be wild when the next big one drops
they can't hide the big drops forever
Dangerops
Biter dating sim
still waiting for the next space platform FFF
perhaps we will have several big FFFs in a row before the releasing week
I’m expecting to see more planetary techs, one more fff for each planet
and at least one more for space platform
Would it be out sometime this year? i assume sometime late/middle summer
It will release in 496 days... I think.
earliest speculation is august i’m assuming it’s gonna be late september
nah Christmas 
I honestly think it'll be sometime Q4. they'll want to add more things, more polish, more balancing, possible bugfixes, etc
something like that for odds
what is the y axis
The odds
oh
technically its odds density
Day 1 of predicting burner beacons.
(the regular electric beacons can get moved far up the tech tree to allow for this)
Why is august so low here?
wube sets a high bar for quality, I see them using a bit more time to bring it closer to perfection
It will release in 486 days... I think.
The answer is pretty clear
It will release in 944 days... I think.
Extremely
i think that october has a nice ring to it
pretty good release month imo, top 12 for me for sure
It will release in 439 days... I think.
Make up your mind!
It will release in 366 days... I think.
It will release tomorrow...for sure.
we foxhole now, next update unlocks in 15 minutes
Tomorrow is going to be a banger of an FFF
Something unexpected like driving or space platform schedules
What about something truly unexpected like burner beacons?
Which you put... what in?
fuel
And it then......?
That’s it
Oh, so just a way to void fuel, gotcha
burner beacons have 0 module slots unfortunately
inside a burner beacon is a massive ring of burner observers
I thought it might power nearby buildings, or affect their power efficiency in some way
hype bros .... its over ....
You know, I'd originally thought of burner beacons as just regular beacons with 2 module slots except instead of electricity they use fuel, but the idea that they have 0 module slots is just too funny.
Modules now have a fuel value
It will release in 482 days... I think.
It will have 100% effect transfer, and will munch on the module for a while e.g. an hour
So you would get a lot of value, but at a relatively high cost
it also accepts prod modules
We've had 5 smaller fff's in a row so tomorrow should be something big I think?
🤡
uh oh
my bet for the fff is the assembler 4
I'll eat my shirt if we get an assembler 4
screencapped
Imagine that being the entirety of a FFF
"In Space Age, you can research to get the assembler mk 4. It has 5 module slots and a crafting speed of 2.
Thanks for tuning in, come back next week for more updates on the upcoming expansion."
My prediction is Qol + small SA changes
My prediction is small SA stuff, but not big stuff.
I’m expecting a FFF similar to

Ya that makes sense.
"To craft it, you need to mine a new ore which requires you to pump 134.5 degree water into the mining drills. Before smelting the ore, you need to deepfry it, and after smelting it you can craft it into 12 new intermediates, all of which are used for absolutely nothing except for the assembler mk4. We are so glad to finally implement this long requested feature into the game, was it everything you hoped it would be?"
I called for a logistic screen upgrade a couple of weeks ago 🙂
who noticed the half light armour and helmetless power armour in one of the GIFs
it was an absolute banger GUI revision!
where? i cant find it
its in the first iteration of the third ui
the power armour one might be modular armour i cant remember
not the FFF I was predicting.... but the logistics GUI is a nice change
Belt reader seems really interesting. Not entirely sure yet if I'll ever use it, but could potentially make non-sushi shared belts a possibility
So long as the belt ends where the last inserter is...
It's also nice if you want to send expensive items over a belt without overproducing them
Actually scratch that, I could see it still failing if the last machine already has enough of that item
I got my hopes up prematurely
Oh wow they really are there
That's so weird
Especially considering the normal, helmeted versions can be seen in the same image
This is bizarre, I genuinely have no idea what this could even imply
Armor with no brim 😭😭😭

over bros, we won!
my friends.... I think they officially diverted from their original pattern
furthermore, I don't even know what season we're in anymore
We decided and planned the general topics of the expansion. This is comparable to when we were deciding to add trains to the game. We knew that we wanted to control how the intersections work, and that it should act as the largest scale logistics option, but the details weren't laid out yet.
This is the step where we start to make the actual game objects, even when they don't even do anything at that point. For the rail example, this would mean that we make mock objects for rails, trains, train stops and signals, so different people can start implementing the behaviour in parallel, and start making it interact as they go. In this phase, as things stop being as abstract, a lot of the most basic unexpected problems start to show.
The goal of this part is to get the individual mechanics and their object definitions into place, but they are usually the minimum necessary to test it. It's like implementing biter and spawner mechanics, but having just 1 type of biter, not connecting it to pollution, and having no sense of balancing with the player weapon systems.
Here we put all the sub systems together and try to connect them. A lot of bigger structural problems can be discovered at this point, which might require some wild removals, changes, or additions, required to make it all work together.
This part should feel much better, as the content is more stable and the chance of removing things is lower. This is where we can actually have the semi-final list of requirements for the graphics department, which allows us to start making reasonable time estimates. At this point, we do more playtesting, and we can start polishing the roughest edges. This polishing is mainly focused on basic balancing, the biggest UX issues, broad pacing improvements, etc.
At this point, most of the graphics are in place, and the game is fully playable. When the game feels close to finished, we can tweak the final details, like new simulation screens, tips and tricks, achievements, and so on. We can also start to invite a limited number of players to help us find the most obvious bugs. We want to also invite some of the mod makers to help us test the modding API, and let them prepare for the release. Same goes for our top community translators/proofreaders on Crowdin.
The tricky part is, that we want to release basically directly to stable, without an experimental phase, like when we released 1.0. The reason is the obvious problem we would have otherwise: An experimental release is not interesting to many people, but by the time it becomes officially stable, it is old news and nobody cares. Hopefully the focus on automated tests and beta testing should make it smooth enough.
This is definitely the longest gap between SA fff's
Except it's not
387 was Vulcanus 2, 398 was Fulgora 1.
Next planet won't be in the coming 2 weeks
I wonder if they're like going to show everything in the fffs Like are they gonna show every planet?
I had new SA content in mind, like we also got 5 fff's after vulcanus with the bulk inserter and new conveyor belts
The
is indeed SA, but it doesn't feel SA-ish
To rephrace it, the longest gap between SA exclusive content
if its content in the SA mod its SA content
we also had the one about map gen that revealed more vulcanus terrain
I don't mind though. the SA content may double our playthroughs, but all the QoL additions will actually keep us playing for another thousand hours
only a thousand?
rookie numbers
xD this is perfect
Well, I would say Factorio 2.0 is a new game, else it would have been Factorio 1.2
So thousand hours as a tutorial is good number to grasp new stuff
Once we master 2.0, then we gotta pump those numbers up! 🔥
every realese is a new game 
theseus ship problem
Couldn't find FFF #406.
The new Trains overview GUI (FFF-364) was a winning formula in my book, so lets just try to copy it:
- A list on the side to categorize things.
- Minimaps to give specific information about each individual related item.
Here I tried to tackle the network selection. The first step was to change from a drop down, to a list.
Instantly better. The second step was to add the icon in front to differentiate the mobile and roboport networks. So we're getting
somewhere.
After some testing, I determined that the individual item minimaps were not proving to be that useful. With that
in mind, I could change things around.
So there is an obvious improvement, we move the items to the side. This gives us more height, which means we can
make the minimap square and bigger.
However the GUI still had a problem, in that it was a 'Real GUI', it covered the whole screen and the minimap didn't allow any of the normal map interaction.
Speculations for Friday?
I think it will be the 12th of April
I think we'll see a new SA feature that isn't 
Something mechanical like the stacking inserter.
Revamp of the production/pollution etc screen
Personally I'm waiting for a pollution revamp in general, but I doubt they'll change them
I'm really curious if and how pollution on other planets will work
what things would you want to see fixed about pollution
Yeah, I always wondering why the pollution didn't take in account the wind when spreading. It can be fun and add a bit of unpredictable situation 🙃
Personally I think it's more or less perfect as it is now. Maybe some tiny functional details could be changed, but the core of the mechanic is exactly as it should be
bwuhuo isn't happening anytime soon so I'm going to go with the mech/armor we saw a couple FFFs ago
wind would be intersting
id like to see different types of pollution -- noise, air, metal dust, oil spills, etc showin on the map
and maybe each type of pollution has different effects
and spreads differently
Personally I think wind would be uninteresting 💔
there is already wind in the game, it change the direction of the steam and smoke. It is just not taking in account for pollution
i think wind would be interesting because it would cause pollution to flow in different directions and spread to unexpected and new places
like you might say "the west is a desert so I will build up defenses there" but then the wind changes and the pollution blows to the east
Pollution currently only matters when there are a biters, which seems odd.
See mods like https://mods.factorio.com/mod/NauvisDay
where pollution can cause offshore pumps to jam, and various other mechanics
a funny mod whould be the pollution increase assembler speed, more you pollute, more you produce lol
I kinda like the IR3 approach, where forestries work off living trees in nearby chunks, and then pollution kills the trees -> lower production
So you have to build them a bit away from your main production, leading to an interesting logistic challenge
Or you can do the opposite, and pipe polluting gases far away before venting them
It also has air filters which are relatively cheap iirc
IR also does that 🙂 You get too much sulphurous gas, and you need to vent it somewhere
Yes, I know the mod, it was a statement
store barreled gasses and shoot the chest 
shoot the pollution into space
In IR, if you explode or empty tanks with polluting fluids, they pollute right away...
I think it also works with barrels there
so shooting the chest doesn't work 😉
And I think chests spill their items? Or maybe they just instantly pollute like fluid tanks, it's been a while
oooh, a mod need to convert that in a massive pollution amount 😂
There's also that mod that spreads the chest's content on the ground 😄
wait for SA and dump them into the void of interplanetary space
recycle the co2 to get back usable oil
But then you have to count the pollution you generated while producing all the rocket parts, and see if it's a net positive... 
CO2 + H2O -> Methane, using the Sabatier process
recycling a non empty barrel ? 🤔
It would return a 25% barrel, possibly higher quality, if quality modded
The fluid is still without quality
But the barrel can be quality
wonder what whacky chemical reactions will bacchus have
I'm still counting petri dish theory as plausible...
Now imagine replacing liquids with barrels
You know how
has 5 fluid connections? Now use it for other things 😉
and apart from the main building what other "secondary" stuff will there be, like the drills or the recycler
biter bbq 
Biter milkshake
If I'm not wrong, in the last FFF about train, they said it will be more about train no ? 🤔
You know spitters? We'll now get swallowers
biters are swallowers
did we ever figure out what the white or the green stuff is
It is something unique that doesn't have a high throughput connection to it, seemingly only bots
And it's not near the wall of roboports on the right, so it's relatively low throughput
Considering it's a small island, it could be whatever the strong white dots are
It was said that the white dots are "very dense scrap, with something above it"
We speculated it to be robot defenses. But maybe it's a very hard shell we need to mine through to crack open.
they are the footprints of titans
the only thing I can think of for the green is a landing pad with one cargo bay on each side
but still a bit of a low troughtput for your one and only import site
I'd wager the landing pad is somewhere near the sea of roboports
Have we had an FFF about earendel hitting the tile limit? cause if not that is my prediction for the next FFF, until it happens
Next fff is about a new unmentioned feature, calling it now
Do all planets have atmospheres?
We don't know, but it's quite likely they do
Planets without an atmosphere would (probably) have very boring environments.
Tile limit was increased
1 byte -> 2 bytes 
How much effect did it have on save file sizes? I assume compression still helps a ton
So you, I mean we, modders, can make different quality tiles?
I'd assume they have a tilemap per chunk
As lonk as the chunk doesn't have over 256 different tiles you may keep them mapped to 1byte ones
Day %%###$$$$ of predicting:
$$%^^^^%$##@ Smut.
Biter Dating Simulator.
Steam Locomotives.
wrong, we just went for 2 byte tile IDs
this seems silly because you could easily go over that number in a given chunk
what do we expect the program to do then? panic?
we have Steam Locomotives
Not in base
raiguard is in chat for FFF
yeah they've been in #combinators for a bit #combinators message

The feature in question is so subtle that most people will probably miss it, but I can't play without it anymore!
It was originally a net negative line count but now it adds a few hundred lines after all of the edge case fixing
You cannot escape my All-Seeing eye
I clearly see two eyes here 
I doubt this is the feature in question
Same, I'm just putting it here for 'speculation'
My dreams tried to predict the fff 😭😭😭
I had a dream that it was out and I was reading it
It was about slugs (the animal)
They added slugs to the game
They grew metals on their back or something
keep going ✍️
They also added this new "type of planet", which was very good for "producing food"
It had squares of this weird shiny green surface on it, and you had to build on them to produce food. I remember reading that it was "to encourage compact and tileable blueprints"
I think in this last part some stellaris may have leaked into the dream
Anyway, now wube is going to send men in suits to my house because I leaked their top secret slug content
Write that down, write that down!
What's the consensus for today? QoL or space? I think it's a bit too early for space right now
not sure what to expect
I will be very happy if its a space platform fff
at least showcasing the latest space platform construction animation
"Epic"
it could be more circuit-quality stuff
we just had one
nothing stops them to have two similar fffs in a row
it could be statistics UI rework
It’s not always very straightforward to see if one thing running lower than expected is because theres too much or no enough of supply
also we haven’t seen biters for a long time
and there might be more music fffs
there’s no inserters for the cargo wagons, only input and output inserters for the locomotives. It’s probably taking low tier fuel out and putting better ones in
or it could be nuclear rocket fuel reprocessing 
yeah... quite odd there are no inserters
perhaps they can be requester/provider chests when parked?

It's just a fuel changer imho
it’s probably just a refuel station
with inserters able to take unwanted fuel type out
to allow switching fuel type
it actually solves the mix fuel interrupt problem quite elegantly
just take the unwanted fuel type out
yeah it could be. I keep forgetting refuel stations are even a thing now lol
So many 2.0 features
I wonder if we have to be personally on the corresponding surface to hear the soundtrack
but not in the remote view
technical FFF next week
after that?
or could be military FFF to properly introduce the rocket turrets and perhaps character rework
What's the mix fuel interrupt problem?
its not very straightforward to set proper interrupt conditions if u want to for example change fuel from coal to nuclear
What's the problem with simply cutting off coal and putting nuclear fuel on the belt that used to have coal?
u need to think about it in 2.0 context
where u use fuel condition interrupts to tell them to goto refuel station
in this case u need to design a proper ‘go refuel’ condition to cover all possible fuel types
oh right so like if wood + coal * 2 + solid fuel * 4 + rocket fuel * 20 + nuclear fuel * 100 < critical value -> go refuel ?
(numbers not accurate)
yeah something like that
and there’s probably no perfect formula
but if u can take out unwanted fuel, then u can simply update the train group to go refuel if they don’t have enough amount of new fuel.
which is super simple to setup
If I understand what you're saying, then this build is meant to be a transitioning stop, to take out old fuel and replace it with good fuel. which would be much easier to do with an interrupt.
no, the station is still a refuel interrupt stop, just that u don need a complex interrupt condition to account for remaining low tier fuel in the train. (to prevent the train full of wrong fuel stuck at refuel station forever)
AH. got it. you're so right. its so unassuming I wasn't thinking it could the the refueling stop for the whole network
yeah, if u want to replace coal with nuclear fuel, u can just goto the train group and change the refuel condition from“if coal<50” to “if nuclear fuel<1”. All trains will get their fuel upgraded and u don’t need to worry about coal that haven’t been consumed
that's so smart
It is really well possible that they don't reveal
or Aquilo until release, or that they are saving something really big that they never even hint towards
if they don’t reveal something before the release it’s probably because they haven’t finish those content
I expect them to not reveal every single tech unlocks, but as one of the major part of gameplay I expect them to show the concept and the rough game progression for all the planets
They will likely only reveal the last planet on release week
but they will
it wouldn't surprise me if it doesn't go into more detail than the intro FFF for
or
when they do so, with a light sprinkling of what happens there
Yea it will be "part 1"/teaser on the week before release, then release FFF, and maybe after that, the part 2
I’m expecting they reveal the endgame goal on the release week
I still kind of expect them to not reveal the last planet at all before launch. Perhaps a quick teaser? And then more after the launch. But we'll see what the devs do
Teaser like they teased
on the 1.0 announcement
one planet is quite a lot to hide compared to spidertron in 1.0
What's the leading theory for the unique resource of the ice/water planet?
Ice, and water
assembler chains:
ice -> snow -> snowmen -> frosty the snowman (requires legendary hat)
Imagine if you need heat pipes to uncover resources and buildable land
Speculation: as soon as you reach space, all coal is renamed to "carbon". It functions exactly the same as before, except now you can find it in places other than Nauvis.
Unlikely
#friday-facts message
based on this Im quite sure carbon and coal are different, and we probably have a new recipe to convert carbon into coal
perhaps just ice. I expect water on 
ice and water are kind of repetitive for power
if there’s water then there’s not much point to have ice
Good point.
I wonder how the chain carbon + sulfur -> coal -> heavy oil -> light oil -> petroleum -> sulfur works with productivity modules. Can you create sulfur from nothing? (or rather, sulfur from carbon, but you know what I mean)
u still need carbon as input
Yeah, but carbon -> sulfur without an obvious nuclear reactor would be weird
and it is possible that sulfur is not needed for the recipe, just that they happens to be on the same belt
so simply carbon+water = coal
In which case instead of carbon+ sulfur -> potentially more sulfur than you started with, it's just carbon -> definitely more sulfur than you started with
there’s no sulfur loop wdym
its the same as coal liquefaction
u can get sulfur from coal in 1.0
also cracking all they way with liquefaction is space inefficient
probably not suitable for space platform
Water
Water isn't free in 3 of the surfaces we saw 🙂
I see no problem that we can convert carbon into sulfur
we can already do that with coal
Fine: the question is, with productivity, can you go: sulfur + carbon + water -> more sulfur than your started with?
I mean coal can contain sulfur
That's why coal powerplants give off sulfur dioxide which creates acid rain.
it depends on the recipe but likely yes
Depends if all these recipes accept prod
but I don’t see it as a big problem because both carbon and sulfur are from asteroids crushing
just get more asteroids is probably easier (and more space efficient) for more sulfur
TBH productivity in factorio is a very unrealistic mechanic, so it's not a big surprise if it creates completely illogical situations
Better usage of input materials
there will definitely no infinite positive loop tho
Space mining is probably infinite positive loop
But slowish
I feel like it's SA's response to SE's core mining
An offshore pump is an infinite ressource generator
feels like we’re talking about if it worth to make a giant platform to farm free asteroids again 😅
Well... you'll have to fight 
I would argue that the setup cost is way higher to justify the low maintenance cost, also UPS is probably worse than miners+rockets
especially with high level mining prod
not sure if we will have asteroid processing prod infinite tech tho
inb4 mining prod helps crushers
I wasn't asking thinking it was a good idea to generate sulfur, I was asking about whether the game would break physics and have a way of generating sulfur from things that aren't sulfur without a nuclear reactor
well, effectively u r converting energy into mass with prod modules
at this point I throw away realism already
So prod modules are actually fusion reactors making matter from pure energy?
TBH we have a portable fusion reactor so I guess it's possible
u can also explain it as reducing waste
imo it doesn’t matter that much gameplay wise if it breaks a bit of physics
and if in doubt u can always make changes on the physics constants in the Factorio universe
btw this kinda confirms the endgame will be covered in a future FFF
Won't be surprised if they come from deep space asteroid mining
hunting giant asteroids in deep space
sounds fun
hope to see artillery on space platforms
based on the likely
music track I suspect there will be heavy rain/flooding events. The second half of the music quite fit the vibe
and there might be caves or dark forest areas
where u have limited access to sunlight (likely covered by tree)
or could be something happens at night
id love more weather
I think there might be city building events 
still curious about new enemies
but
fits for both weather and the brain enemy
Also I feel like the
soundtrack showcased is only for night storm times. During days the music might be a lot more quiet
desolate, mysterious vibes then
ethereal vibe
basically the melody part without electric noises
and probably without the base
yeah it doesn't even have to be a cleanly defined beat, just gentle meandering tones
they said the music isnt affect by game events (except the surface ur looking at)
is it based on remote view or the actual location of player?
this is sad, but does the time cycle count as an event?
also they have two versions of music for space platform: stationary and moving
or two states
no
there's a giant paragraph in the FFF about how the engine cant tell the music whats happening
so the music just randomly plays
well they've designed the music itself around this
so to really take advantage of that, they'd need to write new music
so i doubt it
but the sample music feels quite dynamic and would be a bit weird if the wrong part is played at incorrect situation
especially for the
one
if you compare the music to other building / engineering games with music that randomly plays, its pretty similar in terms of dynamism
however, we'll need to wait and see
for me the fulgoria one is a bit much
https://www.youtube.com/watch?v=1wi0iwEeucc its a pretty noticeable difference with the new stuff vs the original/nauvis music
Factorio soundtrack by Daniel James Taylor
0:00 - After The Crash
1:36 - The Right Tools
5:01 - Reasource Deficiency
6:29 - Are We Alone
11:22 - First Light
12:48 - Research and Minerals
15:56 - Gathering Horizon
20:20 - Expansion
23:30 - Polution
24:28 - The Search For Iron
28:45 - Turbine Dynamics
34:03 - Solar Intervention
38:00 - Anomaly
...
solar intervention is pretty vibes
does the last song play in game?
not sure honestly lol, but its probably my favorite
I only remember hearing it on menu screen
still I think the new music is a lot more epic and dynamic than the old ones
perhaps it’s because they haven’t been remixed
also the engine has to be able at least tell the music ‘something’ otherwise it can’t tell which surface the player is looking at
the question is to what extent
the fff only says it can’t read players actions
like if they’re building factories or in a combat
but didn’t confirm if the music player can tell the time and natural (daynight based) events on the planet
also if the platform is moving or not
no, it says
We don't have a way for the engine to tell the music system what is happening in the game
well if we read that literally, then it can’t tell which surface the player is looking at
In other words, the music system has no idea if the player is in the middle of a battle destroying biter nests, or meticulously placing transport belts to satisfy the needs of a growing factory.
I suspect the surface part is being added and is the only thing the music will know about because its required for the sound system to work at all
the thing is daynight cycle is independent of player activity so might be easier to read (I have no idea tho)
i think its best to assume that any capabilities not explicitly stated to exist do not exist
Probably they will explain some more techniques next week as they teased
the only facts we have are
- the music system knows nothing about the game
- but it will pick music based on the surface you are looking on (and this is in devlopment)
these are a little contradictory, but I think its safe to assume the only thing the music system knows is current surface
nice
Weather would be awesome
How am I only now realizing this...
well… technically u don’t need core mining in SA because planet area (thus resource) is practically infinite
Especially if the resources behave like they do in vanilla (get richer the further from origo the resource field is)
I guess this is making EMP from refined concrete, processors, steel and holmium plate
It's making recyclers
Ah it is indeed another thing
It can craft wire, circuits, electric poles, accumulators, lightning rods, supercapacitors, the new science pack, more electromagnetic plants, various tesla items, a few other things, and last but not least, modules.
Could also be advanced lightning rods, but yea probably EMPs
advanced lighting rod probably need supercapacitor
I bet u can simply smelt holmium ore in furnace to get plate
We haven't seen molten holmium, so yea it's probably a direct ore -> plate thing.
EMPs can craft themselves?
interesting, that base prod will help a lot with
recycle loops
it would be strange though if
was some kind of chemical plant for its special crafting building, and that could craft itself
if the scope of what it can craft is larger than the chem plant then yeah thats within the realm of believability lol
It can craft wire, circuits, electric poles, accumulators, lightning rods, supercapacitors, the new science pack, more electromagnetic plants, various tesla items, a few other things, and last but not least, modules.
lightning rods probably provide more power than Nauvis solar
I'm sure, but we have yet to see what use they'll have outside of 
if
yep lol
I don’t mind if lightning rods are only useful on 
lightning rods can generate power and protect your ship if you fly though a plasma storm in space (I made this up)
Me neither
But I would mind if lightning collectors are
I wouldn’t mind if lightning collectors are just lighting rod mk2
I don’t see any issues if there are some entities made on a planet that only has use on that planet
The thing with collectors is that they're gated behind science
You have to invest in them, and I feel like that should warrant a bigger payoff
the devs have shown that they dont like buildings that only have one use
it doesn’t mean they won’t add one
i agree
There can obviously be exceptions, think the asteroid collector
but there are some issues with buildings with one use
also crusher
crusher is not an example
crusher only crush asteroids and only on space platform
that would be like saying assembling machine has 1 use
we don't know that
plus there is crushing 1 and crushing 2
We do, actually, it has a space gravity requirement to work
true
well lightning collector not only protects u, they also generate power 
Yeah but that's one thing, it does both at the same time
assemblers also just crafts. That’s one thing to me
no matter what recipe u set, it just crafts
if we dont get an assembler 4, my dreams will be ruined
u can also dynamically change recipe using circuit
Yes, but you use assemblers constantly and everywhere. The reason we are even looking for more things for the collector to do isn't just for the sake of it, it's because unlike the assembler it needs a reason to be used widely
I just don’t see why there can’t be an entity that’s only useful where needed
say landfill only useful on water planets
well we don’t know the research cost for lighting collectors, but it can be as well just 75 packs
also even if it just boots
power, that’s big enough that I will pay 500 science or even more for it
lighting collector is probably not the main reason u go to 
i think we agree that it is possible the lightning rod might only be used on fulgora. but it would be cool, and in line with wube's philosophy, for it to be useful elsewhere
u probably go there for EMP and holmium
could even be a trigger
I just don’t see how. At this point it feels unnecessary to find another role, for them if just for the sake of it
We know it's not
i suggested that it could be used in space to protect aginst lightning storms
But then that means they were added "just for the sake of it", if they do the exact job another building but better, which is to say they have flatly incresed output numbers with no mechanical difference. It's like a solar panel mk2. Assemblers at least have the difference in module slots
there's nothing wrong with a building being another building but better tho
for example, red belts are yellow belts but better
mk3 assemblers is just upgraded mk2
more module slots doesn’t allow them to do different things
its just better
Belts and inserters aren't really on the same level, they're logistics, not production, and their tasks are too simple to allow much room for nuance. But even inserters manage to do something interesting, with stack and bulk
imo the lighting collector is more like the ‘proper lighting rod’ and the lighting rod is more like a initial trigger tech to get u to EM science
just for the kickstart
u r probably not supposed to scale your power using lightning rods
u only need them to crate a small playground to figure out the initial Fulgora production
what if the final planet has stuff from all planets
so u need lightning rod there
what if you can set up 2 lightning rods to create a tesla arc defense
flip a lightning rod to "discharge mode" and if you pump electricity into it, it creates lightning strikes to damage enemies
well I don’t mind if they do have uses elsewhere. I’m simply satisfied even they’re only useful on Fulgora
to me they are useful enough
surely it might be better if theres applications for them elsewhere, but it need to in a way that makes the game much more fun imo
it could be that the route to Aquilo is gated by electric fields
so u need Fulgora tech as one of the prerequisites
but I think if anything its more likely that u need other things from Fulgora to help u to get to Aquilo, instead of the lighting collector
yeah. very possible. its not really easy to predict what "will" be in the expansion so I like predict what would be fun to be in the expansion
I wasn't completely wrong
I would say that new music was absolutely mentioned
Oh, but to you I have the same question: where?
Interestingly too - you have the burden of proof
Music
I am sure you all want to hear about the new music coming in Factorio: Space Age, but we are saving that for a future FFF, stay tuned!
That did not seem to be too heavy of a burden.
Not particularly 
this makes me wonder if next week will be a technical fff
I'd think so
if we're lucky it might even include a few more pictures/videos of SA stuff
I hope the
introduction fff will have music included
That would be hype... same for Aquilo
This reads like "Maybe the devs will actually talk about their game in their devlog" 🤣
26 FFFs to go
October is great, having a specific time-frame feels good after a lot of "probably this year, maybe later"
The expansion will be released when it's done.
It will release in 470 days... I think.
I mean, to be fair, most of the FFFs have been far more 2.0 stuff than SA stuff. If you picked 5 at random to read you might not even know space age was a thing.
The FFFs are very SA-light, by %
well SA is only one of 3 mods in the expansion 
that’s already 33%
and theres also qol 2.0 stuff
I don't care. 2.0 QoL is amazing
its something like 27% SA focused FFF's at this point
some of the qol are more amazing than SA stuff
I do care. QoL is good but its not exciting
QoL makes u love Factorio
excites me
space platform excites me
ive been whining about (lack of) super force build for years but the music + videos in the new FFF got me 10x as excited
generic interrupts excites me
Remote requests excites me
But I agree that the most bangers were quality, elevated rails, platforms, the 2 new planets
new content attracts players, qol makes players stay 
Do we think there will be something else besides the planet stuff on the level of elevated rails and quality?
I speculate no. That said both quality and elevated rails came as a surprise
I think they’re not hiding a secret 4th mod in the expansion
(or 5th)
if we count the expensive mode
how about new new tutorial campaign
We will have a lot of new tutorials and tips for the planets
let’s imagine how many players will complain that they keep dying on Fulgora during night 
and how sucks solar are there
They should stand under a native lightning rod
I wonder if the game drops you for the first time during day or is it a global timer
“I spent all the space on the island for solar to power a few miner and recyclers, then the lighting ruins everything”
"Can Wube plz remove lightning it break my base"
they just deconstructed the initial lightning rods for resource 
"I put mod now build everywhere and fulgora boring planet, plz fix"
We still need to know how planet generation works
new new map settings!
I still think it should be decided when you first want to drop to the planet, or when you finish researching the planet
rather than a huge settings screen at the start with all the planets' sliders
or it just don’t let u preview the planets at all before u land 
You should be allowed to choose your landing spot i.e. your seed
will there be different seeds per planet?
That's what I think would be interesting, but it might not be
SE doesn't let you choose anything after you start
At the minimum, you should be able to scan the planet before dropping to it, know what you're getting into
I kinda wish we could just agree that these people's experience was not going to be good in the first place
Id want to see how fiddling with the map settings changes the other planets so I'd hope for a preview before the game starts
The best option is to preview before each planet, allowing you to play with some of the settings
not a bad idea
I guess when u drop there first time it will always start at day
otherwise imagine instantly killed by lightning 
Hopefully, something smart. But I won't be surprised if you just get a huge list of ores at the beginning like in SE or Py's
Given that you can turn off biters in vanilla, I wouldn't be surprised if there was an option to reduce or remove lightning from fulgora.
That would kill your power generation
perhaps removing lightning damage
but tbh lightning is a lot more controllable and easier to deal with than biters
and they give u actual practical benefits
Bacchus prediction: lakes on mountain, almost no building area here (cliffs and water). Special resources and main building area in basin, forest with basic resources and some building area.
there will be rains periodically causing floods due to lakes on mountain, and will flush everything (or makes them stop working) in the basin without proper defense. After flooding the water will be slowly absorbed by forests which are on a slightly higher ground, and the forest acts as a safe area to start with but has limited resources and building area
any suggestions on what could be the special resource that are protected by the floods?
If we get a fourth limited space surface, I'd call Wube uncreative.
So I doubt this.
I'd hesitate to call Vulcanus a "limited space surface"
But I do doubt that Bacchus will be as restrictive as space platforms or Fulgora
It getting really close to also having
be a limited space surface
if they can think of another way to make limited surface space interesting id call them creative
yeah "terrain" seems to be a theme of the expansion
It's not unlikely
unlocks
and the lava restricts a similar amount of surface as water on 
Plus there's nothing on
forbidding you from building things close together and dense, on
you're restricted by the power you can generate on any given island as well as by the space available to you.
Yes,
is more restrictive than
. But personally I feel it's not very comparable to space platforms or 
Is a difference of degree, not a difference of kind.
You have to consider space to build on both Vulcanus and Fulgora. But it will likely be far more of a primary consideration on Fulgora.
here's a portion of a vulcanus map. what portion of the map is buildable and suitable for a factory?
Mostly the flat plains between mountains and lavalands. Mountains will be the source of acid and calcite, and lavalands will be the source of tungsten and lava
it just can't be your usual rectangular shaped base lol
it'll either twist around the counters of buildable terrain or you'll need separate sub-bases connected via rail
things will help a lot as well
also the 50% base prod machines shrink down the footprint
That's just one way it can look, you will most likely be able to find spots with more space
I'm not saying its not fun. I'm just inviting a comparison to Fulgora. Its pretty similar in many ways
In fact, without cliff explosives, Fulgora might actually have more land?
can we maybe nix this channel :(
no
so many FFF channels, it gets a bit confusing
Stop complaining about terrain here, that's what #space-age is for. This thread is for predicting the topic of the next FFF :P
I'm not complaining about terrain :)
So this channel would technically be for any speculation of unspecified FFF content
but that would argue that #friday-facts is for only the stuff we know - which is silly
renames thread
#speculations about upcoming FFF topics
I'd support lol
This conversation grew from speculation that Bwohuo would not be space restricted. So people started exploring the space restritions of other planets. But I can stop talking here if its off topic
Gotta keep it in your channel list
I do
I think the next FFF will be about trains
they said next fff would be about music implementation
Yeah, that and trains
The sounds of trains
heeh
Especially their horns
TBH looks like there is plenty of space to build a factory. If you can't manage without cliff explosives it sounds like a skill issue.
It's also very hard to imagine the zoom level on these maps without factories to compare. Those islands and ashlands may be much bigger than you think.
you can kindof make it out with the checkerboard pattern on the ore patches, since at least in 1.x it doesn't scale with zoom level. that coal patch in the middle of that pic is definitely on the larger size
theres certainly room to get stuff done, but it'll require some strategy by distributing stuff across multiple areas if you want to go big (pre-cliff explosives/advanced landfill)
Cliffs also don't change based on zoom. There looks like a decent enough space
We can estimate the
map though

This conversation grew from speculation that Bwohuo would not be space restricted. So people started exploring the space restritions of other planets.
wait all planets this far are space restricted?
When was this announced?
and
have limited build areas until you eventually research cliff explosives and advanced landfill, whatever they are
look at the FFFs on them and you'll see
ahhhh
Sorry for the confusion, I just mean there's lots of stuff on them that prevent you from building
Unrelated prediction
at least one planet will have orbital dangers/ resources e.g. asteroids, comets etc. Think rings like Saturn or similar.
So far we have ground dangers with vulcanus and atmospheric dangers with Fulgaro. This would fit nicely along this theme.
Do you mean astroids that exist for space platforms that are in orbit? Or dangers on the ground that come in from space?
Or dangers on the ground that come in from space?
While thematically similar to the resources you can farm on the space platform, I think you can do many implementations for ground bases
That would be interesting and cool!
I also saw a neat theory that the jungle/water planet
will have biologic, ecological dangers; e.g. tree creep destroying your machines
Asteroid rings would be totally on-brand for Aquilo
we know nothing about aquillo's brand tho
It's on the edge of the solar system, it's cold, and it's probably going to be an appropriate level of cool/epic because it's the final planet. That's enough for me
Week 1 of predicting 'Space platforms can land'.
Week 1 of predicting 'Space platform train ferries".
You're thinking of SE. It won't happen in vanilla SA.
how they made 5+ hours of it, apparently
how they stretched 5 hours of music into much longer
Every surface of the game plays around 1h of music. That means that we have to play 5 hours of soundtrack, +1h of Nauvis. Next week we will speak about some techniques that we developed to not only cover this amount of time, but also surpass it.
next time on FFF
I think it actually makes sense that cliff explosives are unlocked on
, as a reward from learning coal liquefaction.
I guess u can’t get sulfur from acid
“u have very limited space on
until u learn coal liquefaction and make cliff explosives”
I hope they at least add a teaser for new features. While I do care a lot about music composition, SA new OST is just not interesting enough (for me)
due to recent discussion here i think the FFFs are more QOL than SA content because they know only the people who are loyal to the game read all these
as one of you said: "content brings new people, QOL makes players stay"
It's also hard to talk about just one thing in space age without giving context more broadly
You can talk about one QoL thing and it can remain self contained.
Wild predictions time: FFF about music, but with bwuhuo/aquilo landscape as a background
hoping they showcase more dev factories, liked the fulgora one quite a bit
perhaps showcasing the
factory
Today will be technical, relatively short, possibly some music tracks, nothing ground breaking
I second this motion
wube made an a capella version of every new track and today they show us the footage of them singing
(i hope none of my predictions ever come true)
why not, that would be fun to watch
sure but playing on Fulgora with all the Wube crew going "dun dun dun dun dun dun"... i don't know
dooo doo do doooooooooooooooo
doo doodoo doooooo.... doo doodoo doooooo... doo dooooooo.......
who is the girl wearing nothin but a smile and towel in the picture on the billboard in the field near the big old highway
Mana mana doo dodo doo
Mana mana doo dodo doo
Mana mana doo dodo doo
Dodo dodo do do dodo do
I have no speculation for today
music technical fff
as expected I guess
the first music could be Aquilo, and the second one could be an end game space location
or ice cave
it was indeed technical
I've been saying this for a while! It was partly because I was trying to come up with something that would make sense for plants, and partly because, at the time, I was listening to a podcast where the characters were trudging through a living jungle, and shamelessly stole it 
My disappointment is unmeasureable and my day is ruined
Probably 10th time I'm posting this, but I really like the idea of the only local source of water being giant trees you have to chop down (with military stuff) and the harvest the water by placing a pumpjack on the stump to suck out everything from the roots.
sounds like micro management hell tbh.
Imagine having to do that before artillery 
I mean it's like killing a biter nest that's on top of an oil well, and then placing a pumpjack on the oil well.
Not any more micro heavy than anything else in the game
Do you guys play on peaceful mode always or something? Because otherwise I can't believe you've never used military means in order to access ressources before.
I tend to usually access resources close to my existing expansion, which is already clear of biters for other reasons
But you did clear the biters ?
I predict... more train stuff! Or, maybe smarter Biter AI? (Rampart intensities)
V has already expressed their opinion on smarter biter AI
That being that it won’t really add anything meaningful
Because the only countermeasure to it would be to just put turrets everywhere instead of only in tactical positions
I hope they make biter AI less smart
so u only need to put defenses near high pollution sources or at tactical locations
instead of a full perimeter wall
tbh I hope biters only attack miners and power plant
I never trust that. A train going over a biter causes the group to attack the train/rails/poles near it.
I mean, pollution from your mining will always reach the biters first anyway. Perimeter walls exist mostly to stop expansions
I still don’t get why biters are willing to build new home inside pollution cloud
Just because they know you don’t like it
I've had biters decide to build a new home not only in my pollution cloud, but the biters decided the best way to travel there was THROUGH my main base. Managed to get biters attacking my base without a single gram of pollution hitting a nest.
Now that's annoying
Didn't have any defences ready because I was watching the pollution graph to decide when was the right time and seeing 0 pollution absorbed, well, no defences.
Oh I saw that happen once, except luckily they didn’t bump into anything so they didn’t attack. I was out nest raiding, and I zoomed in on my base to check on something random, and I just walked in on an expansion party creeping through my entire base to set up a nest somewhere on the other side. It was like a horror movie moment…
Thankfully it was a bus base and they went perpendicular through it
I hope there will be circuit interactions to statistics numbers
for example alert me if theres biter nest absorbing pollution
check if the item prodction is sufficient
that would be cool!
If they don’t add it to 2.0 someone should make a mod.
new speculation: On Aquilo there will be blizzards that temporarily disable bots, so u can’t rely on logi bots as a major logistics method. This might be also where non-bot rocket loading is useful
Do you remmeber where they said that?
I asked about it just today and nobody could find it
@small bear *
I do too, but I've looked and it had eluded me
here in the space platform fff
this makes me wonder if there will be a planet where bots are not reliable
and if there is, it’s probably the last planet
Space has no bots already; I don't think they'll make a planet have no bots
Even if it's the last planet, you still want to build a whole factory there
It says "manually stockpile the silo", not "bring stuff to silo with other means than bots"
this goes further, claiming that our automation won't solve some specific problems
I doubt this is about bots. I think it's actually about the need to stock rockets intelligently.
Perhaps this is part of the final challenge for the super secret science pack
It cannot be about bots. Bots can't deliver stuff to the silo, no?
They can
not necessarily no bots, just unreliable bots
One of the key features of the silo is that it can request locally the things that are needed somewhere else
Is that a 2.0 thing?
platform requests get 'forwarded' as local logistics requests on the silo
Well It's an SA thing
(by definition)
Yeah, new feature
Hmm, I thought it's limited to Landing Platforms, but it makes sense.
Hope Wube had an idea how to control which Silo gets the request.
Might be backported to 2.0, who knows
Yeah.. this part is not so clear to me.
The silo requests a single item in auto mode
If you request 5 things, and have 5 silos, I wonder how it will behave.
Without any memory of that FFF, I'd expect it to be routed through the Landing Pad and it's our job to make sure we don't overdeliver the stuff.
wdym to the landing pad?
silo in auto mode probably only can have one request
no probably
that is explicitly stated
and the request is, I believe, automatically determined.
Orbital logistics are probably gonna be covered later
Don't forget silos are connected to the logistic network
The Landing Pad is the entity that gets the request, and we can read it with circuitry.
If the request would be routed to all Silos, we couldn't prevent sending too much stuff.
Nothing in the FFF seems to correbate that as far as I read.
yeah, I'm making shit up as I go
can you point me to the FFF?
It's okay. I've argued about this exact FFF all day.
Craziest thing is a feature I was arguing should exist... for 4 hours ... from further study we learned it already existed
But more on that in a moment
so far we know that we can set requests imon platform hub and it will be synced with silo on ground. We also know that we can set request in landing pad on ground but we don’t know who will respond to this request
We know a bit more that is distrubing
Here is the FFF in question @pure siren https://www.factorio.com/blog/post/fff-382
Id imagine the landing pad request will only send to orbiting platforms
We know that all of these entities support general requests
IE they support both a min and a max level...
thanks
brb 
btw, there're 4 sizes of asteroid, so there's one more weapon we don't know yet
wait really?
We only see gun turrets on the platforms, are laser turrets ineffective against asteroids?
Each asteroid size has a different preferred weapon. Laser turrets are only efficient against the small asteroids, and the medium ones need at least a gun turret.
Since energy is quite scarce on the platform, it is usually a better strategy to just use gun turrets for both small and medium asteroids.
There are also going to be big and huge asteroids on some of the more dangerous routes, and these will need even heavier weapons, but more on that later.
we saw a big
thats wasn't a big
Huge confirmed
Behemoth!
I was suspecting the reason it crashed into the platform was that it was too big for the rocket turrets the moment I read that paragraph
That was a medium 👀 🤯

pretty sure you're lying Klonan
true that
There is no reason why not
one reason is sorta performance
and it would look weird in space
like really weird
... unless you did custom nuke graphics for space
Doesn't look weird in Armageddon (1998)
but that implies there would be a reason to use a nuke in space
no scorch marks is reason enough for me
so we know there are four sizes of asteroids
only small can really be beat by lasers, medium needs 'at least a gun'
That one can't be a medium because it wasn't killed by gun
Actually, what if rocket turrets have a minimum range, due to the explosions? And that's why we didn't see them fire at the large asteroid in that one moment, because it was already too close when the camera got to it
That's what we come up with last time
That is the current belief, but you'd need confirmation that rocket turrets do have a minimum range.
Automated nuke defenses 
watched it again, they didn't even fire
neither did the rocket turrets
Rail Guns confirmed?
nah probably just artillery
not neccesarily
my belief is that if it is a minimum range thing
they just spawned the asteroid in
they could also just be messing around
that would be cheating 
it starts shooting immediately after
well realize they want the asteroid to hit
but this is a pretty well built platform
well yeah.. it is possible that they made the artificial crash
and rockets are for the huge asteriods
I'm not sure that one is a big.
I didn't see the rocket turrets try
But it could be that rocket turrets are the highest tier
rockets have the longest range on the ground too
regardless, we get another turret type for space platforms
I think they mean large will become medium, medium become small on destruction
yes, I do
do you see enough split actions in the video?
I see one big become one medium become two small and them many chunks
no meme gif lmao
I concur then. That is big.
might've been Klonan deleting it himself.
he does that
It's an ironic gif for Klonan
being copied is his entire origin story
so many clones of Konan
then the one we saw was a huge
(this is the one I was looking for originally)
Yeah this is the one i expected. I was a little confused when I watched it for a few seconds and it didn't 'do the thing'
false advertising of the preview
I chalked it up to my memory being wrong
regarding minimum range:
that space platform is litered with rocket turrets
none of them shot at the huge asteroid
maybe minimum range from the platform?
oh, that is a good catch
minimum distance away from friendly entities doesn't sound super computationally easy
I suppose it could be precomputed, but still a bit expensive
They also don't cheat. I think it's legit a Huge Assteroid and we'll see another turret tier.
they do too cheat
A closer look at the asteroid splitting: there are two possibilities:
Big -> medium -> 1 chunk + 2 small -> 5 chunks
Big -> 3 small -> 6 chunks
well this lovely source I have right here says it actually splits into 2 every time so idk
do you have an example where they fugded with the game to show something?
Copying a fulgoran railway intersection and keeping the charged accumulators



and doens't require holmium
