#FFF Speculations
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I suppose fair
I wouldn't put it past them to make a cinematic shot like that
but I am no longer convinced by the minimum range idea... mostly because of there being other turrets
Actually, a even closer look turns out that its always
Medium -> 3 small -> 6 chunks
this one is actually 3 small, just one is being shooted
and here is 6 fragments with 2 overlapping
the asteriod achters prooved it
so the one we see most often is medium
and the rocket probably deal with big
not huge
for huge asteriods we need heavier weapons
probably artillery
in the music fff there was 3 medium asteroids together, probably split from a big asteroid
the huge asteroid will probably split into 3-4 big asteriods
from the shape its probably 4
this looks too big for a big asteriod
imagine the size of huge if that were big
side by side comparison: huge asteroid vs 3x medium asteroids (1 big asteriod)
now I'm very confident about asteroid sizes
laser for small only
gun turrets for medium and small
rocket turrets for large
(perhaps) artillery for huge
theres no need to introduce a new heavy weapon
I find it unlikely it will be artillery
why tho
they're angled upward
I'd like tank shells to have more use, but that's me wish thinking
and it just doesn't make a lot of sense to me tbh
the huge asteroid is also above the platform?
It's more in front of it
I think the artillery can adjust the angle
that would be a ton of sprites
yeah, artillery in space turns into a direct fire weapon due to the absence of gravity
that's not a big deal
there's already an arty sprite from every turning angle
rocket turret is no a 1:1 copy of a spidertron head either
of course, but that is a new thing
they would have to make a different graphics for the artillery entirely
I just don't find it likely personally, I can be wrong here, just not feeling it.
this doesn't look too off
It's possible, I just think it will be something else
letting artillery having different sprites in space is still less work than making a new turret type
also, do gun turrets look particularly bad at hitting large asteroids to you?
they don't really seem that way to me..
pretty sure the can only hit small and medium
@small bear
this is false, no?
they said big and huge both need heavier weapons
that one was wrong 
so what do we really see there?
there were some overlapping and aiming order
I didn't see any
but there were some suspicious 3 x medium asteroid groups
did rockets fly that way first?
yup
I'll call that reasonably confirmed
some larger weapon is needed
do we know that artillery is unlocked on another planet
that was one of the things right?
we know that artillery is not on Nauvis
I think the difficult part of artillery on space platform will be the shell production
so its okay if we unlock artillery early
technically it's makable with what we have
Yeah, but the crafting time is insane.
space coal liqufaction is weird lol
we know either carbon -> coal, or explosives recipe changed
yup
rocket recipe changed is not possible because we already know new rocket recipe
I say its probably carbon -> coal
there.. was a chemplant that was in the right position to do that
so I think so
I mean, what else would that chemplant be putting into an explosives crafter lol
my guess is carbon + water = coal
It's pretty slick
sulfur just happens on the same belt
yeah I am reasonably sure of that too
enough
I wonder if there will be carbon liquefaction 
well if its indeed carbon->coal, then we already have carbon->coal->oil route
water + carbon + sulfur -> coal
I mean that kinda makes sense too
sulfur is obtained from assteroids
yeah I guess
coal is just carbon with junk in it
feels weird to add the junk :P
Thanks for the clarification V
yw
Junk in the trunk since they're assteroids
(also as I said above, slick setup for the space platform explosives, it's a nice build)
thanks yeah it's pretty good
you have a powerpoint?
I wanted to store all of the FFF speculation/ideas but haven't felt like it
it looks like v is making a tutorial here
this gives me two different vibes
one of them is court evidence
it looks like you're about to sue wube for all they're worth
lmao
lol
Can I have access to it somehow?
pretty sure I'm in the second context
you're in both
it's well-maintained evidence
but it's also.. well maintained 'evidence'
well it won't be worth much after people realize the expansion just a hoax
one second, let me get a post of mine here...
the earlier slides are quite janky and not really for evidence tho
Why was there ever any doubt about the coal recipe using sulfur ššš
That belt doesn't go anywhere after those chemplants, there is absolutely no reason for there to be sulfur on it unless the recipe used sulfur
So far I've seen like 5 people doubt it for some reason
Not that same belt
They're both split off of one belt
And one side of the splitter sideloads its sulfur half onto an underground, making the sulfur-only half belt that gets fed to the explosive labs
I suppose if they needed one there one there, they would have just used filter
Exactly, that's the obvious conclusion
ah yeah
gg
no re
Are we still missing some assemblers?
The foundry can do wire and gears. The electroplant can seemingly do all circuits
Something to craft science packs?
This would imply the other planets' science packs are also crafted propietary.
But the devs always want multi purpose. So what else would they craft?
boosted chemistry building is a good guess, I'd say. In one way or another
Ahh, I forgot about that
Thing is, there are two more machines..
Well I think we can be sure that the chem plant will end up in 
Regarding the last planet; I don't think we'll get a crafter per se.
Maybe some new mechanic to bring the 3 new planets together
volcanus: foundry, miner
fulgaro: recycler, emp, lightning collector?
Lightning collector in 2 versions
tbh the special machine on the last planet doesnāt even need to have the 50% built-in prod, or any boosts to the existing production lines
Do we have any good guesses what it might be?
no idea
giant laser that you can put on your space platform that's needed to defeat the final boss (
)
Can I aim it at the ground to make lava lakes?
yes, absolutely
nice, gonna turn every planet into Vulcanus
but if you use it too much, the planet is weakened and eventually breaks apart into a huge astroid field (which you can use space platforms to harvest)
I thought you can only craft a single variant and it's not possible to pickup the existing ones
We can't pick up the existing ones, but we'll unlock a better version later.
First is protection and some power, second is more protection and a lot more power
huh, neat
still wouldn't classify as two new buildings in the same way as wooden and copper power poles
Copper power poles?
There's at least two new crafting entities that haven't been revealed, only teased.
They do have a bit of a point though.
We haven't seen anything Fulgora really gives us besides it's machine.
Vulcanus has the big miner
But we know very little about what those fancy new sciences give us tbh
Some of it is old goodies, sure, but I bet we don't know a good little bit of stuff...
I'm pretty sure Soulburn was talking about these when they mentioned two crafting machines
They were
but 2-3 other buildings per planet
like the big mining drill and lightning collectors
It also gives us the recycler, and at least one T3 module, but possibly all of them. It's also highly likely that on Fulgora you can research epic quality
I also predict that it's the planet that gives us the portable fusion reactor, and likely at least one more MKII armor module
And we know of the existence of "various tesla items" that are crafted in the EMP, whatever those may be
Have they said that what normally would require only Nauvis to unlock, would in SA require off-Nauvis stuff as well?
Yes, some things
Examples include all T3 modules, artillery, cliff explosives, spidertron, and "some personal equipment upgrades" iirc
T2 modules, kovarex process and nukes are also locked to space science, AKA Nauvis orbit
The way I understood it was that there will be two tiers of cliff explosived. The one you get at Nauvis and then one that can handle Vulcanus environment later
There is no cliff explosives on nauvis
The recycler is probably worth going to
for
Actually, there's something even more important we get from
.... the science pack.
Wasn't it also multiple variants of Landfill?
So yea I'll probably go to that planet at some time
Water landfill, and everything else landfill most likely
It was hinted that platform landfill comes in flavours iirc.
Was it? I wouldn't expect so
Space platform is technically landfill
spacefill
Idk what other landfill they could possibly add
It's space platform, not landfill
Maybe some landfill for the oil quicksand on fulgora, or something not revealed yet
"Foundation" is the name of the endgame landfill that can cover any surface, including lava and oil ocean
And whatever else shows up later
Landfill, foundation and space platform
Right
Was that confirmed?
Yes
Cool
Do you know which FFF it was mentioned in?
How much you think they won't reveal until release, like spidertron for 1.1?
the only mention I could find was FFF-404
I think the specific details of foundation, including its name, were revealed in reddit comments and/or discord messages here. But both vulcanus and trash to treasure allude to it
They both say something along the lines of "you can't landfill this stuff, until much later in the game"
FFF404 called it "space platform foundation"
I'm pretty sure that "foundation" us just what people started calling super-landfill
But also it's in
and
music videos in FFF406, just not named
I'ma call it pocket sand
I distinctely remember it being called platform foundation, and that only pops up in FFF-404
space platform foundation could be implied
is likely, well it's ambiguous
I'd probably take it as being called platform foundation too
Yeah I realised it didn't read how I meant it
Aha, I found it
("here" refers to Fulgora, this is in the trash to treasure reddit post)
oh, "only buildable on a specific planet" doesn't mean planet specific, it means the crafting is planet exclusive
Platform that transports foundation from Aquilo to other planets: : "the foundation platform"
Placeable tiles like concrete, landfill, platform foundation, etc.
#1177597309572366396 message
No no I was just joking
I predict FFF #411 will be military/enemies
I wonder if
will have sand beaches
also will there be mixed iron/copper/stone ore patch
since Foundries so far didnāt show a special recipe for the
special resources, it is likely that we can also do calcite smelting for iron and copper on 
for
theres foundry holmium plate recipe
because thereās no iron and copper ore smelting there (ignore iron from concrete recycling)
We saw several recipes with a new resource in the blurred background image
is it in the foundry row?
Not that I remember
foundry row⦠take me homeā¦.
to the place..... I belong!
Planet nauvis
mountain lava
New soundtrack for Vulcanus
+1 for new SA content, its been a while
The music was new SA content
new mechanics, entities, tech, items, etc
New planet is expected this or next week
Next one is ui. Full confidence.
These are the remaining FFFs that we are reasonably sure will exist:
- Vulcanus 3
- Fulgora 3
- Space Platform 3
- Bacchus 1
- Bacchus 2
- Bacchus 3
- Aquilo 1
- Aquilo 2
- Aquilo 3
We can actually start using this knowledge to calculate the FFF release date roughly.
Every time they release an FFF that isn't from this list, it is basically a delay from the 'earliest possible release' - which is in 9 weeks.
22 weeks until october, so we have a relatively narrow range now.
Spaceplatform 3 after that beast of a platform we saw would be great.
how do we know there will be a third FFF about each planet?
iirc enemy FFF has been confirmed. That it'll be one per planet is the speculation bit on our side
another thing I wonder is if we will have a long gap between Bacchus 2 and Aquilo 1, like all the other planets pt. 1-2 did
given that itās likely they only give any part 3 after Aquilo part 2
however I do expect we get an fff about space routes before the Aquilo fff
so space platform may even have a part 4
now Iām predicting a future fff with a āplanet connectionā icon in the thumbnail 
And at the end: āAs always, let your thoughts connect with us at the usual places.ā
source for this one? this increases our spculation ability. Every FFF we know about narrows down the timeframe.
the thing is if there will be enemy fff we donāt know if those fff and the planet part 3 fff will be the same fff
that is true!
In fact, '3' is probably misleading
Vulcanus 1 and Fulgora 1 were both Earendel-style introductions.
Both of the #2 were main mechanics
It is possible that #3 has a theme, and this theme is enemy targets/considerations
enemies on vulcanus, whatever that thing is on fulgora...
Bacchus has to have enemies right, probably
imo
Aquilo is very unclear
I think we will need to know what techs from the first three planets help/lead to Aquilo travel before they reveal Aquilo
Although it is a bit problematic ...
We know that 'most' planets have 'military targets'
if the white box is a military target on Fulgora, and the brain is on bacchus - there is nothing on aquilo?
doesn't seem so right idk
no so surprised if Aquilo has severe environmental challenges
after all its a dead cold planet faraway from sun
You wouldn't be surprised by no enemies on Aquilo?
yup
I mean Iām not too into the concept of āenemiesā unless they make the game much more interesting
so far they seem to shown interesting enough mechanics that makes SA good enough even without new enemies
I suppose
personally I'm not against a barren aquilo
I have simmilar thoughts as you
enemies can act as a motivation to climb the tech tree and increase your production, and ask u to solve more logistics puzzles, but to do these we donāt necessarily need enemies
enemies could also act as resistance to your expansion
so itās possible that we have defensive enemies on Fulgora protecting resources
but I donāt expect we will have to do perimeter defense like on Nauvis on every planets
it can get repetitive quickly
Fulgora feels like either barren, or the enemies come from the oil sand. Probably only as a protest to pumping it. In order to make a cost to pumping the free oil
Yes I did. I also did not know about Earendels message
i wonder why it would be a target?
The extremely rich scrap deposit beneath is should serve as a decent motivator
do you think we will need to shoot it until it falls or when we shoot at it things inside of it will fight back?
Robotic defences
Literally no idea.
only time will tell
Vulcanus was 386/387, Fulgora 398/399, tomorrow is 408, a planet FFF is likely
409 is more likely a planet
Why do you feel that way?
398 - 386 = 12.
398 + 12 = 410.
I would have estimated that 410/411 about is potentially a planet FFF. Since the difference between Vulcanus and Fulgora was 12. Then of course, that is only a single measured timespan. Pretty error prone. So I don't expect the FFF schedule they have is necessarily that set in stone. Perhaps devs wish to surprise us or keep us on our toes?
Iām not expecting exactly the same pace tho. The closer we are to the release the more confident they are to give the big fffs
Yeah, dependency order
In fact it's a bit weird we haven't seen Bacchus yet.. given the amount of stuff relative to time
We might get Aquilo first
Honestly that sounds like the kind of thing they'd do to fuck with us
"What's" and "Bacchus" are their favorite words
My bets are still on Bacchus 1 and 2 first.
they could always drop a bomb of an fff on us that isn't a planet too
Quality 2
Quality 2 unfortunately implies quality 3 with the way things are going
Quality 3: Military targets šØ
the reveal is that there was no reveal. What a controversy!
space map being static, no orbital mechanics, not sure if this one will be controversial
or high bot power consumption/occasional event to disable bots on a planet
that one would admittedly make me š
or more planet exclusive recipes
this was before those were mentioned
Nauvis science being Nauvis exclusive
I'd prefer that
final stage of biter evolution unlocks biter rockets to launch themselves into your space platforms :P
honestly how is that different than an asteroid lol
if anything controversial, itās probably adding some interesting puzzles that doesnāt fit some players play style
for example no bot and no chest on platform
attack the middle ;)
that seems likely
itās possible that on the last planet bots wonāt be as useful
logi bots*
for example occasionally theres blizzard and temporary freeze all bots with their cargo until the end of the storm
and bots may also generally consume more power
weāve seen bot consumption multiplier in the factoriopedia
if theres any planet that makes bots harder to use its probably Aquilo
space platform obviously fits that bill. not that they couldn't do both
Speculation: Green building on
is a lightning generator. It increases lightning on the planet it is placed on.
that would be cool
It would be nice if they added a way to read the more "abstract" parts of the game and into the circuit network
stuff like the production tab, or bonuses
:doubt:
I'll stick to the theory of each building for each planet. Because they included nuclear for nauvis
random machine attrition, bot attrition?
Curious if they'll return resources from biters aka biter drops.
Plz no
50% think new planet! i hope we get to see a new one too lol
I think we are nearing a new planet fff
But Iām not sure weāre quite near enough yet
I think Bacchus will come two weeks from now
Well we had a small mod portal update, but I don't think it'll be a whole FFF
Why not
Don't mess with my guessance
Let me fail cleanly
I def think we'll have one, but it'll be a 2.1 kind of FFF
good feeling for tomorrow's
Next FFF is fluid optimization... š
So do we all dream š
Do we expect there to be something huge (
or
level of huge) before the release?
personally no
I mean if it was that level of huge it would be its own mod
Ands so far theyāve been pretty clear about there being three mods in the expansion
They also revealed those two very early on, so if there was anything else of that type they most likely wouldāve shown it by now
I'm surprised that
is considered as huge as
personally. I'd put interrupts at the same level as
personally.
I mean it doesnāt add new items, I think that almost automatically demotes it to QoL status
It fundamentally changes the way you can use trains though. I don't think you can say the same for other 'QoL' features
Most QoL feature make doing something you could already do easier/more seamless
Instead of needing multiple blueprints or manually adjusting them after placement, you can use parameterised blueprints.
Instead of needing multiple staging blueprints to place on landfill you can use super force building.
etc.
It obsoletes all current rail BPs (I include the new new rails with elevated rails as one)
I would be very impressed if we got another feature like
or
though
was originally just part of Space age, but I really wanted to play with it in a 'vanilla' playthrough so I petitioned the court to allow it as a separate mod
Obsoleting all current rail BPs definitely affects people who have already played, but it doesn't fundamentally change how you interact with rail itself.
can be argued to do that though.
May you receive endless praise for pushing the idea š
It was my ideas all the way down
Okay, not that much praise
Klonan is known for "what if something fundamental was different" ideas
Originally Space age wasn't even a mod
Woah
Interesting, It seems so obvious in hindsight I guess I never thought about that
but the practicalities of keeping most people on 1.1 while people who buy the expansion get 2.0 was just too infeasible
Yeah I guess it ended up being easier in many ways, don't need to have multiple versions of the game installed either if you don't want to play with space age, and you don't need to play without all the QoL stuff when doing so either.
I'm excited for all the new players that 2.0 will hopefully bring
But I'm also impatiently waiting for it to drop because it made me lose interest in 1.1
I still have much interest, but the QoL stuff I now know I don't have makes it tough.
@strange jay Any FFF hints or is it not time enough for those yet?
wrong channel for that
I suppose technically it's not speculation if you say it
(I thought this was #friday-facts though, my bad)
So far, no Earendel has been spotted.
I expect a new planet next week
"What's bacchus" - JG

yes but no
himself
gonna be for real there's no way raiguard would sleep through Bacchus FFF
whats bacchus?
That's the fun thing - I'm not sure yet.
I'll do you better: how is bacchus?
Because nobody asked how is bacchusš„²
he's here!!!
Well maybe if we could get to know them first!
Did not expect new nuclear stuff for SA
D-T fuel?
And apparently going for quality on fuel is worthwhile
its Nauvis production 
doesnāt look like asteroid
that could be one of the bacchus things
Actually yeah it really could
The three things that make white blobs
One handcraftable, one green/teal, and one orange
It is very similar to the other asteroid chunks in the space platform production graph
Doesnt really make sense since crushers only work in zero gravity
Also those are on 
yup
Blue fuel and some asteroid looking chunk
production on Nauvis
FWIW I did expect a production update some day
u mean statistics
I hope the devs add a way to read statistics and use them in the circuit network
yea production screen updates š
We knew "per planet" is coming, but I expected it to let us choose. This one is good or even better, leaving the "select a planet" to be the standard remote view selector
Carbon fiber
Blankie
edit: they changed time of blog post back to 7 š
these are only consumed, but no evidence showing theyāre being produced on Nauvis
so it could be these high quality products imported from other planets
it was Technical+quality of life!
good. I bet its going to be a higher J value for 
if we are lucky
gets an acceleration boost as well
surely its worthwhile if for space platform
Or bluranium are just a placeholder for some non-fuel intermediate, like how tungsten carbide looks like dark concrete
they had a bunch of choices for a placeholder image, choosing
to be something else entirely would be unusual
This is black 
we also have blue 
yeah... I just don't know what else the fuel cell could be, aside from a fuel cell lol. even if its an intermediate for some kind of new fuel, the silver lining here is it still shows
has some kind of value in fuel
they chose to show the bluranium for a reason, it wouldn't make sense to do it if it was unrelated to fuel
Or we still don't have
value to fuels, and indicating it's not a fuel
Still, it's an interesting find
BTW I calculated a lightning strike to be around 160MJ, administered over a second
yea
not too bad, assuming multiple lightning strikes occurr per island and multiple rods per island
once I get foundation i'll be making a huge grid of them on the oil ocean
Also
will help in some way
seems like a very helpful thing to have early on as you're growing your collector footprint. ~160MJ is nice but depending on the day/night cycle length and frequency of lightning strikes in an area, that can be drained pretty fast
Also, I think it's the big collectors, not the initial rods
with an EM plant, not using eff1s is just silly
not saying anything new here but its def a place where quality will shine as well
everyone point and laugh at the people who voted planet 
Planet is a ressonable guess for the next few weeks
https://www.factorio.com/blog/ just looking at the first page, if there is any kind of rhythm, it looks like something interesting is going to happen soon
the last pure SA planet-stuff FFF was 2/23, over 2 months ago
Rhythm has your two hips moving
The only pattern Iām considering is there being 10 fffs between vulcanus and fulgora
And this was the 9th fff since fulgora
I think a better approach is to consider the remaining FFFs, and the remaining content we know of
betting 'new planet' every week is a good strategy because there's a lot of planet stuff to cover
and .. relatively little time
tbh statistics qol was one of the candidates in the fff predictions
at least it supposed to be on the list
Water planet?
And obviously fluid optimization along with it... Right?
water planet doesnāt necessarily mean fluid optimization
we expected fluid rework because 2.0
not because of potential water planet
Yeah, I'm just using any excuse to bring up fluid optimization again
u donāt need the excuse 
Still hoping that they add separate "pressurized" pipes - if they can't find a good way to optimise the existing system.
One-way pipe system that can then reuse the belt logic (but single lane). Pipes coming in would work like sideloading, and pipes going out would work like splitters.
And it could be done under the guise of also giving these new pipes a higher throughput - which would act as an incentive for people who don't care about UPS š
yo when are they talk about enemies and wepons?
feels like the one big thing the have avoided since SA was announced

Thatās not actually true for FFF. The more correct answer is more like āwhen or after itās doneā some stuff they show is has been down for months. Itās very possible enemies are done but theyāre playing their cards close to their chest.
While the music is still work in progress. Some tracks need to be recorded, mixed...
Vacuum tube with a barrel railgun.
Simply put your fluid in a barrel, and then use a railgun to shoot your barrel down a vacuum tube at relativistic velocity. Remove fluid from barrel at the other end.
This is probably the dumbest idea I've ever had
The pneumatic tube mail was a postal system operating in New York City from 1897 to 1953 using pneumatic tubes. Similar systems had arisen in the mid-19th century in London, via the London Pneumatic Despatch Company; in Manchester and other British cities; and in Paris via the Paris pneumatic post. Following the creation of the first American p...
I mean, barrelling oxidizer looks way too similar to water, so you need different canisters
What is this in response to?
This?
I have no idea
with the new early game trigger techs and minir tech tree rearrange, I wonder if there will be new new tutorial campaigns
Day 563 of predicting the biter dating simulator
Prediction: Diminishing beacon rework is a 2.0 change not a Space Age change
agreed
I would be surprised if it was
Mainly because every change they've made to an existing [thing] is making it to the base game (rocket control unit, new rails, radar, all the UI changes, combinators, etc.)
Agreed, though it does mean large beacons setups are nerfed in 2.0 compared to 1.1
I could potentially see the values being different? We'll need to wait for the details for that though.
Yeah. That is perhaps a bummer, but I will be playing space age anyways.
If my understanding is correct with new beacons being 2x better, but recieving sqrt(beacon count) diminishing returns then any setup with more than 4 beacons will be nerfed compared to 1.1
That's actually a pretty big deal
Realistically, they're not '2x' better
1-3 got buffed. 5-16 got nerfed. 4 stays the same.
sqrt(1) just happens to be 1
and 1 just happens to be 2x 0.5
It follows 1/sqrt(x) perfectly
1
is twice as strong at 1.1
yeah, that is true
just wanted to make it clear that the 2x value is just coming from the new values
It's not something like 2 * sqrt_falloff(x)
2
are 1.41x stronger
are they?
ah no
And then 3 is 15% stronger
ye
hmm that is a bad scale
140 beacons on one machine 
At 8
it's already 30% worse
I like it in space age a lot, the endgame facts for 2.0 are perhaps a bit eh
I still do really like this idea that you want to start by sprinking beacons, because the ROI is insane
It's interesting to see though that it doesn't affect
setups as much when quality affects beacon transmission power though
They're even stronger than 1.1 designs.
Makes sense since you're now double dipping into the quality boost, (module + beacon), then taking the sqrt()
purple line is strength of legendary beacon vs 1.1 beacon
Intersection point f(x) = 1 happens at 25
well I am comparing just beacon power, so is ignoring modules.
I should clarify. Giving 1.1 beacons and modules quality gave the super speed foundry +2500% speed.
New beacons getting diminishing returns, but also boosted transmission power from quality gave a 10(?) beacon setup using
+1916% speed
I think you could still expect the full 16 beacon setup, with quality affecting transmission effectiveness and diminishing returns to still be ~25% better than quality not affecting effectiveness but no diminishing returns.
where did this theory come from?
ah, there's a summary of it here https://www.reddit.com/r/factorio/comments/1cgv2fm/beacon_rework_for_space_age_andor_20_leaked/
Most of the discussion is on #space-age
The leeks are all in #space-age
So, who is taking bets on this week's FFF being about beacons now?
Kovarex
He will always win because he has insider info
D:
Yeah I've put in my $5 monopoly money bet
based on dev reactions this honestly didn't seem like it was planned
if beacons are this week's FFF, its because it was moved up to coincide with this news
otherwise, we're getting some new SA stuff
Well, kovarex did say he was working on a little bit about the 'scale increases' in this FFF
so I am willing to bet it was this week's FFF
They tend to like to show new things when they make them, take for example belt stacking - came out the week it was invented.
belt stacking happened by "accident" when @rugged onyx and I were joking around with boskid about mod support for it.
and then it pretty much just worked.
yes, and then they shipped it out as the FFF that week after they got it done
so if Earendel championed a beacon rework, the devs got together and worked on it this week, and they feel happy about it - it feels reasonable to think it will be this week's FFF
Hmm, I thought there was another fff or two between it... but my memory is shit.
There was about a month between the first belt stacking gifs and the FFF
When the beacon fff comes out, we'll find out for sure, but I suspect the rework has been in for a bit. That's probably why they never show us any tooltips in the normal fff screenshots 
I know with reasonable confidence it was a today thing.
Screenshot of earendel saying he got a 'big win' into 2.0 today, and can't wait to talk about it
follow up of earendel basially saying 'well the cat's out of the bag'
"into" could mean "merged" tho.. like how kovarex was working on quality for quite a while. š¤·āāļø (devil's advocate)
well yeah...
but that is the same thing as the stack inserters
the FFF comes out when it's merged and readyish
Sounds like 1x1 cliffs lol
where did he say that
In screenshot
@pale pumice post the screenshot if it's publicity accessible
I believe it is in Earendel's patreon server, so I am not sure if it is right to post it here.
I remember that. My favorite fan/dev moment
That's a horrifying sentence
Yeah.
To give the team credit, I was very vocally against every beacon change I had seen so far, and this one has won over my support, so at least from my point of view it has managed something I thought impossible.
Oh yeah I was just joking
Also, just getting this out there, I'm of the belief that this wasn't just a beacon rework for the sake of a beacon rework, not primarily at least
I think quality was a very big part of why the decision was made
Because beacons of all things feeling weirdly left out of quality has always bothered me, and I feel like the devs just didn't want to let that slide
I was, and still am, a bit worried about getting enough materials to and from assemblers. That beacon rework seems to help with that, by lowering the maximum speed potential.
That's possible, but I think it is a 2.0 thing from Earendel's message
@pure siren Actually... quality beacons are a bit stronger than base beacons.
Doesn't it do the opposite? Quality beacons now have the potential to be much faster than 1.1 beacons, iirc even
ones are already an improvement
the low and high range of whats possible is higher, its really the midrange of quantity/quality that takes the biggest hit
Yep, quality beacons/modules are what causes my worries. Beacon rework is sort of independent of that, mechanically speaking.
No it's not
Quality beacons used to not do anything special
This rework is what allows quality to buff them
ah, yes, iirc quality only lowered the power consumption?
prior to this yeah
well, power isn't an issue in 1.1, so that being the quality buff on beacons is kinda useless tbh
Didn't I just mention this like 10 messages ago
yes
until we learn about more power creating methods in SA, it will certainly be a larger issue then
foundry and EM plant consume something like 2.5MW before any modules
Efficiency module sweep 
Sidenote but I am extremely glad any beacon rework at all is happening so it just
Shuts up
All those annoying people
"SE beacons should be the vanilla default" - people who have not played SE
I am of the opinion that asking for SE beacons in vanilla is on the exact same level as asking for bob's inserters in vanilla
And anyone who says beaconed designs are all the same has never actually tried to make a good beaconed design. They're all the same if you make them all the same instead of trying to optimize them
I'm very happy with their implementation here
provided you have the power, early game benefits greatly from them, and later game increases the rewards even more for paying the price with higher end setups
definitely. and SA massively increased the complexity for that
I'm almost certain beacons are the win E was talking about
I'm still hoping that there will be some feasible/reliable way to get max quality everything once you reach late game
(or post-game, at that point)
There is one, it's called growing your factory 
we still know nothing about endgame technologies that will open up on aquilo, so theres a good chance something there will apply to production
I mean, unless the math is actually much more forgiving that it seems, recycling every single thing you build until you get max quality doesn't seem feasible even with a larger factory
Even the stuff we do know already helps a lot. Big drills will let ore patches last a super long time, and their large coverage area enables beaconed mining. Foundries let you greatly increase the amount of raw materials you get from mining. Electromagnetic plants let you make modules and their ingredients with very significant discounts. All of these, and more, will compound together to give you significantly greater production than in 1.1. And all of that material can be siphoned into quality
My main gripe with quality is that making and sharing "optimised" builds becomes less enjoyable (personally) if no one is ever going to consider them useful in a real game because using max quality assemblers and whatever else is just too resource intensive to setup.
Not to say that I only make things hoping that someone will use it. But it's just less fun if I know for certain no one ever will š
remember, you'll have 5 different surfaces to build quality with. and with the 2 new planets we know of so far, they can produce a ton of quality stuff through different means
Well, that just means the meaning of "optimized" will change
And most people won't use quality everywhere, they will only use it where it matters
And that will vary depending on what items they got in high qualities, and what specific problems they're facing. Which means there will be more unique and unpredictable situations in different playthroughs, and I think that's pretty cool
If your own solution that works only for you is better than a blueprint found online, I think that's great
Yeah, that's kind of my point.
If the perfect ratio and optimized build requires max quality to setup, the majority of players would likely ignore it because it isn't feasible for them to build in their game.
Like I said, it's a personal gripe, but main enjoyment came from sharing blueprints and getting critiques and making them better.
If the responses are either "that requires max quality, I'm never going to use that" or alternatively "that isn't max quality, so it isn't optimal"... Well, then I've lost my drive to share.
I can't deny that quality is a mechanic that will really take getting used to
The way it works is something very novel to factorio, it has a hard time fitting into the way people currently perceive the game
I think thats the entire point of quality, to move away from the same bps placed endgame by people over and over
I have a feeling that I'm more than likely going to play with it disabled.
In my mind it feels like having a couple of red belts amongst my blue belts. Or assembler 2s mixed in with my assembler 3s...
If I remember correctly, I think the Devs said they wanted it to feel like an additional bonus, and not something to be grinded out just to get the max benefits.
But then it throws off all the ratios and calculations... And while that's not something the average player probably cares about, there's probably a higher percentage of (for lack of a better term š ) non-average players in Factorio who love being able to do some simple maths to quickly calculate how much they need of whatever resource
well u can still do quality in simple enough manner that it doesnāt mess up the ratios at all
yep recycle loops
donāt forget u can just put quality modules in the mall assemblers
and get the rare one occasionally for your space platform
But there is nothing wrong with just
Not touching it
It was specifically designed to let people that
all of these things are true lol
if you don't research quality, it doesn't appear whatsoever
even the GUIs don't show it
I dont think quality will be an issue with bps, they will get categorized differently, just like how there's different belt balancer categorizes. And as the expansion is required to even use them they will probably get flags for that as well
Parametrized BPs and recipe circuits will help a lot too
recipe circuits?
yea changing recipes with circuit wire
What kind of FFF do you think we will have?
š» = technical
= quality of life
= new planet showcase
𤯠= new machine
= beacon?
wasting FFF on beacons would we so sad(
Unless there's more to it than what we saw
Also, it could be a half of an FFF with other things, like many of the FFFs were
half sounds fine - half bwuhuo, half beacons 
I meant to sabotage the poll, not take it over 
with great power comes great responsibility 
bwucons
I think something else cool this week and beacons in the next couple weeks
also, are polls gone?
I don't see the button anymore
it is possible that the beacon rework still has some iterations before they show us in the fff
btw, anyone know where bwuhuo comes from ? on the first post trying to decipher the pixelated text, it already says bacchus
I think it was an earlier guess
HD-Gore?
Doom eternal ^
Rip and Tear through your neighborhood.
Adaanna would be a cool name for a desert themed planet
lol everyone voting for beacon
I'm a Bacchus next week believer
I'm convinced that with all the smaller fff's we've had the past 2 months Bacchus has to be tomorrow or next week
Well small is definitely the wrong word, by that i mean no new additions exclusive to the dlc
What's a Bacchus?
it sounds edible at least
we canāt tell if its beacon or bacchus even if Earendel is around 
The new planet wasn't a planet, it was just a beacon.
imagine if Bwuhuo has giant spiders that work like the spidertron that can walk over walls and will target and hunt the player directly.
That will also give a reason to research spidertrons here
Good luck targeting and hunting me when I'm in space 
Let me remind you of these biter remains
how did they get there?
the artwork may or may not be WIP but I think thats some sort of omen for whats to come
Every week we vote planet. Every week another dissapointment
what stuff do you guys think will be unlocked on bacchus bwuhuo? Surely it can't be just an advanced chemical plant, while it's nice and all I don't see it as incentivizing as the foundry+bmd or the em plant for example
BIOLOGY
Chem warfare
maybe they add a "pheromones" recipe that allows you to date the biters 
Bwuhuo won't give us just an advanced chemplant the same way Vulanus and Fulgora weren't giving is just the Foundry and the Pineapple Crafter.
I have no idea what else we get though. I'm sure it'll be amazing.
One possibility: The existence of the recycler makes it harder to support multiple recipes for items. But fluids don't have this problem, so an advanced chemplant could theoretically give us better recipes for things like lubricant, solid fuel, cracking without needing a built-in prod bonus. As well as being the only place you can produce $new_fluid.
We're getting alternative recipes for

as long as the ingredient or the product are fluids, we donāt need to worry about recyclers
nests?
no, it's biters
For people who have not voted here is poll lol
and they're fluid based :)
One of the new
and
recipes is not fluid based š
Actually a lot of them are not fluid based, but I am bending the "rules" here a bit š
wdym?
scrap recycling is a recipe that returns 
also recycling
is a recipe for
, but that's bending the rules
theyāre all from molten metal tho?
No? I answered it just above your reply
I donāt understand that post
There are many ways to get
in SA.
From
.
From molten iron.
From recycling scrap.
From recycling things that use
.
well u canāt count recycling recipes when considering whether the addition of an alternative recipe breaks recyler recipes 
That's why I'm bending the rules š
and even if the default recipe is solid based, as long as the alternative recipe is fluid based its fine
Yup yup

craft
> recycle
into scrap > get
from scrap > profit??
scrap recycle i think counts @small bear
hum, in fact the new alternative recipe must be fluid based? 
or chemical
scrap recycling is technically a reverse recipe
how
itās just that they donāt allow u to do the forward recipe
silly and not true
there is no multiple to one reverse recipe
the reverse process of scrap recycling cannot be a recycling recipe as recyclers donāt accept multiple input
which mean scrap recycling must be itself a recycler recipe
itās just that u canāt craft 25 scraps from 12 different inputs in an assembler
hummm but u can hand recycle scraps

It's a single forward recipe that is crafted in the recycler
It'll probably also work the same as other recycler recipies, it's likely a furnace internally
It was confirmed to be a furnace
the scrap -> not scrap recipe probably uses a different category than the other recycling recipes, to make it handcraftable
although, can you handcraft scrap? I need to reread the FFF
You can handcraft recycle scrap
Ah, looks like you'll be able to handcraft yourself recyclers
but how are you going to power them?
by hand crafting lighting rods
those are probably hand craftable from scrap recycling outputs
u can
they changed the recipe
u can craft substations
they now use cables instead of copper plate
oh, did they change substations to need copper wire instead of plate
dang, sniped
funny that the best power pole ingame is also the first one you make on fulgora
which feels great
Unless you drop some from space, which your probably should
Because you might not even have
unlocked
perhaps I would drop some assemblers, bots and logi chests
it's probably worth mentioning I'm the kind of person who designs an intricate Mün lander and accidentally blocks the hatch with a ladder
Is that not a softlock then?
itās possible that u need substation as a prerequest tech at some point before Fulgora
Or you can get some
from ruins
Maybe removing the "natural" lightning rods gives 
I think its more likely that u will need substation tech to unlock satellite
what if you don't research the recycler before you land on Fulgora?
is that even possible?
Recycler is a trigger tech on 
recycler is a trigger tech on Fulgora
what's
's trigger tech?
foundry
foundry?
basic coal liquefaction and lava processing
and foundry
and metallurgic science
probably also tungsten processing
oh and big mining drill
it'd probably be possible to start on Fulgora with no tech unlocked apart from trigger tech you get for landing
You don't get trigger tech for landing
But for doing stuff e.g. mining/recycling scrap
unless there's no way to get power poles outside of making a 
Are
and
even required for launching a rocket? I don't think so
ah fair, but yeah it makes sense to have recycler be locked behind 'has visited and done stuff on Fulgora'
Ah they do, for accumulators
u can just add a tech tree dependency to ensure
is unlocked before space science
yeah I forgot they're the same tech as accumulators
They aren't, but required for
perhaps u need
as ingredients for platform hub
That I can see happening
would make sense, platform distributes it's own power
also you can tell I haven't played vanilla in... a while
tho I see nothing wrong to have the tech dependency without recipe actually needing substation
alternatively, slip
into the satellite recipe
Slip it as a requirement for unlock
š
lmao
being a prerequest for
is there, so itās entirely possible that u need
as prerequest for satellite but not its ingredient
imo most tech dependencies should converge near space science
maybe except those
tech
Personally I'm probably gonna do all or almost all
tech before even launching
true
u need to spend time to setup a full perimeter defense before leaving
thatās enough time to unlock all the non infinite research
at least all the relatively cheap ones
tbh Iām not a fan of having to make full perimeter defense before leaving Nauvis
We'll have to see what extra remote options they give us
We still don't have a good solution for remote expansion
and we know that spidertron is not on Nauvis
specially on fulgora, where we can't just make a roboport path
yea we can make roboport highways, but that doesn't handle biters
I guess you could in theory turret creep remotely but yeah I get what you mean
perhaps the rts controller can handle tanks or cars?
I hope we have remote car driving
From what we know so far, I'm going to do my standard choke point wall defense with train supplies
THAT would be cool
And enough expansion for several ore patches so I could quickly outpost if I need to
someone mentioned that
could be the place where you unlock 
It's probably more likely to be on
- it'd be thematic
Bwuhuo is probably chemistry/oil themed, considering the name, placeholder sprite, and the teased machine
I'd say of the three techs being moved off
, they'll probably be unlocked on:
-
(metallurgy)
-
(electronics)
-
(chemistry?)
and maybe we'll get uberlandfill on aquilo
it'll be the land of godlike technologies that combines all 3
is probably Aquillo since it's the uber-lategame tech.
having to manage aquilo while juggling 4 planets with no spiderton will be very harsh if that's the case
specially if your fulgora patches run out, since you have no other choice but to go there manually
ehh not necessarily; perhaps
will have spider biters which will unlock the spidertron
Since they already teased one distinct biter variant I guess there'll be some more
unlocking advanced chem plants would make sense. It would also be kinda awkward since most players will prioritize
and
first. Which is somewhat stiffling
So I wonder if theyĆll add something to make it more enticing
I wonder if drop canisters will act as storage chests for the logistic network. Also will they just be to send down to the planet the platform orbits?
lookin like beacon fff
dev said all vanilla unlocks can be accessed relatively early in SA so probably not on the lasst planet
my bet for spider is bacchus or fulgora
My bet is Bacchus because Fulgora already has some pretty good toys of it's own, and it is clear that bacchus won't be able to compete as easily with chemicals alone
(also it is weird that it is a spider robot and all)
a bit too biological of a bot design imo
@small bear What percentage do you think we currently understand Bacchus? I think we honestly know very little about how it will play. I am thinking, if there are spiders there, what is
?
yeah... I think that is the case too
But we haven't even spoken about how vague our idea is of Aquilo
tbh we at least know that foundation will be produced on Aquilo
and we will be using nuclear power on the way to Aquilo
Based on the earlier poll I guess nobody wants a Space Age release FFF so we're going to delay it by a year, thank you for your votes!
Okay, I'll bite. We want every feature that was moved to 2.1 as well :)
I mean there is a year more time, no?
fml
the monkey's paw strikes again
To be entirely fair, V, there are many people that are expecting you guys to delay by a year anyways. The rest of the industry has us a bit jaded.
well, time will tell
Yeah, and admittedly not much of it! There must be this feeling around the team of 'oh god, that's in X months now?!'

'when it's done' isn't true anymore
'october this year at the latest' is not a binding contract by any means, but if it's not out by october it is fair to consider it reasonably delayed.
There are pleanty of games to play. As much as I expect Space Age / 2.0 to easily be one of the best of those games when it releases, It wouldn't affect me that much if it got delayed.
I won't be upset.
I am just saying that it can be delayed, there was a rough timeline given.
'when it's done' isn't really in play anymore
It was never really fully in play, they had always intended 'about a year'
I think
is still in play. It's just that they have some deadline to decide what "done" means.
I don't understand what you mean
Like with 1.0, they had to decide that it was "done" without introducing quality or any of the space platform stuff.
Basically, it has to be 'done' before they release it. I highly doubt they'll follow the trend of releasing unfinished products
They're already doing that so that's fair
We know for sure some 2.0 things have been moved to 2.1
If by
you mean "we don't know when" then yeah that isn't really in play.
We know roughly when
Unless delayed!
Do we know of any examples? I vaguely remember it being said somewhere that they'll do a 2.1 patch, but I don't remember anything beyond compatibility related stuff like old rail removal.
humm will they announce the SA release date in this week fff?
I don't think so
I would expect it to mainly be some minor QoL stuff though (the 2.1 split not FFF)
Wouldn't be so sure. Spidertron was 1.1
No spidertron was 1.0
wait wasnāt it 1.0?
iirc 1.1 was better spidertron control
1.1 also added train stop limits
fair enough
I would be happy if we can remote driving tank and it has equipment grid and logistics requests
I just don't think it's very necessary
itās very helpful
We have spidertrons for that 
u canāt rts control tank
I don't really like the idea of that
arent they like, endgame though?
Probably not in Space Age
that is just a spidertron lite
I would expect it to be a middle planet unlock, probably 
I feel like I would be slowed down and trapped on Nauvis for longer if theres no good tool to fix issues outside bot network
I expect you'd be fine going to your first planet on only the starting patch
Iām not sure
And one or two outposts isn't a nightmare to maintain as well, a relatively small stockpile on a local network could last a long time
space platform construction isnāt cheap
You wouldn't need more than one space platform
the thing is u donāt know how long u will spend at other planets
Also if you shut down production on nauvis, biter attacks will pretty much stop altogether.
and thereās always chance that biters accidentally break your power connections along the rail
if u donāt do a full seal defense
it'd be another decision you'd need to make, do you spend longer making Nauvis capable of defending itself while maintaining production, or do you spend less time there to try to get other planets goodies faster
imagine shutting down Nauvis base so u can spend time on another planet
Yeah, it's an option
A pretty valid one imo
If you feel you need a spidertron/foundry/EMP/recycler that badly that is
You can always expand your roboports towards the problem
to be fair I can just place several extra power connections so the chance biters destroy all of them along the rail is minimal
I honestly think you should Just make a "toggle" for nauvis base Produktion, clear out all biters in pollution radius and then leave
I'm just going to leave my base going
Isnt even that annoying to set up if you Just block belt inputs
biters expands tho
I personally will play 2.0 with biters and pollution off
A base with roboports is no big deal
You could also steam power your outposts to be extra safe.
itās usually not the biter attacks that mess up things, its the biter expansion team
is artillery somewhere else?
those have higher chance to go across your rail and eat the power poles
yes
that is interesting..
where do we think spidertron and arty will be?
I'd guess bacchus for both, but that can't be right, huh?
artillery on Vulcanus?
Yeah probably that
I think rushing 2nd planet without leaving nauvis defenseless will be hard, probably gonna take 2-3h more at least depending on Design of base
SA will probably be more reasonable multiplayer :P
imagine
machine give u chemical and military prod
so would be the best for artillery shell production
I can see plastic, explosives and explosive ammos
If
has a heavy chemical and warfare focus that would make sense to me
and
both have pretty good identities that dont involve either
as far as we know
Probably last Planet scienxe
Yeah 
I think 3 times now it's been shown made on vulcanus
I also feel like 
problem
What Planet is your guys favorite to expand first to?
even if they're unlocked on Bacchus, you'd make them on Vulcanus
Bacchus
I can't say for sure until we see Bacchus
Bwuhuo
but right now it's a coinflip
correct answer is nauvis geniuses
Aquilo 
when u realize each rail support needs 50 refined concrete 
theyāre also probably too heavy for rockets
Byproduct i dont see any issues š
I'm not sure it's that big a deel when you get normal concrete already from scrap
And steel
6% concrete 5% stone from scrap
The water cost is going to be painful though.
melt some ice and recycle some gears to make into iron rods and boom you got refined concrete
we'll have to see how much ice yields
Drop some ice from orbit 
and of course
will help š
Module my beloved
Cant wait to sort through the sushi of a full belt output of scrap
I believe u can get at least 50 water per ice
it shouldn't be too painful then
You can't use the stone to make concrete because there's not iron ore.
The only way to get iron ore on fulgora is to recycle concrete, which is counterproductive to making concrete
Unless they change things, no
for refined 
Hmm seems like a loophole
in the grand scheme of things if you're processing millions of scrap, you can sacrifice a few to build whatever you want
Just pump productivity modules and cycle recycling and crafting back up
(Does this work tho?)
You can't get more from recycle loops than you put in
Sadge
there's a 300% productivity cap
this is surely something devs want to prevent
so they added a max cap on prod
mods can bypass it