#FFF Speculations
1 messages · Page 10 of 1
You could increase the cap to whatever you wanted, but you'd have to reduce to recycler output to match
400% cap -> 20% recycle output. 500% cap -> ~17% recycle output. etc.
Haters would call it Satisfactory
I guess prod modules would have to scale up too then in terms of quality, or you'd need different tiers to compensate
well I mean more like land elevations
They fake that pretty well with cliffs
Ye 2.0 cliffs will actually make some sence
SE 0.7 will be taking it to the extreme iirc with a very mountanous planet with indestructable cliffs
imagine valley u go across by rail using rail supports but not needing ramps
Rn they Just block everything for me to walk 10 tiles over to get to were i want
and mountain u climb using rail ramps but no need of support
and imagine several levels of that
That would take some type of layer system
With unified smallest height metric
Sounds really fun tho
caves and underground levels would be cool in factorio
cliff explosive would remove actual mountain, landfill can fill actual valley
I feel like they could still fake it pretty well with some extra work on rail placement logic and certain tiles
just not worth it
u use cliff explosive u move a mountain here
where have I heard of that before
Hold on let me check if it's in the public channel
it's a vulcanus joke
iirc its already published at devlog so its okay
Yeah it's in the public devlog channel
when would it not be okay to share?
when its in patereon I guess
When it's still only shared to patrons
What happens if a patron shares it
I mean, it wouldn't not be okay I guess, just a little disrespectful
makes sense
now with the new beacon balance I wonder if its a good time to introduce new beacon types
Yeah, iirc each beacon type can have it's own curve? would be interesting
I personally am not a fan of beacon types
Yeah I'm not a huge fan, it adds a few too many layers of complexity I find
You mean similae to poles?
But it would still be interesting
And they Balance range/effect
I don't think it is complicated, I just think it is bloat.
Well it would have to be complex to not be bloat
what if beacons now have slightly larger range? 
previously having larger range would destroy the balance but not now anymore
do we still have the kovarex image?
Would be pretty silly if beacons could be layered around a machine
yes
send it
1 tile more range wouldn't do that,
yup
it is possible this is just an old build
but its not like 2x beacon would give u a lot more
but I think it won't happen
It wouldn't get you a lot more but it would still be 'better' and look very silly
I never liked the K2 singularity beacons because if this
two breads on each side of sandwich 
well in theory they can make additional beacons pass a certain number not giving u extra overall benefit
say up to 16
Yeah but I wouldn't want that because it's arbitrary and unintuitive
The table should still follow some basic formula that's easy enough to understand
1/sqrt(x) is probably the easiest diminishing return formula
I would dislike.
if this is not the accurate answer I can only imagine segmented functions
Beacons following different formulas for different ranges of beacon counts would not be fun to play with
One thing I like about this one is that the derivative is always positive
yours would not have that effect
I think more beacons should always be stronger
Just that the returns should be diminishing
@small bear earendel online early
lmao it can be both or neither
technical fff 
Beacochus
well
beacons
humm
seems like its not exactly 1/sqrt
oh the base transmpower is 1.5
instead of 1

and its still 1/sqrt(x)
and quality scaling is not from 1 to 2.5, instead its from 1.5 to 2.5
and still reduce power draw
The expansion will be released whenever Half-Life 3 comes out.
Half life 3 by november the latest lets goooo
Half Life 3 is waiting for better VR
I'm not even joking, it was mentioned somewhere
nothing official, just rumors
Seems like foundry is the better choice for copper cables than em plant
I didn't even notice that
Wow
Ngl that's huge, I love it
apparently a recent change too
Is the FFF thumbnail used for anything?
It's really good looking
Oh! it's technology icon already!
part 1 this week?
I want to believe.
The Nilaus Index: We can measure FFF impacts by whether Nialus covers the FFF.
We are officially out of the drought now with the beacons FFF - hope this pattern continues :)
I measure it by reddit comments and score
Do you have a graph of that? I'd be exstatic to see it.
graph no, but it shouldn't be too hard to extract
did beacons shoot up?
I think I've mentioned this before but given how we can process holmium raw or make it into a solution to use in the foundry, who knows if the bwuhuo building could also serve as an ore refinery of some sort
tho maybe that would be a bit too many steps from ore to plate, we already have an extra one with the foundry
I think it’s unlikely.
building already doesn’t give u extra ore processing steps. And although foundry add a melting step, it also allows u to directly casr gears, wires and steel
its the foundry which gives better ore processing, not
or
machine
The important part is that "melting holmium ore" is done with
rather than calcite
It's used directly in the EMP and can be plated in the foundry
But it's very likely holmium can be smelted directly in furnaces
I won't be surprised if stuff on Aquilo will require multiple "fluid" metals to do things
well, in the case of holmium solution, the ore processing (as in, raw ore to solution) is done on a chemplant (and presumably bacchus' building will also be able to do it) and then it goes on the foundry
foundry and an EMP for electrolytes
Naturally, it could be smelted into plates using some a building like a furnaces, as we may not have foundries at that time
electrolytes only need chemplants and EMP
foundry is for holmium plate
That's what I said
I thought u mean (foundry and EMP) for electrolytes
You use
to turn holmium ore to holmium fluid and that goes into EMP or foundry
But you can probably turn holmium ore to plate with furnace
Id imagine we have simple ore to plate recipe for holmium in electric furnace
or even non-electric furnace
That's a non-SA furnace, as it would have quality icon near "Crafting speed"
Still it would be enough to make
and from it 
thats nice
I just realized that its SA disabled pedia
@small bear should note at least boilers work
wdym
well
no? u can probably hand craft lightning rods from scrap recycling results
Assuming
is recycleable, but yea that's a good point
not even mention that u can’t kickstart boilers without chemplants melting ice
u don’t need to assume. it is as shown in trash fff
also battery recycles to plates
as an exception of chemplant recipe
we found iron ore on the sushi belt
how does that relate to burner furnaces tho, u mean
?
It relates that we don't need a
to turn
into
for
because we can get
from 
might be better than
,
is infinite from heavy oil and power may not be that abundant
at least until you want to start prodding stuff
why even talk about burner furnaces in the first place? is this a conserving power thing?
Space is also at a premium, and
are smaller than 
yeah could be a good early-midgame use
not sure how much actual smelting you'll do on the planet 🤷♂️
Even if it's only a little, it's better to make it small
holmium yes, plus iron ore from the concrete if you want to use it
Also no enemy bases to be summoned by pollution
true
we don't know anything about the enemies or their behavior to be fair, even if they don't expand it can very well react to pollution and attack stuff
Though power might be cheap, we don't know
until you start making electromagentic science packs, you are stuck with the small lightning rod
so at least at that stage, burners may be worth it
They said the planet is desolate with nothing living there
A more typical use for furnaces might be to turn spare iron into steel
that only applies to living things though 
Iron is harder to get there than steel though
angry robot guards or something to that extent
You get more iron, but there could be even more uses for steel
You get
and
not 
maybe that resource rich thing on
is a factory building converting the scrap into units which spawn and can move around
you beat me to it haha
12% gears turns into 1.5% iron
Have quality rocket silos been mentioned anywhere?
The easy thing would be if they had a higher crafting speed, but it hardly seems necessary on a machine that is hard capped by the animation.
faster animation? 
The silo can now craft a buffer rocket and the animation skips the door closing/opening
if the speed is fast enough
but the animation doesn't actually speed up
Quality
are faster. The animation was buffed by removing door animations if there's a rocket buffered
i totally forgot thaat
Yeah but I would have thought that with high quality speed beacons and the cheaper rocket that you'd still hit the cap pretty fast
I suppose they could increase the time it takes to make a rocket by a lot
well it could be 1
1
1
per rocket section, and each rocket need 50 sections
instead of 10 per rocket section and only need 5 sections
I would expect that to be the case, but that's still half as many crafts per rocket.
Surrounded by beacons it completes 100 in much less than the time it takes for a rocket to launch
Although that would be before the beacon rework
but the break point for legendary 2.0 beacons vs normal 1.1 beacons would be 25 beacons so it would still be much stronger not even considering quality modules or silos
Surely something else is going on with rocket crafting in Space Age
(I'm probably overthinking it and it just isn't really worth building quality silos)
If quality has an effect it will be worth it in the long run.
Well that's the thing, it isn't always the case
namely with the stuff that doesn't get a benefit other than more health
Maybe a quality rocket silo could use less power
prod research perhaps?
although with all the rocket components already having one it's a bit a bit overkill
Definitely overkill
If it's only health, then yeah, not worth it. Health is the default effect though, so it doesn't really count for that matter.
high quality night vision 😅
High quality night vision lets you see other surfaces without radars
but only at night
or perhaps with... colors?
Mod idea: Phase-presence or something. Meaning: you are constantly present on all planets. And every action you take happens on all surfaces. Would most likely not work out at all
Technically not unplayable, but still an absolute nightmare
Your poor vulcanus part would just be completely useless until you research solar 😭😭😭
So you start on every planet at once? That sounds fun tbh
Would it be too out there for quality rockets to have increased carrying capacity?
no
it seems like a reasonable reward for getting all of the chips/fuel/LDS to the higher quality
Personally I don't like the idea of quality rockets, there's a lot of opportunities for it to be quite frustrating
like what?
What happens if any of the ingredients are of a different quality to the rest? If it's consistent with how quality works elsewhere, then it would be whatever the lowest of all the ingredients are.
Would probably need to have a 'select recipe' option on the rocket silo then to make sure it doesn't happen by mistake
Even then, rockets are a single cost item and using more expensive materials to launch more at once would not be particularly useful when you could just launch more rockets
It's similar to producing quality science, you're usually better off just using productivity and making more science of normal quality than significantly less science of higher quality
Unless quality rockets give so much of a payload boost to be better than normal quality rockets in terms of resources/Kg launched, which I don't think would encourage interesting gameplay.
I'd agree its not necessarily very interesting but what other options are there for 
the way I see it, if someone really wants to go through the hassle of building a rocket with them.... fine, enjoy your XX% added capacity
will I ever use it? probably not. are there any cases it would be a good strategic choice? probably very few.
The only thing
rocket parts can do is build the rocket faster. But that's unlikely...
rocket has increasing chance to return fish as launch results 
A rocket can’t have quality, it’s not an item or an entity
Only rocket parts could have it, and even then they’re immediately consumed to fill the progress bar
So unless they make some very strange changes this is the only option
And it’s about the same as the quality science pack situation
they just need to add quality to the progress bar
use lowest quality of all rocket parts to determine quality of the actual rocket
That would definitely be a very strange change
I don't think we get quality rockets though, the logistics of changing payload capacity is a bit nightmarish
We aren't even getting rocket changes for gravity, so quality is even less likely
Cliff explosive research is then on which planet?
vulcanus, most likely
This week FFF will be
, and we'll finally see some new wildlife.
Hard to choose the first planet to visit
Easy choice for me... 
after nauvis 😅
Between
and
, probably
because it's easier to build the silo to go back to
.
Bringing an EMP or two to
will make it easier to build rockets there as well.
Vulcanus has the materials that an EMP wants
It's one thing that's kinda weird about the EMP - it's better on Vulcanus
Hyped for foundry BMD and cliff explosives on the one side, and on the other thinking about a quick visit before to fulgora, just to set the first recycling setup up, build a rocket and let it fill a buffer while on volcanos 😅
on higher biter settings you may want to leave
for last, since there doesn't seem to be any evolution to worry about there
But yeah, we will see hopefully soon what baccus willl offer
bacchus is going to be a great support for the other two
For now it seems so, but i doubt there will be no other enemy than lightnings
at least one planet has no enemies so the point still stands but yeah
I wonder how they'll balance that
Maybe the balance is power shortage, so u need eff modules to have enough power even when pollution does not matter
It's possible the white rectangles are robot defenses
I would visit fulgora first on high biter settings - it's great place to get some great quality diplomatic tools
What diplomatic tools do you get on
?
Quality armor and equipment will be easy to make on fulgora
no biters means nothing really stops you from running a few thousand tiles from the get go to get to the 100M+ patches, wich is a weird thing to allow from the get go
Oh thats true, first opportunity for recyle loop
I guess fulgora would work well as a safe haven, unlikely you'll ever loose that base
I don't think resources are the issue there anyway
Could be that there are only static defence for new scrap fields so this would be convenient
Is there any other option to move between the islands than trains?
No chance of walking in the oily sand?
Yes you can drive on it. It's basically "shallow water"
the choice to have a planet with no enemies still feels weird to me, technically they said new, but having biters on another planet would feel even weirder :p
already has 🌩️
Walk and drive but be back before night when the lightnings strikes - sounds interesting
not an enemy, in fact beneficial, and trivially dealt with at pretty much any stage tho
You should definitely have some lightning rods on your person so you could make base if you get stuck
Yeah but u need land for it to place
just dodge them /s
You can dodge them. The devs said the videos exaggerated them for effect
They buffed them in the vid, but how to dodge lightnings?
you sound very confident, I hope you're right
It's the cadence we saw so far
We're currently at 24% of FFF's being about other planets or space since and including the Space Age announcement FFF
also including one of the two two music FFF's (which I think is fair as it was about music for other planets)
@raven bridge I’m feeling Bacchus this week too.
Finally JG will stop saying that
I wonder if they will mention that name other than in a joke name
That name is technically in an FFF already
Yeah
x was never great. not even before it was named x
Bwuhuo?
Twitter?
USA?
not sure what JG is talking about. I hope it's not Bwuhuo.
only one of those things is named x
(I read wrong)
x is also the standard variable, so I decided to substitute a few things in
but I'm glad Bwuhuo is great :)
🇧 🇦 🇨 🇨 🇭 🇺 🇸
So we make wine on bacchus...? 😅
Fermenting the sweet biter corpses
so you can run everyday software on your linux based combinators
Ah thats why linux uses pipes
What the heck is bacchus
in less than two days we'll finally know 🙏
in 2 days raiguard will post 'linux advertures: part 2'
What kind of FFF do you think we will have?
💻 = technical
= quality of life
= new planet showcase
🤯 = new machine
oh, new wild life FFF, nice 
New planet reveal will just be exploration, we'll have to wait to see what the special machine is there.
yes but new planet tomorrow would most likely mean new machine next week
Each planet will have its own type of fish
Factorio will not be complete without a fishing minigame
just like Satisfactory without golf
well technically there is, it's called ||launching space science packs back into space||
The entire rocket tree is actually a fishing minigame
list of Bacchus idea:
-mining coral reefs
-fishing
-tree farm
-harvesting seeds and grow them in greenhouses
-special machine give prod bonus to chemistry/explosives/military recipes
-flooding mechanics
I wonder if the help u get from bacchus tech is better multi planet management. Say spidertron is a good one to take care of planets remotely, and rocket turrets allow space platforms to travel through more routes (possibly between the secondary planets) for more efficient shipment, perhaps also artillery here to take care of long term enemy base expansion (and possibly for huge asteroids on the way to Aquilo)
plankton!
raft.exe
you guys are talking about it like fff: bacchus is already out lol
it will be a QoL FFF
technically, better military production also helps multi planet management because u can deal with enemies easier
I hope rocket silo tech is cheaper than 1000
just let us go space even earlier
imagine if
was less about production and more about military stuff
can’t imagine that in a game about automation
im hoping for it's threat against the factorio to be overgrowth
tech wise I mean
Military fff would be cool aswell
imagine your power getting cut off cause a jungle grew into your power line
I wonder if the 1.1 military options will have some rework/rebalance
@small bear only 2:30 to go. I wonder if we’re right about the FFF. Remember that it can be huge even if we’re wrong 😉
new FFF prediction: hexes
I predict FFF today will contain the word "the"
I hope
has birds
I hate this
Rails 2 already make hexes much nicer looking.
imagine if it's not
today
It's still more likely not than it is.
There are many FFFs and Bacchus is only one.
It's just much more likely than before.
I don't see E though
Would not count on that. In that position, I would on purpose either stay hidden or be online at random times
I want to believe
he was talking about being more careful on fridays last time
Last week E noticed us speculating on them being here, so I would not go so fast.
so hype they have to gaslight us
Not 
well, predicted target priority 
👀
Are we going to cultivate biters (or other enemies)?
That sounds like a thing that would fit on 
rocket assisted "peaceful ranching"
Turn on and off turrets sounds interesting for early laser and managing powerdrain
the space platform in the fff uses walls btw
Why does this FFF feel like a setup for next week?
target priority is so amazing, rocket turrets not gonna waste resources on small/medium biters 
I feel the same, its like they want to explain the turrets before revealing 
it’s possible u unlock both rocket turrets and spidertron there
It’s bwuhuover…
I still wonder how the train interrupt-in-interrupt is crucial on a undisclosed planet
I think the upcoming fffs will either be
or new combat
or both
int-in-int is not crucial on
afaik because dev said trains are immune to lightning
and even if not, u still don’t need int-in-int. u just let trains wait at the station and don’t go out
all your train stations should have lighting protection anyway
This opens up a few nice opportunities, one useful thing is reading the turret contents to enable and disable a train stop bringing ammo.
Disabling train stations is apparently still a feature in 2.0.
yes, its just that its equivalent to setting limit to 0
Oh, I thought that was removed entirely
so the incoming train won’t reroute
also, reading turret ammo might helps us design circuitry to prevent bots from suiciding
This is correct. the only difference is that you cannot stop an in-route train.
I can’t imagine what scenario we’ll need int-in-int 
I can't either tbh.
afaik, int-in-int is only useful when u have long interrupts
Our guesses are on Bacchus or Aquilo, but that is sorta 'god of the gaps' mindset where we just come up with those because we know nothing about them.
Telling trains to hide in a depot when a thunderstorm is around was a good guess.
I don't think so tbh
That can be done easily without int in int
and int in int doesn't even let you do that
int in int cannot change the path of an already pathed train.
a true, only evaluated at stops
Yes. This is the most commonly misunderstood thing. There is no way with the new system to change a train's path once it is assigned.
that mean the int-in-int is only meaningful when u have a multiple stop interrupt
but I wonder why we would ever need a multiple stop interrupt
There is another part of the Space Age expansion where target filtering will play a crucial role, but that is for another week...
this is easy though:is a boss mob that needs to be taken care of asap
or mixed enemies that are immune to different damage types
perhaps on the last planet evo changes damage resistance instead of hp/defense
we have that thing with asteroids, not sure Wube will use that twice
i.e. target filtering/priority being crucial
optimising is kind of optional
I think for asteroids its more like simply larger ones has higher resistance, not different type have different resistance
I think the resistances are 100% and "cumulative". i.e. medium and above is resistant to Laser, big and above resistant to Guns, etc.
Laser is no use against anything but small asteroids
yes that what I think
so its not like a mixture of A and B where A is immune to guns and B is immune to explosions
technically for asteroids u can just use rockets all the way
at least until your ammo runs out 
the thing with lasers in space is I don't see them being used early on bc of power constrains, and I don't see people replacing their higher damage guns later on
It's a weird niche
hummmm, so it’s possible that on the music fff space platform, rocket turrets are set to ignore the huge asteroids for demonstration
It was said they aren't effective again asteroids
But maybe they are good against the space biters
not sure if they are different versions or different sized asteroid icons
left is blue/orange indication iron and copper, middle is black/yellow indication carbon/sulfur
Sizes possibly
possibly, but we need a 4th turret type for big asteroids then
or separate nuke rocket launchers with separate target priorities
@small bear I believe thyme means the huge asteroids.
no, if rocket turrets are set to ignore huge asteroids, there's an unrevealed turret type for big asteroids
some FFF mentioned there's 4 tiers of asteroids and a turret for each one
they're already named: small, medium, big, huge
rockets do for large
it theres another weapon used, its for the huge not for the large
that's not what you suggested there :)
yes. Gun turrets shoots both small and medium, large need rockets
I said they’re set to ignore huge for demonstration, but they still shoot the large asteroids
either way theres no need to have another weapon for large asteroids
Found it:
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.
https://www.factorio.com/blog/post/fff-382
but another weapon has been confirmed, see the above link
if so, its not for the large asteroid. Its for the huge
That's the consensus
u said the 4th turret is for large tho, or did u mean for huge?
no, I did not
what I was saying was, if rocket turrets can shoot huge asteroids (as per your suggestion), that would mean that the unrevealed turret then has to be for large asteroids
no???
yes?
it’s possible rocket can shoot both large and huge, and we know for sure rockets can shoot large already
yes, and if that is the case, the unrevealed turret can shoot small, medium and big
if not, and that's the consensus, rocket turret can shoot small, medium and big; and the unrevealed turret can shoot all sizes
why not also huge
because each asteroid size has a preferred weapon
rocket can shoot huge doesn't mean they're the most efficient weapon for huge
we have 2.5 data points that suggest it. out of 4 total
wat
laser can only shoot small
gun can only shoot small and medium
rocket has not shoot huge. deliberately or bc of priority we don't know, so it can be argued whether it counts
I mean it is also possible that gun and laser can shoot large and huge, just that they have filter setting to ignore them, and they're also not efficient or deals no damage to large and huge
medium ones need at least a gun turret
doesn't read like a bazillion laser turrets can deal with medium asteroids
it could also mean practically need. I wouldn't read too much into that
ok, I'm running out of words now
If I can't convince you, that's ok. Let's just wait it out. Won't be longer than October :)
I won't be surprised if we need artillery for huge asteroids
I'm hoping for Rail Guns.
I just think its possible that they don't babysit us by having hard-coded target filters
at least for me if would be more intuitive to let players discover that guns are not effective for large asteroids and actively adding target filters for them
You'd then have to do that for every gun turret you place. That's bad game design.
Having one of those tutorial messages pop up is a better way to teach that concept imho.
u just copy paste
People that can't/won't read have to find out the hard way.
and thats not a bad thing
its still better than people asking "I found bugs that my guns don't aim at large asteroids"
It's probably going to be like biters where the lower tiers can be used against the larger ones, they're just way less effective
imagine gun turrets with regular ammo just don't aim behemoth biters at all on default
I mean that's possible now
I mean hard coded
oh, probably not hard coded because in the situation where you want to shoot it it would be annoying
Just let targetting-by-ammo be an optimisation that seperates efficient players from noobs
with enough gun damage upgrades, yellow ammo can kill behemoths just fine
FFF-382 doesn't read like damage upgrades would allow laser turrets to damage medium asteroids
alright, gotta go :)
@small bear I think all turrets will be able to shoot all asteroids, but it won't be efficient/smart to not use the right ones.
There was a statement that laser only damage the smallest and bullets the next size also, i dont think this is handled via resistance
They said it's only effective against the smaller ones, which indicates resistances
Next sentence, the medium ones need at least a gun turret sounds harder imho
Curious if they have something in mind to give cannon shells more usage, or just let it be like it is because tank will be longer in use
Tank shells are just an artillery shell intermediate past a certain point
Sad
But understandable, because of the way they work mechanically
They don’t fly over walls
So a cannon turret wouldn’t be practical
And they require plastic to make, which would make them ridiculously complicated to make in space
tsk tsk tsk soul burn, where is our
lol
No idea...
Effective, as in "using higher tier turrets is a waste of resources"
Laser turrets are only efficient against the small asteroids, and the medium ones need at least a gun turret
i.e. only the Laser turret is efficient against small asteroids; and: to damage medium ones, you need a gun turret or better
This feels awfully similar to the "exclusive to planet" discussion we had a couple weeks ago.
is only good against small, but other turrets can be good against small or medium
100% of people were wrong! point and laugh!

"a bunch of spider-mans pointing to each others.png"
the mystery of bwuhuo shall remain for at least one more week
I had a feeling it wasn't a planet reveal when Klonan showed up in the friday facts channel right before the release
On which planet do you think E had their vacation?
depends on the preference. Aquilo for winter, Bwuhuo for not-winter. Fulgora and Vulcanus for adventure tourism.
Definitely not Nauvis though, you don't do vacation at home.
i too would never go on vacation in my home planet
I personally was not wrong (I forgot to vote)
wild idea: there are some enemies on Bacchus that need specalised ammo to kill?
or enemies that need to not be shot
I actually support your idea. My 'dependency' idea suggests that they will cover all material they need to before moving on to a thing.
If that is true, that explains why Bacchus couldn't be this week.
They would have had to also show turret stuff in that FFF and that would make it far too large.
My prediction: Bacchus will have occasional flying enemies that only rocket turrets can shoot down, so you will have to make them prioritize the flying guys over the regular enemies
And said flying enemies will also fly over bodies of water to attack you, making for wacky and previously unseen wall placement
The exact same idea that everyone else had, I know 😭😭😭
wonder if these priority changes will also apply to spidertrons and PLDs
Well, it certainly won't be able to be set via circuit network at least
logistic groups maybe?
Turret filters don't support logistics groups though.
constant combniator + logistic group connected to turret will do the trick
Crazy wild speculation time:
The main threat/obstacle on Bacchus will be meteor showers
This is the reason for turret priority - target meteors first, bugs second
The game also warns you when a meteor shower is incoming, and this is the reason for the interrupt interrupts feature - to ensure your trains are somewhere within your defenses.
Finally, bots can now be instructed to automatically pickup items scattered on the ground. This allows them to clean up from the meteor showers, recover lost resources if your trains do get destroyed (within your logistics network), and also gather fish or other organic matter.
Also, perhaps these asteroids are the origin of Biters and the pesky bugs also spawn upon destruction of the meteors
And, while my brain is being creative, I was also keen on the idea of a "creeping vine" type of threat.
Perhaps it feeds on pollution and grows more rapidly towards the source. This would provide a consistent form of organic matter that could be harvested for Bacchus's theme of vegetation fuelled science.
However, this wouldn't really explain the interrupt interrupts feature. So I like my meteor shower idea more 😅
And now I'll stop wildly speculating.
interrupt in interrupt is never useful for trains to hide in emergency situations because they don’t work mid route. Interrupts only triggers when the train leaves a station, which is the same for int-in-int. They only work if u want to interrup a multi stop interrupt
Well, it depends how long you get between warning and impact, I guess?
Like stop a train going to an outpost where you might only have minimal defensive capabilities?
I dunno, I did say it was a wild speculation 😄
u just add a leave condition to schedule to let the train stay. no need to use interrupt at all
every station should have the protection unless the attack is only affecting trains, and even so u should have the protection at all your stations
I usually make sure all my outposts have minimal pollution so they don't become targets 🤷♂️
Well, I'm even more confused about the interrupt in interrupts feature
True. But I meant in the base game.
If meteors were the main threat, you're probably right about defending your outposts - it would just mean extra logistics to keep your turrets stocked up
Stop ruining my wild speculation with your logic 😄

I’ll stop using my logic
Meteor shower as a mechanic is cool, but I never enjoyed it in SE
its just too random
vulcanus and fulgora have unique but very convincing reasons to visit them first; what puzzles me is what will
have that could make it just as powerful as planet #1
my guess is spidertrons, rocket turrets, better chemistry/military production
those would help u manage defense remotely easier
and unlocks more space routes
I could see that. like what was said yesterday morning (from my timezone at least in the US), it doesn't have to be primarily production to make it valuable
if its some kind of biter homeworld or something to that degree, having a bunch of weapon tech would fit in perfectly
Military and fuel certainly seem like worthwhile benefits
My current theory is the main benefit of
is better multi planet management qol
and military prod is part of that
I bet you're going to be right
u want to ensure multiple planets to survive the local threats and at the same time expand and manage the base remotely. Things that make this easier is surely attractive for the first planet to visit
tbh I may rush
just because of spidertrons
I could see it being a multiplayer fave as well if thats the case
these features looks
-ish
at a minimum, it seems to divert from the aesthetic of the other two
If this planet is somewhat military-focused, what do you think the threat will be?
that's part of the life support for the fish brain inside the turret.
fish brain is part of spidertron not the turret
dev confirmed this
but how are the rockets going to find their targets without GC? ;)
maybe they're wire-guided
yes, and for that they need a fish controlled guidance system in the turret
isn’t fish in spidertron not the turret
I think V said so
I agree with this idea, Bacchus has a weaker machine frome what we can guess, so it will probably have the fun utility toys
imagine if the personal equipment upgrades are also on Bacchus (tho they may fit better with
theme)
and if we assume all the T3 modules are on the first three planets, we may have
on
,
on
,
on 
who said one planet can’t have two T3 modules
is also a quite good combination for space platform
I find speed being there a bit likely because we know it takes this mystery ingredient.
That said, do we see that in either inventory zone?!
For some reason this seems clearer to me now
I don't see bluranium here at all, so maybe it is an aquilo thing
but tbh we don't see the end of bacchus either - a lot is cut off
There are three white-rock pairs
and then another 3 rock recipe after
we know that
Hmmm. How do we know this is Bacchus?
I wonder if they will simplify artillery recipe to require
instead of radar, if we will need them for huge asteroids
It could be another 'kind' of item on Fulgora.
I mean, if not, Bacchus has a TON of new items.
something on space platform lategame must need copper
so I’m guessing Artillery shell
cannon shell don’t need copper afaik
Arty makes only half sense in space balistic gravity related weapon... not sure... would expect something with a more direct flight path
technically u can have artillery angle adjusted to horizontal
or maybe cannon turret
but then cannon shells don’t need copper, will they change recipes for that?
Maybe missiles need copper, statement was just no green circuits because of a lot of copper, maybe just copper in smaller ratio
we saw rockets need no copper in the music fff
yeah piercing ammo
but I wonder if we will ever need those
maybe theres a damage type overhaul
which makes peircing ammo much more favorable over the yellow ammo
or even let us use uranium ammo
Missiles are just iron plate and something out of sulfur and black bricks (carbon?)
carbon+water+sulfur -> coal
coal+sulfur+water -> explosives
explosive + iron plate -> rocket
So explosives are just a carbon soup with a lot of sulfur in it
Looks quite mighty the platform in the music fff
what is this image from
The treasure trove
Which imported it from this FFF: https://factorio.com/blog/post/fff-399
That one blurry image is pretty much the biggest recipe leak so far
Yeah... and it was very much unintended that time.
Did they remove it from that fff? I can't find it
Oh nevermind, it's just very subtle
ive got it figured out: so last week's FFF was supposed to be about rocket turrets, but the beacon leaks forced them to make it about beacons instead
and since the
FFF depends on the rocket turret FFF, that pushed the
FFF back by a week
this way, the numberology is saved and the
FFF will be next week
hehe
I predict next week will be combat rebalance/rework
No bwuhuo?
bwuhuo is dead, long live bwuhuo!
combat on bwuhuo sounds great for FFF
I hope we have circuit connections to solar panels to read current solar strength
Interesting. That would be nice
since they probably already added reading temperature from nuclear core, I think it’s likely they also add reading daylight from solar
I wonder will they even implement power priorities
maybe smarter power switch filtering power source?
It might be fuel progress rather than temperature, or both
Didn't we see ammo reading from turrets? So we may get input/output inventory
tbh reading inventory is not that useful without smart circuits
for ammo u can read input belts or buffers
it would be more useful if u can read turret target
Target in range would be quite helpful
At least in combination of a roboport "deactivate repairs"
This is important
I would love the ability to prevent bots from flying to their deaths all the time
Watch the "smart" bots still so it
this feels like a bacchus kind of week
Prediction: Technical FFF. Even more technical followup next week.
Prediction: Space Age is cancelled. Factorio Battle Pass announced instead.
What about biter dating sim?
It's a gamemode you unlock at level 100 of the BP
Also you need to connect PSN to play it
I predict only technical fff's for the next 3 months
I hope they don't read this and try to subvert my expectations!
It only works if you make it seems legit
Too soon
Prediction: Factorio becomes an epic games exclusive and is ported to unreal engine
What kind of FFF do you think we will have?
💻 = technical
= quality of life
= new planet showcase
🤯 = new machine
I hope they ramp up releasing new info about SA stuff. The past 2 updates have been good for that, but there's only so much time left and we still have so much left uncovered in the expansion itself
Optimistically, it's an August release, which is 3 1/2 months away, or about 14 FFFs
(I think it will be as planet, but put in technical)
fluid optimizations 
they introduce non-Newtonian resources, which can act as both items and fluids
As usual, my hope is for more systems
Pretty crafting machines are nice, but not "game changing"
why?
both why you think it will be a planet, and why you put in technical
For centralization purposes, we've decided to move this questions thread to https://discord.com/channels/139677590393716737/1240418991386787920 . Happy speculating!

and
for


is a boss mob that needs to be taken care of asap