#Speculations
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I mean if such a tool would even make sense, I guess
What are we feeling my friends?
Aquilo reveal
Project WAIFU reveal
project WAIFU isn't real
My guess is still that it is some technical perhaps linux thing
boskid naming it was a twist though
Spidertron 2: Spi (har)der.
I'm gonna need Raiguard to tell us which specific pixel it was they leaked.
Spidertron 2: Electric Boogaloo
I'm still predicting 
3rd 4th 5th time's a charm
Biter dating sim is real?!
Project WAIFU: bWuhuo Additional entitIes For Utility
i wonder if it has anything to do with WAIFUs or if its just some absurd acrynom
absurd acrynom
Let's just accept that we'll incorrectly predict Bwuhuo for the coming 5 weeks until it's actually released.
No I wont accept that, this week is 
there are currently 5 devs including E active in the chat
It's bwuhuover
we did it!!! I think

wow, can't believe we guessed the bwuhuo fff first try 
hmm
Maybe because Tellus/Terra sounds to nauvis like š
we've got copper and stone, but no iron 
and the purple goop on the map reminds me of alien artifacts a bit
#friday-facts message iron confirmed
So it wasn't "Bwuhuo", it was "Biology" or something similar I guess
I just realized this name could be evidence for my "Nauvis is a Venus analog and Gleba is an Earth analog" theory
Gleba means soil in Polish
Soil
Also known as "earth"


if next week is anything other than Gleba 2 I'd be surprised
more planet mechanics, whatever its 50% base prod machine is, and 2-3+ other new buildings/machines/items
At last.
Does anything industrial we can harvest from biological resources IRL come to mind?
its a biological themed planet with fungus. I guess the production is also related
@tardy quarry thoughts on name change?
I'm personally not a fan of the break in pattern.
About the validate, but I believe boskid's sha-256 was that gleba was renamed
remember when we played rock paper scissors
perhaps the wine and alcohol theme didnāt work well
Bacchus is still a fine name for it, no?
What can we (humans) harvest from bio-resources that we can use in mechanical/electric/processing industry?
206aaae2741bf24bc0e097ab5c82b7962dd928d2551ffc65f257cae9e6db3542
206aaae2741bf24bc0e097ab5c82b7962dd928d2551ffc65f257cae9e6db3542
Perfect match!

Well played, boskid, well played.
Perhaps you even figured i would not like the change, because there is a sorry in there š
Ugh, JG though..
"What's a Bacchus?!"
š§®
tbh Iām more interested in if there will be rain related mechanics like flooding
Source: https://www.liebertpub.com/doi/10.1089/ind.2020.29230.nda
Chemicals Listed in Top Value-Added Chemicals from Biomass [...] [Uses:]
Polymers, Packaging polymers, corrosion inhibitor, Solvents
I still believe the mysterious music fff planet was Gleba, just that it was another version/iteration
Tbf we all thought he was memeing on bwuhuo. Frankly the devs are cowards for not changing the name from Gleba to Bwuhuo...
š
Doge is coward for not deleting his discord account. Do you think saying that changes anything on the likelyhood of the described event happening?
brb deleting discord
Each planet has multiple music tracks (1h per planet iirc), so it's just a different song of Gleba/Bwuhuo
Also, we now heard the :gleba: tune, and it's indeed not the same as part of the Aquilo tune from 406
everyone high five and congratulate gleba predictors 
so... nobody? XD
see j5, all of our coping paid off
For those who were here yesterday, I have finally finished packing
How long are you going for? š®
algae lads ... we called it 
This is a fungal planet though, algae are not fungi
boars in the radioactive exclusion zone around chernobyl have elevated radiation levels not as a result of the meltdown but because they've been eating mushrooms which tap into radioactive groundwater present since weapons testing even earlier
that is to say it would be amusing if the only source of uranium on that planet was more involved, and gave another byproduct
No. It doesn't fit that's why it was changed. Bacchus being god of wine and party doesn't give the proper vibe
There are lichen and algae there along with the fungi
For example, the rock is made of stromatolite
That makes sense, was 'wine and party' ever the theme for it though?
I think I see what you are saying
What's a Bacchus?
I'm reasonably convinced that defense makes sense, so I suppose we all need to come to the final question of: 'what is a bacchus?'
It's a controversial political question
Well, I always figured oil/chemicals would symbolize wine (or would it be the other way around?)
the idea was to make it an organic planet. After it took more fungus and less jungle like approach the name was even less fitting
I stand corrected
So it was actually called bacchus at the time of that FFF?
I mean, it was in the picture
Of what fff? It stopped being bacchus even before the pixelated names were published
The pixellated names one
It was renamed before that
I don't know why there was Bacchus there tbh. I would guess Klonan made pictures for the FFF long before the publishing
Right, so it was Bacchus in that picture still, but already renamed behind the scenes
Well you weren't supposed to depixelate it
Don't give this community reversible encryption if you don't want it decrypted 
They learned that quick
āNot this time sandiegoā
i have my suspicions any further confidential names will be censored more in the style of āāā.
this is true
creature names maybe? :P
The rename of Bwuhuo makes it more likely that the name sticks imho.
hopefully it'll spread beyond discord
You think we'll get Gleba mechanics in a week?
an introduction and the new building yeah
and then meandering off to QoL stuff the week after :P
got 20 FFFs plus or minus a bit before the release after all
Understandable that they renamed it to go from "wine and party" to "fungi (and algae?) and party".
unless the elements of Gleba they wanted to show were purely visual then yeah, new building next week
So far, they did a planet reveal and then mechanics reveal, so it's plausible
We have 3 planet reveal datapoints now. Can we guess the next one with more accuracy?
Aquilo is on release. That was the speculation for a while.
So based on the pattern⦠when is release? 
October at the latest
Factorio fans are too nerdy for their own good.
lol. But what does the graphed function say?
Or next week is Aquilo, because they need to start showing all the planets in the background of other stuff they want to talk about, kinda like the intro to Gleba implies
Seems they have delayed Gleba as much as they possibly could due to it not being finished so I would not take the period between fulgora and this fff as an indicator for anything. We probably won't get much filler from now on I imagine
/
each had a pt1/pt2 back to back
assuming the historical pattern is followed, friday we'll learn about
's new primary production machine, as well as new items/machines/techs as well
I want to see Aquilo too, but one foot in front of the other š
I've just realized... my birthday is November 1st, and it falls on a Friday this year
I might be getting the best birthday gift ever
You canāt make a pattern with 2 datapoints as your input. So thereās wasnāt a historical pattern to follow
How are 2 new planets 3 points of data?
The first fff was like 10 years ago 
might as well be random noise
But with planet 1, 2 and 3, you could try to predict 4
Probably will be wrong. Anyway.
even if it gets released before that, at least you get a birthday FFF!
true!
and since
said "late October" then it might be before
though, as a programmer, I'm fairly confident they'll release it on a Monday instead
Tuesday is common too
#space-age message watch this be an omen for combat changes coming
possibly
that could be why the only combat stuff theyāve shown is the rocket turret and new biter decomposition sprites
Decaying biters don't influence the combat
but theyāre pretty sick
iām just looking for an excuse to talk about the decaying biters, they really wowed me
š
itās gonna be a lot cooler to see the aftermath of a big battle when you can see the biters rot. just hope factorio doesnāt get smell-o-vision any time soon
thatās what concrete is for!
which Aquilo tune? that last audio is one 8 minute track for Gleba IMO. it changes a bit near the middle but you can hear parts from the first half come back again in the second half
It doesn't sound like the Gleba soundtrack we heard in the last fff
it might be just an old version
or an alternative soundtrack
and they did mentioned āa planet full ofā¦ā
and in the latest fff āa planet full of lifeā
The line "a planet full of life" is a reference to the old trailer for the game (or something like that I don't remember exactly)
how do u know
I can second for what cyber cider is saying
āA planet full ofā is certainly a reference
āImagine a remote and unexplored planet full of life, richness, and natural resourcesā is the tagline for nauvis.
the exact wording makes it very clear that itās a spin on this tagline.
well it doesnāt mean that its only for the reference without any other extra meaning
those fff wordings could link together even if such reference exists
What are you even getting at?
The way I read this is
- Nauvis is full of live.
- Gleba is full of life, more so than Nauvis.
There's likely multiple tracks per planet, right? Not all nauvis music sounds alike.
music has the same vibe to it. The
video and the 8 minute track sound different vibes to me
Alright. To me they sounded pretty similar but I get its subjective.
They have how many hours of music per planet again?
1ish + 5-10% for proc gen
The other thing that makes me think the music FFF music was Gleba is the line right before it :
Listen to this track and imagine a remote and unexplored planet, full of...
That is what pepperbox was saying
Weāre saying thatās the tagline for factorio planets in general - itās a reference to the 2016 trailer, not gleba.
I think it's specifically Gleba as a reference to the Nauvis trailer, just like how this FFF says that it's
Gleba is the one planet that has all the things needed to make a new Nauvis-like planet in Factorio, but it is still different on many other levels.
and
an exotic planet, never explored, and full of life (more than ever)
the full of life line is emphasized for Gleba specifically, so I would expect that line in the soundtrack teaser to be another part of its music
yes, but any other planet would get the same tagline
because it's a reference to the old trailer
Vulcanus would be a planet full of lava and etc..
Personally I think it is likely Gleba, but I also don't think that this is evidence of such.
but it specifically said full of life in both cases
OH, no, didn't say life the first time (the music FFF)
hmmm
could it possibly reference fulgora, a planet described as lifeless?
he's saying that this part could be more generic
I still think that the assumption it was about life, and playful interactions of new creatures, is correct...but it could be wrong
so you're saying they might be saying "imagine a planet full of .... SNOW"
that one just says 'full of'
No, I am imagining that nothing goes after the ...
It's just a vague reference to the 2016 trailer
would it help if j5 had put a "e.g." there?
Yes, but my point is that there does not have to be a full sentence that makes sense
you used a similar pattern here of offering continuations in generic fashion š
fair
Still, what I really mean is that the 'full sentence' doesn't have to sound good or make sense, because it's just a vague reference
imo it was not just a vague reference because itās related to a specific soundtrack for a specific planet
and it also makes sense that they put hidden references for upcoming fffs
In more interesting news - thoughts on Gleba having minimal resource patches?
not necessarily for kickstarter because it could be iron/copper/stone from rocks
its also possible that ore patches are manually turned down for demonstration
another note about the 8min soundtrack: itās very dynamic, yet the game doesnāt know whatās happening in the game other than which surface u r looking
I found this quite weird
so it is possible that the 8 min soundtrack is already outdated
If it's a kickstarter.. that would be kinda weird?
kickstart or bootstrap?
it would be kind of weird if they put ore patches there just for kickstarter
is there a difference I'm missing?
same thing I think
itās likely there will be fungal/rain to ore patch interactions for the small size to make sense
That's how I feel too.
i really hope space age fleshes out production & utility science, they both give you a lot more upgrades than new stuff. especially after chemical science which feels like it unlocks everything, it ends up feeling like the only real new stuff is spidertron, artillery, and the rocket silo, at least for me
well, production now has
so there's that
It seems to be mostly the opposite sadly, 
lose half of their stuff.
To that end, I kind of wish the rocket turret was unlocked at
since it no longer has the artillery turret behind it.
yeah looking at it that way it kinda sucks, but I'm just looking it the net gain from the 3 planets and the tech we know so far
and then of course SA endgame you get back all of the pushed back purple/gold sci stuff, not to mention whatever endgame techs/items
so we'll probably be exponentially more powerful than endgame vanilla with all of that together. call it coping, but thats how I see it
Just because techs are moved to another science pack, doesn't mean they will no longer require purple or yellow
They could just require both
The only known exception to this is uranium enrichment I believe, but that has a more crucial role now due to white science needing uranium, so it's understandable
beacons?, no?
you skipped logistics chests, personal fusion reactor and all the other best personal equipment
but yes i know what you mean
I would let the player some extra prod bonuses from just prod science as a treat
I really hope most if not all productivity researches take purple science
steel prod takes
only, but that may be the only exception
tho I would not be surprised if plastic only ever took

Source?
https://www.reddit.com/r/factorio/comments/16ja44x/comment/k0oof2s/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button there's this comment from the big man himself that mentions steel is pre space (so
at worst)
I may be misremembering but I could have sworn there was specific mention of red and green only, cant find it rn tho :/
afaik there were no red and green only infinite tech mentioned
there was only
mentioning that mining prod donāt need other planet sciences
Something you can do before you go to space
i.e. you don't need other planets for it
It could still need
and 
Doesn't infinite techs need space science?
not anymore
Yes, but they will eventually stop changing
Fair fair
logistic chest is just the upgrade to the chests you already have, fusion reactor is like better solar panels, all the other best equipment is upgrades, other than pld and exos, if iām not wrong
"some personal equipment upgrades" were listed as being moved from Nauvis.
Do we think they will cover factory stuff about gleba this friday?
Thats been the pattern so far
We riot if they don't
They reveal the planet and let us speculate for a week what in the world theyre gonna do with it
wtf are āTesla itemsā
Items of Tesla
why did you choose model y
because y not
My X was S-pecially cute, but she ran off with 3 other guys. Y!?
cybertruck
Someone's having jetlag.
4.5 hours is... not a lot
I almost never get a full 8 hours even when I'm not jetlagged
oh same
its usually the garbage truck that wakes me up at like 6
i s2g they go by my place like 3 times a week
so do we think the brainoids
are probably definitely aquilo guys
the only planet of the first three wet enough for them is bwuhuo, whoās enemies stomp
the assumption that Gleba has only one kind of enemy will probably backfire on you when you arrive.
This not the way. Gotta push till like 9-10pm that first night. Then still wake up at 4am šš
Yeah. Tell me about it 
Go do a couple laps up and down the train station escalator by the office. That should wear you out good 
go to sleep 
that would be really interesting, not just multiple types of one military target (eg. biters & spitters) but two separate military targets, (biters & spitters as well as brainoids). hmm.
so they could be glebian, but iām still placing my bets they arenāt on bwuhuo
it would be cool but i donāt know that theyād do that.
Imo brainoids things dont fit the gleba vibe, so I think gleba will have other enemies
Maybe some large herbivores that are territorial
I feel like
is
inhabitants that left the planet
Hmmm yeah that could be, and maybe they fled to the last planet
Its got a big brain so it must be intelligent
Or maybe it will walk right into an array of turrets
Maybe they use tactics, so a simple Wall of turrets wont be enough
(idk if this will work in factorio tho)
Exactly, maybe they will turret creep your base
easter egg secret boss hidden on the cow level? :P
Perhaps forget some options @hybrid briar
will
be the planet that needs interrupt in interrupt, or will it be aquilo?
gleba seems to me like the most dynamic planet, with all the full of life thing going on, makes sense you would need it there
I'd guess it's on Aquilo solely because it seems like a more advanced mechanic (both the interrupted interrupt and whatever it is that creates the need for it)
Is there even a reasonable guess out there as to why we'd need an interrupted interrupt?
some kind of emergency event where you need to get to trains to some sheltered area?
interrupts are only evaluated when leaving stations. trains that are hauling stuff over half the map won't get to a station anytime soon
can't be much of an emergency when it can wait a couple minutes 
yeah, I don't know then
we could use that to change train behaviour though
before assaulting an enemy hive or something, we can use circuit conditions to manually stop all trains?
up to 1.1 circuits have been optional though, so I'm not sure about it. it's also kinda vague
the only scenario that interrupt in interrupt makes sense is when u have a long interrupt if I understand it correctly
but why would we ever need a long interrupt
long interrupt mean train need to go from A to B to C or longer, but why we canāt just have the train go from A to B, and have another train go from B to C?
unless in this case the train is not just about moving cargo
I thought the interrupt in interrupt was so you can make sure your trains on fulgora head to safety at night time
nope, trains are not affected by lightning
isn't it possible for the nested interrupt to be motivated by need for dynamic dispatch of wildly varying crafting priority with input rerouting?
like, with the alternative being twice as many trains or something else steep in impact?
yes.
I mentioned something like a resource vein becomes exposed for a limited period of time
that might be quite fun. maybe aquilo will have freezing/unfreezing cycles, that will hide and expose different ores. and maybe drastically change delivering priorities from fuel at freezing to bullets at unfreezing 
I wouldn't use interrupt in interrupt for this though
Yeah that still doesn't make sense for interrupt-in-interrupt
As mentioned before it's only useful when you have another interrupt with more than one station in it's schedule
But why you would ever want to change which station a train will go to during an interrupt instead of just delaying it with a signal is beyond me
My personal take is that it is a red herring and not the best solution
and that is why we are not thinking of it
It's just 'one way' to solve the problem
My initial proof on concept use for it was to use it for prioritising sending products to certain stations, but that's already handled by station priority
Maybe if you really don't want trains waiting in certain places for extended periods of time, you can have an interrupt-in-interrupt: In interrupt, Destination full, time passed 30(?) seconds -> send to depot
I mean a potentially simple one is: In Interrupt, absolutely no fuel left, go get fuel you silly goose
how about more extreme constrains then. let's say "freeze" ore without complex processing will melt and gets wasted when season change, and same with "unfreezed" ore - gets ruined with extreme cold without complex processing. so, the moment that season is close to an end - it's worth it to forcefully redirect trains to deliver all ore possible
But interrupts only trigger when a train leaves a station
So it's not exactly great for anything time based
I was more thinking you don't want a full train sitting at an outpost, so you send it to a depot? But I'm not sure that needs interrupt-in-interrupt either
But I'm currently thinking:
Train goes to outpost to pick up ore, then the interrupt sends it to drop the ore at a given station.
The station it's trying to go to is full, so the interrupt-in-interrupt triggers on (destination full) and sends it to a depot instead
The train then goes back into the ore interrupt sending it to the station, repeat.
But that would create other issues where you could have far too much of one ore taking up all of your generic trains
Which could be solved with circuits making it so that you never have a full train waiting at an outpost without a destination anyway, making the whole initial idea not worthwhile...
sending to depot not gonna be planet related
I just don't know why you would want to send a train to another station (requesting the same thing) based on an interrupt condition rather than just using stop priorities, which you can also set with circuits.
It's very strange, and I'm inclined to agree with Dylan in that it's potentially a red herring and not necessary to use. I hope not but I just lack the insight to guess what it could be used for.
getting highlighter notifications that are actually my name is a new one
maybe a red herring. requirement for seasons deposits becomes quite convoluted for interrupt in interrupt to be good solution, so mb not it.
can planet strongly encourage making long chains of stops, even in interrupts?
It's described as both very specific and crucial somehow at the same time.
At least some of them still do
First image is just for context
so far they mention that one of the infinite tech doesnāt need space science, which means most of them probably will need
wonder if they will fix the issue of upgradeable techs saying you can research a level that requires science packs you donāt have researched
always bugged me
About interrupt in interrupt:
- stations has priority settings so donāt need int-in-int for this.
- regular interrupts have priority settings (upper one in the schedule has higher priority) so int-in-int is also not for this.
- interrupts including int-in-int are evaluated when train leaves station, so canāt deal with emergency.
Based on above the only reasonable application for int-in-int is when u have a long schedule interrupt. But I donāt get why we would need a long schedule instead of A to B kind of schedule
unless the train itself is the resource thatās being processedā¦?

A new type of wagon could be interesting.
and the schedule might not even for trains
Would it insert the int-in-int into the existing interrupt, so it would continue with the existing interrupt after the int-in-int is done?
Idk it's very strange to think about
Normally, when an interrupt is activated, other interrupts won't be able to interfere until it is finished. But in some specific cases, this is too limiting, so we added a another special interrupt condition, called "In interrupt". This allows the interrupt to trigger while another interrupt is in progress, which clears the original interrupt and replaces it with the new interrupt targets.
No, it clears the existing interrupt
yes
after an int-in-int the train will go back to the original interrupt step it was doing
No it wouldn't, as it is cleared.
It would have to start the interrupt again, if the conditions are still met
hummmm
I'm seeing less and less potential use cases the more time passes...
The devs have definitely been cooking something I guess
while another interrupt is in progress
does it mean it can be triggered mid route 
what does āin progressā mean here
if the interrupt has only one target
"In progress" would mean that the interrupt schedule is still in progress.
It wouldn't do anything if the existing interrupt had only one stop
I think there are multiple ways to interpret this
Say if the existing interrupt had schedule A > B > C
All other interrupts wouldn't trigger until the train finishes station C, but an int-in-int could trigger at A or B
we may have drawn the conclusion too fast that int-in-int canāt be triggered mid route
because having a long interrup schedule is a very strict condition
Yeah there's no way it would trigger mid-route, they changed the way disabling stations worked to prevent rerouting mid route.
and if the int-in-int clears the original interrupt progress it makes even less sense
I would consider rerouting while not at a station to be a no-go
If there's some way for a train to be 'contaminated' maybe?
I think it's very possible there's some new type of wagon that could warrant this
but if its just a refuel int-in-int u would want the train to go back to the mid interrupt step
It needs to travel to multiple locations to finish whatever it does, but is sensitive or unpredictable and could need a different destination?
I don't know why you couldn't just split it into branching interrupts though
I can only think of something that the train cannot unload before itās fully processed, or the schedule is not even for trains but for some new logistics method
Could it be useful for space platforms?
no idea, but it wonāt be āon a specific planetā Id say
The wording of "it is on a planet we didn't reveal yet" Makes me think it's not referring to platforms though
yeah
I would be very surprised if there is another logistics method that uses train schedules though. It's gotta be trains that need int-in-int somehow
if its train then probably for a new wagon type
that interact with environment directly instead of loading/unloading goods
An enemy type that has an obsession with attacking trains and only appears at night? 
schedule to leave when night and interrupt-in-interrupt to go to a safe place
maybe a train that attracts the big foot on 
but I donāt see why we canāt have multiple stationary attractors at different locations that turns on and off for routing
yes, most infinite science will still require space science
but "all infinite sciences require space science" is not true anymore
I know it's retrograde nitpicking, but that's what I meant :)
I see
I wonder what will mining productivity cost
Does it need packs from the 4 new planets?
Might be Nauvis only or Nauvis + the mid-tier ones. Don't think Aquilo + post endgame will be required.
mining prod wonāt take planet science according to 
Not that it will be cheap. It still needs
and it's gets expensive quite quickly in 1.1 as well.
I assume
prod will require
science.
(and
?) will require
. And possibly
prod will need
science.
kovarex said steel is pre space, other than that I agree with all the planet positionings
and
is about ~20x cheaper, not accounting for uranium, and you can use productivity both in the silo for cheaper rockets and in the assembler in space for more science packs
iirc they mentioned an infinite science that only took 

They mentioned an infinite science "you can make before leaving Nauvis". Some people think it means "before or at blue science". I think it means all
sciences.
I'd love to be proven wrong, but I don't remember anything about only

yeah, for something as with as much benefit as prod research, I think having it start at
/
undervalues it in a way.
as a starting point is more realistic and after the first/several levels growing into
/ 
they mentioned an infinite science that doesnāt need space science
if anything, I believe all infinite prod tech will require 
is it because of the name? 
D'you think mining productivity will require the same sci-packs it does now?
I'd be surprised if that changes
I believe that is stated actually @vivid turret
Any speculations for
tomorrow?
It might not be a
FFF, if they're mixing things up for us
Yeah I think so too, but I have no idea how they are going to implement it. Just a greenhouse building seems kinda idk
nah planet part 2 for sure
must be
otherwise they donāt need to show
last week
the only reason they need to show
part 1 when its still a lot of WIP is because they want to show
part 2
nah part2 can also wait
Definitely not, greenhouses in mods are really boring

yeah, it can wait until tomorrow 
Yeah that's what I meant
Last week was a fake-out, this week you're getting the real Bwuhuo FFF!
What's a Bwuhuo?
Lets gooo
Wow you dont need a Rocket to build a space platform, there is just a button that makes one
False, you need both
Create the space platform in the GUI, then your rocket launches stuff to build it.
Oh no magical button 
I think we need to collect (farm?) different kinds of fungi in the different biomes and then make a chemical processing plant somewhere centrally
The ores we saw last week are probably not accurate but if they are i assume they're just there to help you get started before you're processing the planet-resources

Indeed, that button has been shown multiple times in FFFs
I'm actually a bit surprised that there has been zero speculation about it.
Secret 6th planet named "space map" 
I just assumed it was a vieuw of how the planets were situated, like the solar system in map form
Like in SE
hm, so multiple platforms can orbit one planet 
Subway map for space platforms.
iirc a dev mentioned that the connections between planets on the space map are literally straight lines
imagine the pain of having to handle actual orbits in game
you are one
short and have to wait 1h for the next transfer window 
KSP in factorio? sounds fun
krastorio space program
Oh i haven't thought about that. It probably won't be very complex but it would be nice if it shows the locations of all the space platforms in real time along all the routes.
You need to position the intergalactic transceiver into a Nauvis lagrange point. And keep it there.
we will probably learn more about space map before Aquilo
SpaceX is playing this right now.
Booster "landed" successfully in water. Ship is gliding and will soon try to reenter and "land" as well.
Beautiful, I went there in april the booster was Already on the platform then and the ship was in the hangar but the door was open
I will spontaneously combust if we don't get
part 2
Does it count if I speculated about getting higher quality space rocks for skipping ahead in the crafting progression with that if you go to certain places? :D
Going further afield on a planet: Higher density.
Going further afield in space: Higher quality.
wheeee
film it so we have a consolation prize
if we don't get it tomorrow we can continue speculating
every week like the last month
Building on the earlier conversation about not yet knowing the need for interrupts in interrupts for trains, i'v been waiting for more info on why manual loading of a rocket would be 'basically required' as opposed to using the logistic network. from fff-381: 'The important part is that you can still ignore the logistic network, and stockpile the silos manually, which can be very practical in special situations, or basically required in some of the yet-undisclosed Space Age content, but it is an exception. '
I imagine one of those special situations could be if a space platform gets too damaged and you need to go fix it
and maybe the required part is if there's some sort of delivery we have to make outside of our specifications š¤
Only if it's around a planet. But if it's stranded in space? It's pretty much doomed.
It can only be saved by another platform going near it and transfering items to it in some way
A surface can have only one platform. Unless they have some method of going "to" another platform and transferring between them, then I don't see this happening
I don't know whether item transfer between platforms will be possible though
Maybe one platform can remotely "send" item to another, just like sending from orbit to ground
but those has nothing to do with silo
ive speculated about it!
however! dont think there's much to go off of so there's not much to say
enjoy my speculations
I think a space map would be done more like how SE did it, for the same reasons--trying to populate a sparse grid of space is wasteful, whereas a tree structure can have any and all relevant nodes linked directly, and even support insertion of references as needed!
I think thats likely too. Just a UI that shows you the situation abstractly. But I can dream
mm it's true that they could show it as a grid and store it internally as a tree 
Randomly spawning ore veins where you have miners already set up to capture goodies, would make sense.
Other possibility is logistics simulator of moving goods demanded by an entity in order to receive another good. Sending the wrong item to the wrong place at the wrong time yields penalties, the opposite would yield benefits.
Randomly spawning additional ore in existing outposts doesn't affect trains at all.
Trains also don't lend themselves to precise timings, you won't know which train will be sent, and what traffic it may encounter on its route. It would be far simpler to stockpile whatever said entity could request nearby to be delivered by bot/belt.
One thing I have considered since is that the "in interrupt" is itself a condition, it will only ever trigger once some other interrupt has been triggered.
Still not sure why you would use it over something like branching interrupts, but it does make it stand out even more from regular interrupts.
dont think about ore patches, think about ore veins
There isn't a difference, and if there was it's still disconnected from train routing.
think keywords "flare up", "inflamation"
"spontaneous"
"fluid"
"temporary"
view the resource as something that in one instant, has a high quantity of goods to be retrieved, and in another moment, not as much
Your not helping explain anything.
Interrupts are also not good for anything "spontaneous". They are only processed when a train leaves a stop.
Anything with variable demand can be satisfied with a buffer, interrupts have nothing to do with it
This is regarding interupts inside of interupts, which can be triggered by a station activation/deactivation
if the ore is only there half the time, what's preventing us from just building twice as many mines?
They are processed when a train leaves a stop. Activation/deactivation also doesn't work like it does in 1.1
think oil fields that change their yields over time
disabled will be the same as limit=0, which doesn't prevent already en-route trains from arriving
Oil fields do change their yields over time 
this is what I am doing. what makes it different from a regular oil field, in the long run?
irrelevant against the hypothetical
one moment the yield is 5/s, the next its 20/s
moment-to-moment, sure. but the Factory cares not about transient moments.
So use a buffer to absorb the variance and only consider the average output
buffers may not make sense if the area is too hostile to keep there
if the area is too hostile for a buffer, it's too hostile for a mining outpost
Trains just cannot solve this problem, even with interrupts.
They cannot change their routing while in transit
thats not the point. Imagine bebopping along to an oil field and it pops up that a new vein has just increased its yeild. We activate the station and have the train reroute to it.
Once they leave a stop, they will go to the next stop in their schedule
its also worth considering that the resource cant be buffered
That doesn't even need interrupts, just adjust the train limit on the station
any resource that a train can transport can be buffered.
we dont know if the particular item can be trasported

then what's the point of trains???
So why would interrupts help if it cannot be transported
to redirect to pick up from newly spawned resources
But they can't be transported 
perhaps it more of a "degrades over time" scenario
like the longer the item idles, it changes state
going from something useful to something useless
assign one train per field. when yield spikes, it transports it back to the main base.
Thankfully we don't have any item like that, and I expect not to.
But to engage with the hypothetical, why would I rely on an unstable interrupt system to transport something so volatile? This resource would 100% get it's own dedicated route.
precisely.
this does not need interrupts.
So you don't need interrupts, let alone interrupts-in-interrupts?
sorry, misread
jumping convos like its no ones buisness
the closest scenario that comes to mind is arcospheres from SE
delivering the item to one location, suddenly the recipe changes, and we need to reroute.
but oops, ran out of fuel. Better go back to the fuel depot
That has nothing to do with interrupt-in-interrupt
first interrupt = account for recipe change
Second interrupt = need to refuel
arcosphere requirements don't change, just the results.
i never got that far
, but still everything is on the table as to why an interupt inside of an interupt is needed. This could be a plausible explanation
"need to refuel" requires a higher-priority interrupt, not a meta-interrupt (unless you're running them dangerously close to empty)
i think the interrupts are per station
and even then I don't think it would work
They're schedule based, not station based
they're per-train
thats kinda what i meant
you cant really make a scehdule without stations
waypoints arent a thing
"interrupts are global" - FFF 389
Interrupt-in-interrupts will only ever trigger if the train is in a multi stop interrupt.
But the problem is, why would you need an interrupt that sends a train to multiple stops? Theoretically you could split the interrupt into multiple steps, into a sort of tree rather than interrupting the previous interrupt.
because i like setting up my trains like that
less trains in the network
Basically
a) an interrupt with stops X>Y>Z is triggered.
b) the train reaches stop X, and an int-in-int is triggered to stop the train going to Y>Z
But why
They said it would be required, not that it would be something that 'someone who just likes it' can use
Interrupt in interrupt
Normally, when an interrupt is activated, other interrupts won't be able to interfere until it is finished. But in some specific cases, this is too limiting, so we added a another special interrupt condition, called "In interrupt". This allows the interrupt to trigger while another interrupt is in progress, which clears the original interrupt and replaces it with the new interrupt targets.There is some very specific case where this is a crucial thing to have, but it is on a planet we didn't reveal yet, so more on that later š .
This is where the speculation started.
Re on this, the fuel interrupt example covers this usecase
Again, that would just need a higher priority interrupt
only if you're using multi-stop interrupts
And that as well
why would you ever use multi-stop interrupts?
I'm sure there must be a reason. I can't think of it.
ok, lets use the refueling example
say we interupt because we need to refuel
normally we would go to station X to pick up Fuel A, but suddenly we find that station Y is offering Fuel B which is of much higher quality than Fuel A, and we would like fuel B instead. In this case, we would have an interupt inside the interupt to prioritize that
That's not how interrupts work
The train would go to station X, pickup fuel A, then the interrupt would not trigger when it leaves as it is full of fuel
no, we'd have a higher priority interrupt for higher priority fuel
you cant do that because they explicitly state the interupt takes priority over other interupts
Just change the priority
if one triggers at the scope nothing else in that scope will fire
"Normally, when an interrupt is activated, other interrupts won't be able to interfere until it is finished." have it check for Fuel B before it checks for Fuel A.
switch String {
case A :
switch String {
case A-A
case A-B
}
case B
case C
}
@timid crescent in a given instance, once you go down a path, you cant change it. Changing the priorities doesnt help us if the change occurs after the route is initially calculated
correct! place case B first
that doesnt work if case B isnt chosen first
So change the order?
you mean, if you acquire Fuel B while en route to Fuel A?
bingo
That... isn't how trains/interrupts work
thats what their saying they are going to implement
they don't update their schedules while en route.
then whats the point of intterupts then?
To pick a destination when leaving a stop
"Whenever the train wants to leave the current station, it checks all the interrupts one by one, evaluating the interrupt conditions. If the conditions are fulfilled, the interrupt is activated and the targets are pasted into the current schedule as temporary stops."
thats a normal schedule
to dynamically pick a destination, instead of the same one each time
so lets do the inverse, if i dont have steel, which pickup do i want to go to?
The interrupts are very simple, you specify a list of conditions to trigger the interrupt, and a list of target stations + wait conditions that will be added to the schedule. Whenever the train wants to leave the current station, it checks all the interrupts one by one, evaluating the interrupt conditions. If the conditions are fulfilled, the interrupt is activated and the targets are pasted into the current schedule as temporary stops.
not (steel drop)
what if theres more than 1 steel pickup?
yes it does
that's handled under different logic, I think. you can already have multiple stops with the same name. that's not new.
sure, but what if i want to go to the one that has the most steel?
Then change the priority of the station depending on how much steel it has
what are we speculating?
you cant change bloody priority
no you cant. What would changing the order do?
the usecase of the interupt in the interupt
I see I see
Train stops have a default priority of 50, and players can adjust it to any number they want from 0 to 255. The slider in the train stop suggests values from 10 to 90, but you can be more precise with the textfield. We also added the ability to set the priority using the circuit network.
circuit network control is pretty cool
use the circuit network to see how badly you need steel and set the priorities as required
thats a complicated solution
potential applications with quality too
?? how it's literally a single combinator (I guess it would be 2 actually)
and remember, circuits are, and always have been an optional feature.
So is train stop priorities
fair point
it's a complicated request
that can be simplified via an interupt inside an interupt
how
it allows for nesting In cases to cover more advanced branching cases
if (refuel) {
if (fuel grade a available) {
...
}
if (fuel grade b available) {
...
}
}
else if (iron ore pickup) {
if (station a filled) {
...
}
else if (station b filled) {
...
}
}
else if (copper ore pickup) {
...
}
You can theoretically do the same thing by condensing the branching cases into their own specific interupt, but that can become complicated really quickly. Logic reduction is not intuitive so this can also be viewed as QOL feature
you can't make interrupt-in-interrupt branch off specific interrupts. they're global.
they are scoped though
?
int a; // global scope
public void setup() {
int b = 5; // scoped only to setup
}
public void setup2() {
int c = 4; // scoped only to setup2
}
In this example, a is available to all, but b and c are available only to their respective methods
(also, trains aren't designed for complicated computation. that's what the circuit network is for)
(thats not what they have been developing them towards)
yes. I know how scope works. but you can't have Int-in-Int branch off just one specific interrupt. it has to be all of them.
[...] we added a another special interrupt condition, called "In interrupt". This allows the interrupt to trigger while another interrupt is in progress, which clears the original interrupt and replaces it with the new interrupt targets.
Okay, do this instead:
If no fuel > go to "refuel" station
"refuel" has two stops. One is priority 100 and has good fuel, one is priority 50 and has bad fuel
both "refuel" stops change their limits or disable when there isn't any fuel.
(or, more realistically, build more good fuel production)
what if we need to refuel while we are doing an interupt that has nothing to do with refueling?
that would require a multi-stop interrupt, which is long enough that running out of fuel in the middle of it is a legitimate concern
Well that's the issue, why would you? I have yet to see a required case for a multi-stop interrupt
And yeah, the route would have to be absurdly long
in that hypothetical scenario, meta-interrupts would be a reasonable choice
because it hasnt been released yet 
No kidding. I have yet to see even a speculated required case for a multi-stop interrupt
That you couldn't just break into multiple smaller interrupts
i made a suggestion about resource veins popping up and disappearing after a period of time. Our train may have other priorities like delivering materials between factories when suddenly the vein opens up and we need to send all our trains to pick up the goodies
Our train may have other priorities like delivering materials between factories
again if deciding between priorities, and the priorities are global, and we at one point decide on doing an interupt, will that proceed to execute the higher priority interrupt? Im not seeing evidence of this.
that's how priorities work.
The interrupts are processed in order, so interrupts at the top are a higher priority than interrupts lower down
a prioritized option means that you will choose it over less prioritized options.
In particular,
i A = 100
i B = 50
i c = 30
Interupt B is chosen because the condition for A has not fired. Now before B has finished executing, A activates. I am inclined to believe that under this system, the train will finish B first, before doing A
Once one triggers, another cannot trigger until it is finished, unless it has the in-interrupt condition, at which point it can trigger when a train is leaving a stop as a part of a multi-stop interrupt
which is quite the restriction to use
this is correct. I have yet to see a reason to care.
regarding this, imagine the logic between factories is done via interrupts
the logic would all have to be under a single interrupt for interrupt-in-interrupt to matter.
It's not just about imagining some case that could be solved with int-in-int, but one that is required to be solved by it
what you are saying this covers, and what its actually doing are two different things. You cant adjust priority for a meta interupt scenario if the meta interupt MUST take priority over everything else AFTER an interupt fires
They could have just left int-in-int out of the game, but they added it while also stating that it would be required on some yet-to-be-revealed planet
if you want to use int-in-int, go ahead! I'm happy for you! but I can't think of anything that will force me to use it.
Not even something that will force me to use it, but one where it is the most convenient solution
(also ftr it looks like an int-in-int can trigger in the middle of normal behavior, not just during an interrupt)
(as it should)
It's a condition applied to an interrupt. So you can say "only activate if x, y and in interrupt" so I'm not sure it can
I guess if you duplicated the conditions so it could activate both when in interrupt and without it would
recalling my logic reduction case, yes you can condense the branches down, but that makes things really clunky
its not good for readability which is HUGE in programming.
and heaven forbid if the interupt needs to be tweaked. Now i have to go to all the places i condensed it to make the change
hmm, good point, I'm not sure anymore
better to have one place to modify the interrupt as opposed to N interrupts that have that conditional attached
if you duplicated it, saying "if (x and y and in interrupt) or (x and y)" it should work I reckon
Good thing we have train groups now
what about if (x and y and (in interrupt or not in interrupt))?
Yeah that's better
The thing is because it clears the previous interrupt, it's not something you would do without consideration for all multi-stop interrupts
If you even have any, the issue we're trying to come up with a solution for
you could also do (in interrupt or TRUE) if (not in interrupt) isn't available
ive litterally listed scenarios for this.
idk what else to tell you at this point
For needing an interrupt with multiple stops that can't be broken down into smaller single stop interrupts?
I don't think you have
scalability
none of the scenarios you've listed have been compelling
the counter arguments that have been provided are not correct either.
- ore variance is solved with a buffer
- fuel priorities are solved with regular priorities
what else was there? I might have forgotten one
ore degradation
right, thanks
- ore degregation is solved with a dedicated train line
degradation
(autocorrect)
dedicated train line doesnt feel right. I like my multi network trains and a particular behavior forcing me to design my trains like that strikes me as wrong
not to say its incorrect, but a problem should have multiple solutions
right, there should be options. but they call int-in-int "crucial", and a straightforward alternative to it makes it substantially less crucial.
It wouldn't necessarily force you, but at the same time it still wouldn't need in-interrupt, just the highest stop priority for pickup
theres also the common question of trains vs belts
I think it will be hard to guess because it's "very specific"
According to the FFF
Very hard to guess. There's also the consideration of space platforms, but the wording has me believing they are talking about trains for this 'crucial' use case.
oh yeah, snow plows
oh I hope there are snow plows, that sounds fun
Snow piercer train
im getting the running feeling that aquillo may involve something with things freezing over and we need to heat things up in order to get it to work
I also like this idea and hope it becomes a mod if it's not true
good grief
we dont know when it will be useful yet
iii will make sense when iii is revealed
Still wondering what the arm is attached to 
That is if it's actually an arm 
Do you think it's part of the thing shown in the FFF-389 thumbnail? It's very hard to see since it's so tiny.
I would say it doesn't look like the shapes match, but it could have been placeholder art and it's also very small.
Perhaps we're getting a whole new fleet of things!
Whatever it is, my bet's on it being some sort of armour, as it animates in a way I'd expect a character model to.
There's a lot of assumptions with that though
Maybe we'll see later today
next they'll tease a leg
maybe a little ankle *whistles*
Ankle Biters
@stray wharf re: reddit
this definitely could be a super-pumpjack
I think it looks like a big wooden box with a big voodoo face on it, harvesting the souls of Gleba natives.
idea prediction: growing facility that has different growing options based on the terrain tile under it
im sure this was already discussed but since bwuhuo is renamed to gleba what do you guys think the other planets will be renamed to?
if at all
I think theres no need to rename
I don't think the other planets will be renamed
We pretty much have the confirmed names from the music fff
wonder how the biter dating mechanics will tie in with the rest of the factory 
Gleba has been called this for a long time but we just didn't know yet
seems kinda wierd to have 3 new planets named after roman gods iirc but not the 4th planet
since gleba is a fungus term i think caldera sounds nice but fumarole fits the theme better
caldera: volcanic hot springs. fumaroles: volcanic gas fissues (usually SO2)
here's another hot take:
it's going to be both a pumpjack and a refinery all in one, allowing you to process stuff on-site.
for instance, the super pumpjack on Nauvis might have a recipe to output light oil straight away
with the funky logistical challenge of having to build around the well positions
thats so pointless, the whole idea of factorio is that you have to design stuff. And solutions are not just given to you for free
oil being infinite somewhat diminishes the value of a pumpjack mk2
what if they're not 
you still gonna need to tap less oil fields to supply base, so pumpjack mk2 still sounds like a good deal
i think pumpjack mk2 makes sense cuz we have mk2 of most machines that handle items now
following this logic we get upgraded labs on aquilo
quality beacons + mining productivity + quality speed3 modules + productivity in your base reducing demand by a substantial amount can probably make 3-4 patches all that you ever need (and since it is all fluid based, new better recipes are not off the table too)
oh and plastic gets a productivity research too
when was this confirmed?
oh here
"We chose several important/influental recipes. There are things like steel (Something you can do before you go to space), blue chips, plastic, low density structure and few other things. But these things can change easily, so the list might change on a whim."
-kovarex
presumably, rocket fuel also gets a productivity research, the other two rocket parts get one, we may find out today even
today is probably gleba pt2
perhaps blue chips will get prod research cuz its the new RCU
they do, i think that was the case even before the rcu removal
on the other hand, rocket fuel is the least expensive rocket component by a significant margin, so it needs prod research the least
on nauvis, but
for example can have a harder time
it'd be nice for symmetry though
to a lesser extent
is 20
, which is free on
. you just need 10
, which just costs 10 water
I haven't run the math on
, but I'm willing to bet that
and
are still significantly more expensive
would have to know the ice to water conversion to make a better asessment, and how much steam support do you actually need on fulgora can make a difference too
using (advanced) coal liquefaction, it takes 16 coal for the 110 light oil needed (assuming heavy oil cracking), which is about half the raw ore cost of a low density structure
as you said, we don't know how much water costs, but I don't think it'll be enough to make up the difference
definetly not the most urgent prod research, but would be nice to have, maybe even have a general "fuel prod research" that encompasses platform fuel as well?
that'd be neat. I wonder if there are combo prod researches like that.
damage already does this so it's not unprecedented
IR3 forestries but better!
Indeed š
I never expected timed items
Are spoilables the feature more controversial than quality?
this opens up to the possibility of things like radioactive decays for mods (or even certain blue stuff)
for me, yes 
"2 hours to several minutes" is wild
I imagine research per pack won't depend on freshness
as long as the pack arrives
otherwise rip spm calculations 
Spoilable gleba research packs would be insane lol
good reason to invest in
even if stacking would be better for throughtput
Direct insertion 
Oof hadn't read that far yet xD
how will we take care of spoilage with DI?
it's faster than belting
yes, but when our factory stops for a bit, stuff's gonna spoil
so we end up with spoilage in our crafting machines?
Wube really went out of their way to reduce buffers
Quick, invest in sushi belt stocks now.
A very cool mechanic! Does this mean that it will be most efficient to put the science hub on Gleba? So you won't have to send the Gleba science on space platforms
Sushi gets stale on the belt
maybe a bit too separated from the rest of the fctory for my taste (i'm assuming trees are exclusive to gleba)
Or in space
hmmm, does spoilage pose any issues solved by interrupt-in-interrupt?
It definitely changes the buffer argument
Still not sure why you'd need multiple stops on an interrupt though
if contents are spoiled leave the station immediately maybe?
That would be handled by a stop condition, not an interrupt
looks like it depend
On the other hand, the new Agricultural science packs do spoil which reduces their value for research, so you will be incentivized to try to bring home the freshest science packs you can.
if (none of what I'm dropping off) then leave
not for me - it just looks like a really fun barely controversial mechanic
spoilage is going to drive me mad why does wube do this to me
Spoilage will change logistics in a super interesting way i think. It will also drive us to think of other solutions that do not involve buffering
for me, this one is more interesting than ores from lava, and at least at the same level of fun to fulgora's reversed crafting tree (if not higher)
i guess the small ore patches are reserves because trees take time to grow and spoilables could deplete the factory if it stops
Yes, it changes the way we think about the crafting tree, like Fulgora does too. Honestly Vulcanus while cool does not drastically change anything in that manner
what if stacking spoiled items automatically takes the most spoiled item as baseline (one bad apple spoils the bunch)
so you can store them in chests more easily
That would not make it easier to store them in chests
quite the opposite, in fact
The fff says that inserters can choose from different spoilage values in containers, so that wouldn't really work
Unless it takes one value per stack
trees don't seem to consume anything other than seeds, and agri does not seem to consume anything other than plant stuff. Is agricultural science basically free? 
we don't see that green ball being produced anywhere but seems to be plant based as well
It's transient so there's no point in stockpiling it though
Resources running out is more a problem after it is harvested i guess
You can't just scale it up infinitely and expect it to do anything, most of the product will just spoil as you have nothing to use it with
you do need to ship the science
so it has to spend time in containers
and the moment you decide to research something else, you've got to deal with spoilage on belts too
Not if you do the research on Gleba
I'd imagine u unlock rocket turrets and better speed/eff modules here to enable faster space platform deliveries
And yeah, of course you need to transport it, but it's not like you can just store 20k of it and use it later
Optimally the time between harvesting fruit and researching the science pack is as short as possible
Can we speculate on space platform transit times? If Gleba products are going to spoil in max 2 hours and they have to be transported. Not necessarily the 2 hour ones, might be shorter ones as well.
fff-415: introducing fridge modules 
makes sense now that gleba got direct routes to other planets
what if labs only work on Nauvis?
Will this be a controversy
I highly doubt you'll be transporting anything spoilable from Gleba except the science pack
If we can also use the biolab on Nauvis, maybe we need to ship unspoilable ingredients and craft the science pack on Nauvis instead?
It'll probably be a planet exclusive recipe like Metallurgic science
#friday-facts message
I wonder how can they disallow it
unless they force the labs only work on Nauvis
That part is very interesting, maybe every planet has something we can farm?
vulcanus trees immediately combust
or ice that melts
Ice melting could be interesting
maybe you terraform aquilo and need to send biological stuff
Now I'm wondering what spoilable ingredients they could possible be talking about
but I think we will have more timed items that need to be shipped by space platforms, because on the planet we can just do direct insertion designs
the more I think about spoilage - the more I like it
delivery speed was basically never a big concern before it, but now - just increasing throughput not gonna cut it anymore, both parameters must be considered
so, basically, picking right logistic mode might become quite a bit more complex on 
In vanilla you can mostly just overproduce, buffer and forget, now you can't really do that
I imagine bots at high speeds will be very beneficial for spoilable items
Also think about the effect of pollution on the farms
at least u can still do that if all u want is spoilage 
Yeah my immediate thought was that optimal post endgame would be to just use bots to near-instantly transport everything
outside of direct insertion
high speed low capacity trains with super fast loading/unloading stations might work quite well and outspeed bots
nah
For a time, yeah. But bot speed is infinite in the post endgame
this is so interesting. With the spoilage mechanics, the production lead time finally matters
just build closer
some stuff in train will be less fresh than other, but i'm not convinced it's a big problem - use it in recipes that don't care so much about it
seems like you can plant trees almost anywhere, there's no need to use trains for that
building a super compact base would actually matter at producing a better product as well
maybe we gonna need a huge planting area and several different biomes, so distance will be significant anyway
š for canned fruit that lasts longer 
Also maybe a way to evenly farm the trees so you have a steady output
you can achieve near instant many-to-one transportation with rockets and a landing pad if you are feeling fancy
oh, and different spoiling time will basically decide, if some stuff will be processed asap, or is it better to deliver it closer to where it's needed and process there
making
spoilables seem like is going to be hard (if looping, that is)
if fish really spoils quality spiders will be funny to aquire

legendary mold
it took less time to make the spoilage emote than the gleba one 
I guess it means its not even used for rocket fuel and doesn't have 50% prod
To be fair a lot of people (myself included) came to the conclusion that +50% prod on oil products just wouldn't feel very impactful
post-endgame, bot speed is limited by recharge rate
would have been nice on cracking, a couple of steps there
it's infinite when bounded by it's maximum travel distance per charge, which is very far with 2.5x capacity
Legendary roboports also charge faster
ig the biochamber can have +50% prod, but if all of its recipes are exclusive to that machine then it is inconsequential
I just realised direct insertion won't always work for timed items if the item/recipe speed ratio in the chain is large
It would just nerf prod modules in that machine if it included innate prod
looking at the rate they output agri sci, it's too consistent to have innate prod
science recipe produces x1 pack per craft, perhaps all new packs are like that?
you'd expect irregularities from the bonus products if they existed
yeah, it is very consistent, good catch
(or they're too rare to show up in this clip, which I find unlikely)
we stil don't know how do we get

wat
the biochamber basically replace all the oil processing
also this, combined with previous speculation that carbon fiber is used for eff3 module
fruit powered trains and rockets lol
I imagine it also has terrible acceleration
So Factorio now allows things happen passively to items in storage?
I think mods might apply this mechanism to nuclear-related items
Mods can go wild with this
come mods could even do cyclical spoils
Makes sense
What will happen if A spoils into B, and A has a stack size of 200, but B only 50?
Will it split into 4 stacks, or destroy 150 items, or crash the game?
Or just let 200 B item sit in a stack just like in an assembler input?
What if an item in a filtered slot spoils?
I can already feel the coding hell
I think some mods can make spoilable items that take 1 million years to spoil, and use that spoil value for something else
Small modular nuclear reactors designed to be deployed off-grid at remote sites. SMRs are manufactured as sealed units with a fixed energy capacity, including both fuel and generator components. This means they can be quickly setup anywhere but once depleted must be returned to base for refurbishment.
Gleba 3 FFF next week I guess
Gleba 2 FFF was less clear on what the planet "does" and how it fits in with the rest of your factories vs Vulcanus 2 FFF and Fulgora 2 FFF
They did say a week ago that the pink part of Gleba is still work in progress. It may very well be the overall "what it does" can't be shown without it
they probably wanted to get spoilage out there, seems like the only reason they'd "need" to show gleba even if unfinished
well then they might start showing more Vulcanus stuff if they're spoilage related
I imagine there won't be that much "filler" left for the fffs, unless aquilo is on a similar state
btw, with the third pack revealed, what could aquilo's be?
at least in my head I'm seeing it like a tier 2 of 
from the vulcanus fff:
I wanted the ashlands to look like a spectral burnt forest with dark leafless shapes looming over you. The 'trees' if that is even the right word for them, are alive but we didn't want them to look leafy or anything like actual healthy trees. Presumably they get most of their energy by breaking down chemicals instead of photosynthesis, or perhaps they exploit the temperature gradient between the bottom and the top of the ash. From that point of view they are maybe more of an endolith fungus, but they have trunk-like shapes and have a tree-like role, so for now we call them trees.
flora is a strange thing to remark on the fire planet don't you think?
Now that we have item decay, I hope molten metal won't decay into solid metal.
Don't think there's enough stack size bonus that inserters can pick up 25k iron at once.
hm... buffering
might be quite decent, considering how free the production of it probably is - just turn it into nutrients later, when demand spike. or just burn in a backup power plant
u can probably use the half spoiled nutrients to fuel the biochambers
not sure if this will affect the freshness of the products
thats the silver lining of this all, if resources there are truly infinite
recipes inherit freshness from their ingredients
there are some items where their freshness doesn't contribute to the final product as the final product is something that isn't spoilable
we shall see if the new science is one of them nevermind they spoil
seems the only input trees need is their own seeds
OK so K-man said it was the controversial thing
thats how it appears
just gonna make sure to focus on stuff that doesn't care about freshness, and gleba challenge might be (partially and inefficiently) bypassed
quite unexpected. I was hoping for something MUCH more wild
I don't believe him
devs called us crazy for thinking
is getting announced the week it did lol
it's pretty wild, I also would have expected more of a (negative) reaction from the community
but most people just seem to think it is a interesting challenge
personally not a big fan of the timed science packs, but I have hope it will all work out in the end
spoilage mostly planet limited, while quality (can) affect each and every item in the game (and judging by the amount of questions - it was not immediately obvious that using
is necessary to get into quality)
spoilage will just work with something as simple as one splitter (instead of like 4 for quality) into recycler loop, buffering stuff is really the only thing that took an actual hit in terms of efficiency
oh, and no ||insert the name of the pay to win game here|| flair to spoilage, and no controversial names
spoilage can potentially affect any item, not necessarily only on Gleba
true, but there's probably not gonna be a lot of spoilable item outside of Gleba
and if I'm wrong on that - well, that will be pleasant, slightly controversial, surprise
yeah mainly because they said there are planet specific recipes on the other planets
Ice melting?
"There are some items and recipes with spoilable ingredients which need to be crafted on different planets,"
this is from the fff
I don't think ice will melt, because it can't turn into a water item or something
It can disappear
but they said they added spoilage so the items won't just dissappear when spoiled
so it would be weird if that was then not a problem for other items
well ice would turn into water, which would just disappear
decays into a water barrel
so it makes sense there
When we were considering the idea of timed life for items, one of the first questions was whether they should just disappear or turn into something. If they just disappeared it would be more convenient as you wouldn't need to worry about the piles of spoilage you're inevitably going to accumulate, but you wouldn't know that something had spoiled as there would be no traces of it.
they said here they don't want items do dissappear
Do
items decay into
?
Probably
I wouldn't be surprised if quality would slow down spoilage. Yes, it's inevitable and can't be delayed, but the FFF goes on about different items having different spoil times.
The same item with different qualities counts as different items. So .. technically it's still possible.
Reason to make
bio science?
It would be a strong incentive to use quality modules as soon as possible (and everywhere). That's an argument against it, Wube doesn't like to have only a single optimal design.
considering how much plant stuff is free on Gleba and how (probably) it will be easy to stamp down a lot of plant builds - i expect Gleba to be incredible place to make some
and other oil heavy products
considering its all free, could be a fantastic place to quality loop to get
or better rockets for personal use
I'm thinking about exporting the gross landfill to other planets so we can use the biochamber everwhere, but it feels like they're not the part of Gleba that's supposed to be used off-planet.
Foundries and EMPs are supposed to be exported to other planets. And they're physically bigger.
I predict another building. Biochambers are Glebas lightning collectors.
I know, but if ice were to melt, it would make more sense for it to just disappear. Ice specifically.
Other stuff just disappearing wouldn't make sense
oh yeah true
but I think they are more looking at it from a gameplay perspective, so that it's still intuitive to play
it's a ruse, the tree planter is the main building for export 
chemplant mk2
Yeah the biochamber doesn't look anything like the Christmas card building
(Obviously art can change)
It does #friday-facts message
interesting... prod research not requiring science?
Yea I don't understand either
if its not sci, thats the next most reasonable way IMO
could be global production stats too, but that would be strange to unlock an extra 10% every now and then as an achievement because you made 2 million steel for instance
Completely without science sounds strange
planet confirmed