#Speculations
1 messages · Page 3 of 1
Prediction: We see the harvester tower has a fluid input, but in the footage it’s not used. I think that on other planets, the tower will require water to run, while on Gleba the constant rain takes care of that for you
fertilizer input?
Though, maybe nutrient to fertilizer would be more streamlined
could be used to speed up farming
Because you can already turn spoilage into nutrients, and it would be better to be able to produce fertilizer without waiting for items to spoil
I think I’m ready
I think I’m going to say it
I’m glad we’re all finally allowed to stop gaslighting ourselves into thinking a better chemical plant was going to be cool
😭😭😭
He likely meant space science. Kovarex is on record as wanting some infinite techs that don't require space science (steel).
First trigger tech infinite 🔥 🔥
... Plastic.
Honestly, more stuff needs to directly take plastic. Plastic is underutilized in the game, with most things that consume it doing so through red circuits or LDS.
Truth
I know a mod that aims to achieve exactly this
It’s called “plastics”
(shocking)
It adds alternate plastic-heavy recipes for lots of different items, and later game red and green circuit recipes that utilize acid
Apparently in the dev’s test playthroughs he ends up using as much oil as iron 😳
hmmm. looks maybe like a bio plant to ne
I get some destructive distillation tower (from py) vibes from it.
I guess thats not counting the infrastructure cost
this was before the FFF
hashed prediction, nothing to see here 465901d2239946ece52776c7c71de811
Is it only me thinking that gleba will be the hardest planet of the 3 to make rockets and rocket silo?
I have a weird feeling it was supposed to be the final planet
True, we will indeed have to go through the whole ore>rocket parts pipeline for once
Only plastic, acid and rocket fuel will be significantly simplified
Yea so far it feels like the "challenge planet"
the
of a new player
we've seen the hardships, but not yet the spoils (pun intended)
it's the oddball planet
(which is funny considering
)
I’m on the fence about “challenge planet”, but “oddbal planet” is 100% fitting
It’s just so weird in so many ways at once
Biology is not something that Factorio ever done in vanilla
But yeah maybe there is also something which gives a huge boost that u say i want to travel first there
The detailed explanation of spoiling took up all the room in the fff that would usually be dedicated to explaining the benefits of going there
We might get
3 next week
I wouldn’t say next week, I’m going with “maybe at some point”
We'll definitely get a "misconceptions about spoilage" part at the start like with quality in 376
It doesn’t feel like there are very many misconceptions, some people just don’t like the mechanic conceptually
And unlike quality, interacting with it is not optional
You may not notice at first, but the science pack actually is in the thumbnail
It’s just spoiled 😭
"There are some items and recipes with spoilable ingredients which need to be crafted on different planets"
Does it mean agriculture tower is needed on other planets too?
I would assume so, why else would we need seeded soil
biochamber too, I imagine
I’ll have to go back to the image and take a look, but what if the mysterious green blob area in the Fulgora base is actually a farm?
So high chance that u can plant normal trees also on nauvis
Oh that would make sense
4 farms?
they did say it's an ecological center so...
Maybe the irregular shape is because the towers aren't on the soil itself, and instead on the edge of it
What are the squarelike rectangles? Was thinking about roboports but seems to be bigger and not really square?
The beige ones
Maybe it's like an oasis with flora we haven't seen yet
Or just imported soil
Definitely a nice design choice which forces u to visit the planets again later
Yeah i hope that's the case and every planet (or just another planet) also has something to cultivate
That reminds me, was it ever confirmed that spoilage is [redacted]
Or is there still a mysterious looming threat…
It feels like it fits the description
spoilage was, surprisingly, a bit controversial, so - maybe
and we have this message from K
#friday-facts message
I would say unsurprisingly. Introducing a requirement for speed rather than bandwidth is entirely new and probably not appreciated by everyone.
I welcome the challenge myself.
yeah, it's fun new mechanic.
it was surprising to me, cuz imo additional constrains and requirements makes factorio better, not worse
warptorio run was one of my favored purely because of how much exciting chaos it bring to the game
I was waiting for something that isn't just "more recipes", and we got it - spoilage and trees growing.
New systems
could the rocket silo spam on fulgora be for sending very big amounts of spoilables very quickly to orbit? 
Could be
I wonder if Wube has specifically avoided (read: de-prioritized) stuff like orbital surfaces and space elevators because of SE already doing those
as in making a cheaper way to get stuff into orbit will be modded territory
not that rockets are too expensive themselves with the changes
Cheap rockets + prod research is probably more than enough
oh! I wonder if pollution will have impacts on trees so we will need to transport fruits to distant factories if we don’t have good pollution control methods
Pretty sure it will, but you'd need a LOT of pollution to kill the trees before they are harvested.
Unless, of course, these trees eat more pollution and are more delicate
Definitely not if you read the forums. But I think the people jumping to conclusions maybe didn’t realize that it’s all infinite.
there's some properly spoiled takes at the forum 
There always have been, about everything 😭
I don’t know what it is about that place
“This expansion would be cooler if it wasn’t about space and planets, and instead just added all the content as biomes on Nauvis” is one of my personal favorite gems I’ve seen on there
And I’ve seen it twice
I think spoilage is really a bad idea (I hate this in the games).
...
Better to disable this. I don't even want to try.
ones like that are especially confusing. don't you wanna give it a try and disable after trying?
Clearly, they do not 
I could maybe see disabling it for the science pack, but all together? What would be the point?
It would make it so boring
Even then, the science pack is what incentivises you to keep everything as fresh as possible
I'm really curious about the demographics of which people find quality more controversial vs. spoilage more controversial
I have some ideas but they're not exactly..nice
Intuitively I think there would be a lot of overlap between people who dislike quality and people who dislike spoilage
The “I just want factorio with more items and buildings” crowd
I think there might be some skewing toward opposite ends (as in, quality being annoying to one, decay to the other) of the IQ/curiosity spectrum but I probably shouldn't specify too much
Yeah I wouldn't think too hard about that. Not worth your time
especially as it's not a blanket rule since a lot of it comes down to subjectivity of suspension of disbelief which is a bigger factor and not the same axis
I feel like there are a lot of immediate negative responses when something is not just "building with recipe"
I'd probably not like
if it was everywhere, but its like... its a mechanic on one planet, it'll force you to be creative in how to handle it, and I'm going into it thinking I'll have fun making it all work
I mean with spoilage specifically, at first glance it creates the superficial impression of “you irreversibly lose resources if you mess up or take too long”, which causes a knee-jerk reaction in many people
yeah
it would be interesting to see the correlation of how many hours/how big they build and sentiments on spoilage
some people just like mindlessly slapping down the same few dozen bps, and naturally a lot of whats in SA shatters that
I think its a mindset thing too. some people like solving challenges, others just want a casual, easy disney ride through progression
I know I sometimes miss when the art was worse so the only people who played the game were the ones with the imagination to see past it :P
Does factorio also have people who gaslight themselves into believing the old sprites were objectively better
Like minecraft does
Or are we better than that
there are mods for the old art and I have nostalgia for them but I wouldn't go so far as to say objective anything there
“mods for the old art”
You mean angelbobs? 😭
I wonder how the artisanal reskins folks are doing these days
I've never heard of that lol. IMO the newer game is better in every way vs when I started playing it in early 2016. its not a criticism of the older game either, it just had less time to be developed
i miss the cadillac car
there are a bunch of mods like this- https://mods.factorio.com/mod/OldUndergroundBeltSprites
Changed sprites of the three levels of vanilla underground belts to the old ones from 0.15 or lower (I love them). Made with https://mods.factorio.com/mod/texturebase Замена спрайтов подземных конвейеров на старые из версии 0.15 и ниже(Потому что они мне нравятся) Спрайты взяты из оригинальной старой версии игры и просто наложены на спрайт-лист ...
I miss the aliens with rayguns
+mod old car
they have few downloads all things considered
Includes a new old car :P
They even made it more hd
The current animations remind me of Roller Coaster Tycoon and that just gives joy while playing
That would be modding territory
Go Py, it's certainly enough items and buildings
how about more pollution absorbed the fruit u get from tree is more spoiled?
Being able to plant trees, does this mean we can make air pollution filters like in K2?
Not a filter building, just absorb pollution by planting trees and cutting them
Unless they give biters an overhaul, biters should be no longer a problem when you reach space
yeah and u probably won’t need pollution barrier on Nauvis
I think it may be needed on aquilo
I’m pretty sure every release that came with new art assets was immediately followed by a mod to put the old ones back.
looks like reddit is much less "on the fence" about
, in comparison to forum 
Forum is linear. You see everything, and inane arguments take center place. Reddit is threaded, and voted. Arguments are localized.
fair. but I scrolled for quite some time, and even "unpopular" posts seems to be quite warmer to spoilage
I think I can validate my assumption that nutrients is literally a type of fuel needed for the Glebical plant Biochamber, rather than an item used in all it's recipes.
3 nutrients are put into the biochamber for plastic, and it appears to process it's recipe many, many more times than that
This would also imply some sort of recipe modifier that changes the ammount of nutrients it consumes
But what about the science pack one, where (half-spoiled) nutrients were being mass consumed to produce one pack?
Do we think the biochamber is a burner in terms of power?
Do burner devices allow recipes to alter their burn rate? Also, can burner devices use modules?
Burn rate is just the chosen power requirement for the building. It's stable during operation.
I expect the "nutrient value" of nutrients to scale down with it's spoilage value
Burner devices can use modules
And it's very possible that efficiency modules would also affect the nutrient consumption rate
If biochambers accept modules
It's also possible that nutrients are just an ingredient
Personally I think that would be a lot less interesting
If they don't, then that would be really unfortunate for the "each planet provides a module 3" theory.
Not just that; it would make recycling spoilage into nutrient somewhat pointless, since it only makes half-spoiled nutrient.
It's interesting that they use nutrients to create nutrients
Since the freshness of an output is based on the freshness of its ingredients, a half-spoiled nutrient will act as a cap on the freshness of the output.
Yeah, another reason I think it's a fuel and not an ingredient
If we go by the inserters, it does exhibit fuel like behavior
The quirk of the Biochamber is that it needs to be fed Nutrients to operate.
This statement also is in line with it being a fuel
Yep
Now a good question is whether it's a standard burner, or a new power option that uses both burner and electric
I expect it to use both, but it's interesting to consider it could not need power
But it feels like it should need both
its confirmed by devs #friday-facts message
Beautiful, thank you
I'm very curious how this ranks on the friday facts interaction graph
Might we finally have a new second place to quality?
yes :)
this might be more controversial than quality as the most controversy of quality came from the misunderstanding of concepts and the quality level names
I can see that. I think the dislike for spoilage that exists will stick for longer as well.
most everyone here seems to like it
at least u can have mods to disable spoilage 
I'm make a new table once next FFF comes
gameplay impact wise spoilage is as big as (might be than) quality. Quality change how we progress the game, spoilage change how we choose logistics methods
After the quality FFF, the put an addendum in the next one to talk about issues the community raised, but that FFF wasn't about quality. I suspect they may do that with spoilage. So the next one is probably not Gleba related.
Spoilage is a huge deal for mods too
Even more so than quality I would say
I disagree, just do to coverage. Quality can affect basically everything, and quality production has many ways of dealing with it. Spoilage only affects Gleba production and a very select set of off-Gleba stuff.
maybe they will clearly that there are real benefits u get from gleba that u want to export rather than just science, hust that they’re WIP/not revealed yet
spoiling fish 
That would be a good way to nerf fish-based combat strats.
Quality is complex but "classic" Factorio (size, price, efficiency, etc). Spoilage is a whole new design parameter - time to market
they specifically mention that timed items are not just on Gleba, and although every item can have quality, it doesn’t mean it’s meaningful to do quality everywhere
Quality is low-medium impact everywhere, spoilage is very high impact in some places
But it doesnt only affect Gleba production
There are some items and recipes with spoilable ingredients which need to be crafted on different planets,
not all quality item are worth making, only the few that get the real benefits other than extra health
We can't really know how impactful spoilage will be on a space age run until we get our hands on it unfortunately
Considering how much we know about what happens on those planets, such spoilable are pretty minimal in their scope. They're localized, not ubiquitous.
I mean, it's possible that supercapacitors are spoilables and they just didn't tell us that. But I rather doubt it.
maybe on Vulcanus
... Actually, now that I think about it, a chargeable battery-like device that "spoils" down to its discharged state would be interesting.
Calcite but spoilable 
Is that how you guys interpreted that statement? I thought that was referring to recipes made on other planets that require ingredients shipped from Gleba
It could be either way, or both.
on different planets
probably mean not just Aquilo
Well the sentence continues by saying that
so on top of optimizing the production chain, it'll also be meaningful to make a fast space platform to deliver them.
The reason a fast space platform is meaningful is because you will be transporting spoilable ingredients
So yes! But the point is that you'll be using spoilable ingredients on other planets
Which means making a
central
doesn't solve interplanetary spoilage
I’ve always enjoyed designing logistics systems that has fast respond speed (and small buffer) and I’m super happy that now it can give us fresher outputs!
This seems to me to be the first confirmation of broader interplanetary logistics than I thought would be in-scope, seemingly in the later stages of developing each planet
It does where it matters the most; science packs spoiling.
Looking forward to the mod that makes things spoil very fast
Unless Gleba science spoils really rapidly (<15 minutes), I don't think it's going to be a huge interplanetary spoilage issue. You just have to make and ship more to compensate. No big deal. Maybe they're even lighter than usual to compensate.
I think the one main purpose of spoilage is to add another dimension for space platform design
which is super nice
I think there's many purposes of spoilage !
The dimension was already there; spoilage now gives that dimension teeth. Before, you just make faster platforms to have faster platforms. Now you need faster platforms because your factory won't work otherwise.
one of the purposes
Don't spoil them for us!
yeah that what I mean. Now u really need to consider delivery speed for certain items!
which means more space platform design varieties
well....
before spoilage, faster ship is only down to personal preference and how individual base are managed
it’s technically an optional puzzle to solve
I guess sure! I was gonna say there's no point to that but I suppose you could concentrate your highest quality platform items on transport routes where freshness matters
I would expect the fast delivery ships are generally more expensive than slower ships for the same throughput
What if Gleba essentially has its "calcite" in the form of spoilable fertilizers/catalysts/whatever needed to run its agriculture on other planets
That would be neat
Its funny that there's no revealed reason to go to Gleba yet
HUGE emphasis on "revealed" and "yet"
Wouldn't that be nutrients? I imagine the biochamber be something like a biochemical reactor. You obviously need power to run it, but also some nutrients for the yeast/bacteria to feed on.
You could pretty easily make nutrients locally, though
assuming we can use the gardening landfill everywhere?
we coloquilly call them "soilfill" 😄
Vulcanus doesn't strike me as the place for gardening ^^
Fulgora though?
Mfw the lightning hits the agriculture tower instead of the lightning collector because that thing is so huge 
square shaped glass houses to grow some tomatoes?
i feel like you cant make trees everywhere. if you could make trees on other planets, then there seems to be zero reason to build a base on gleba
gleba science surely is planet exclusive
now everything is on fire
Science yes, planting? Probably not
Would it though? Remember: Gleba's biochamber production is focused on two things: oil products (plastic, rocket fuel, etc) and its own intermediate chain. It's unlikely that the latter is something you make on other planets, so you're looking at an alternate oil processing setup.
The only reason to use Gleba oil processing on Nauvis is because it's UPS-efficient. Water is free and crude oil only depletes; the only resource you'd be saving is coal... which has almost no other use besides making plastic late-game.
Fulgora can get all the plastic it needs from scrap recycling, and you can't make explosives anyway.
Vulcanus... it seems really unlikely that you're going to grow crops on an ash-blasted wasteland. It'd probably be better at water conservation than coal liquefaction, but growing stuff just doesn't seem Vulcanus's style.
different trees on different planets will solve it
thats a good point... how combustible are large orchards lol
Yeah, I'm on the fence on that as well. I'm pretty sure we get an exportable building from Gleba. If it's the Biochamber, we can grow stuff on multiple planets.
Free plastic is a gamechanger with the new
recipe
only one way to find out 
I thought we understood that the light-blue blocks were power-production buildings (steam engines share that color on the map).
getting calcite from asteroids means LDS are "free" now right?
Gleba feels like a place that should be hard to set a fire on
It just seems so wet
Just have it produce larger volumes with less machines, I guess
It's more about how the recipe is
+ 2 liquids ->
, which means
comes from the
. Free
means
.
You can get everything from asteroids, they're basically the expansion's version of core mining
But what do you do with all the crude oil and coal you're not using? What's the point of conserving a resource that is otherwise useless?
Does that mean all the rocket part components are now infinite?
Everything is now infinite
No. Iron and copper always cost finite resources.
iron and copper come from lava with calcite which comes from asteroids
Unless you're really dedicated with calcite from platforms
I mean you can also get iron and copper from asteroids directly. As well as water and coal, which means you can also manufacture any oil product as well. And you even get sulfur pre-made
Iron and copper also come from asteroids.
sure, but I assume not in the scale you would need
Again it's not about the price of iron and copper, but rather that you only need to use them once you get the
you want
Calcite in space probably isn't at the scale Vulcanus would need either.
I'm less interested in the cost, and more intersted in not having to move my fucking mines.
Build better BMDs 🙂
The only advantage Gleba processing might have is a free means of producing quality plastic (ie: not relying on exhaustible coal supplies).
wat is bmd? (I am an idiot)
stuff is practically infinite in 1.1
whether sourcing it from space platforms is viable depends on how expensive it is (material cost, UPS cost, player attention, ...)
Big Mining Drill
oh
So far.
I won't be surprised if we can use the agri tower on other planets
I thought the calcite input was relatively small compared to the output? Didn't we see that in a gif?
(I could be totally wrong)
I'm curious what for though. I think it would be cute as a little side quest to grow some unique plant on each planet
Relatively small, but that's not free. If you're doing mass lava processing to make mass amounts of stuff on Vulcanus, you need a good supply of calcite. Probably more than you can easily get in space.
Yes, it's almost certainly not worth the effort and resources setting up massive platforms for calcite when a few hundred tiles away there's a calcite deposit
Still will run out. My absolute favorite thing about Satisfactory is not having to move my mining drills 😄
But what would it do? The main advantage of the agri tower is that it makes stuff for free. The downside is that what it makes can spoil. That's the trade-off. If oil processing uses a resource that is only used by oil processing, replacing oil processing with a free version saves you a resource... that's now useless.
Factorio is not Satisfactory and won't become Satisfactory.
Just build more space platforms and let the calcite come to you!
Time to install any of the depletion ore mods 😎
no mods!
Kiss your UPS goodbye. That's going to have to be a lot of space platforms that are otherwise doing nothing of value.
might as well take away blueprints while you're at it
The only blueprints I'm bringing with me to 2.0 are some pre-configured combinators for like mad-zuri and memory cells.
balancers are for suckers. Just force everything off the belt.
and build more.
SE really cured me of my desire to use balancers, because I rather prioritize everything to make sure specific inputs are getting consumed instead of making sure the belts look even.
Yeah the only 'balancing' I do for train (un)loading
I know how to make the lane balancer by heart. That's really the only one I might need if I start sideloading things.
My "book of balancers" is a single 4x4 that I build from my head
for anything else i use the bot to link the book
throw that book in the trash
LFG
I also carry a blueprint book of deconstruction planners, but I don't think that counts...
👀
Oh, yeah they're decon planners not blueprints
My stations are still fine, but could probably be optimized more with combinators 2.0 and request groups
My beloved
whats in the decon book?
tree decon, cliff decon, wooden power pole decon, item on ground decon, tile decon
some others when I feel like I need them
You're missing a splitter
I think someone here was ask about what the 'next FFF train FFF' people want to see?
There's only one feature I think the trains are missing now that we could reasonably get. And thats the ability to be able to ghost down signals ever 'x' tiles down the block until it runs into the next block intersection.
Especially more relevant with the ghost planner working fro map view.
Also, "everything but trees/rocks" and "all train stuff"
Literally the most useful one
Oh and I will probably keep my wall BP
Not going to add rocket turrets? 
need a new one with rocket turrets
Effective 👍
I don't think I actually have the will power to delete them all :sadge: but will for sure put everything in a "pre 2.0" book, and move it like 9 rows down so it's off the bottom of the screen.
wtf...
I see the sadge in the message, but not when its posted 
My nuclear plant will also change, now with movable landfill
stupid discord
Because you have bttv/7tv installed
I don't think I have anything installed...
I don't even know what either of those is...
What platform are you running?
macOS
Weird
only about 1.5 month old at that.
?
better.
(just added it to my discord server, lol)
Just watched Triggles video on FFF 414: https://www.youtube.com/watch?v=zosUe6glhTM
They brought up an interesting theory - Fish possibly spoil, they might spoil quickly, and are only accessible on Nauvis.
Spidertrons could be exclusively made on Gleba, where you'll need to ship fish quickly from Nauvis to Gleba.
Sounds like an interesting challenge to solve for such a powerful vehicle
I think more than "possibly" #friday-facts message
Indeed
As always, bring your half-spoiled fish to the market of opinions.
Maybe the market will actually make a comeback...
So we'll need a better option to heal
Apple trees on nauvis!
(and their nutrient refined long-life energy bar production chain)
Apple prod research
If wall-e is to be believed we should be getting pizza plants.

If we can use the crane to fish we can automate large scale spidertron production
Only if we can seed new fish
Will rocket turret splash damage affect your own walls?
Yes, if it's explosive or nuclear. But there's a way to make it smart
I hope rocket turrets have an arc, or I would be limited to using only normal rockets in it
They don't
An arc like flamers
Rocket turrets in K2 have an arc, but not in Spage
Then it would need some circuitry to avoid friendly fire
Either BIG circuitry, or some genius combinator design
Or simpler, just use yellow rockets
Specifically if you want to use
for their range to outrange
, you'll need some logic to prevent it from firing closer
i.e. checking that the normal rocket turrets near it have rockets, and filter it specifically to worms
@misty falcon has it been officially confirmed what the secondary 'element' of all the asteroids are? or are we just guessing from videos and colors?
iron/copper, carbon/sulfur, and ice/calcite ?
Wasn't
I do see calcite on the platform in the soundtrack post, so thats a good sign
It's only speculation, but it's not like there are many other contenders
yeah someone mentioned that from the deisgns of them you can see their secondary element I wasn't sure if that was totally confirmed
I hope turret range are rectangles in front of them
even better, editable turret range!
okay, too much biological planet, I misread that as "edible turret range"
Not the case. It's 360.
More restricted range for less friendly fire, so you can actually use red rockets for AOE damage, which is indeed more punch
The minimum range is restricted, but it can still fire sideways
An arc like flamer would help with that
I agree. It's the same in K2 and IR2... but alas it's 360
IR2 even has a cannon that you can choose to be wide or narrow
Maybe we can get power from
without using water?
Put it into a bioreactor, and power out
No we saw it in watered boilers
seems like a really weak fuel with how fast the boiler was inhaling it
Also might be very polluting
Speculation:
#3 FFF
I thought so too for a bit, but the and/or here makes me doubt it a little
Actually wait is that even how and/or works
Am I going insane 
now that they have shown the spoilage mechanic (something they mentioned they needed to do by now) I expect a good streak of juicier fffs
regardless, most FFF writers are not native english speakers and those that are are technology nerds and not renouned authors. so i wouldnt put too much weight or try to extract much information from grammatical subtitles
they may also not be sure yet about what they want to feature in the blog vs keeping secret for launch
Might be a sentence that has been iterated over multiple times.
It's the first thyme they weren't writing "more on this on a later FFF", but "after release and/or ...". They way I read it, more Gleba mechanics FFF is planned for a date near the release.
There might (not) be enough time for another FFF about spoilage, depending on whether the release will be a little sooner or later.
What more do we need to know about spoilage specifically? The main questions are about what else is going on on Gleba and can any of it be useful off of the planet (besides in the form of toys).
that would be a question for V, he wrote the FFF :)
maybe I should clarify that I wrote spoilage because I didn't want to write "Gleba mechanics" again. Repetition is bad :)
"Or" in this case implies we'll get the fff but not the dlc
what infinite techs could agricultural science provide, besides lab research productivity wich I asume will take all packs, maybe tree growth speed research?
Spoilage reduction, though they said it's not reduceable, so no
Productivity of oil products?
base player health & regen rate
They've already mentioned that plastic productivity is a thing, and is almost certainly on Nauvis. But they could have changed that since then. If there's rocket fuel productivity, then it should be Nauvis too like blue circuits and LDS.
If Gleba has some productivity research, it would be for one or more of its own intermediates.
Note that unexpected productivity can really throw a wrench into any sort of carefully curated spoilage setup process. So if there's productivity, it would likely be for a non-spoiling intermediate.
thematically, its seems gleba and agricultural science are very self contained. at least for me, it's easy to see how metallurgic/electromagnetic science would be very beneficial to the rest of the factory, with agriculture, not so much (at least with what we've been shown now)
Researches are ultimately about recipes and toys, not production processes. Though some (like advanced liquefaction) can count as a process in and of itself. But even advanced liquefaction is primarily useful on Vulcanus (reduced water/steam usage, better coal efficiency, etc). The individual toys like green belts or quality module 3s can be useful throughout the factory. But those are toys, not processes.
If every planet has a module 3 on it, and Gleba has speed module 3s, I think it's reasonable to see how that's "beneficial to the rest of the factory".
well at least if we need to bring the agriculturul packs to Nauvis we'll also need to have spoilage processing there
when have the devs mentioned speed3's are on gleba?
We'll probably get processes on the middle planets that we need on Aquilo
technically you could say infinites (productivity) do affect production processes, but I see what you mean
I dunno if every planet gets its own infinite
I could see
and
research requiring vulcanus and fulgora science, respectively
wild speculation: in the endgame you terraform aquilo with things like providing an artificial magnetic field (EM science), or seeding it with life (agriculture)
(don't ask me how vulcanus fits in this I haven't thought about it yet
)
They haven't; that's why I said "if".
oops, misread :p
Unless they've changed things, we know that they don't. Furthermore, if it was, it would make rocket fuel productivity even more of a letdown, since you don't use expendable resources for it on Gleba (or Nauvis). At least, not as far as we know.
if each planet has a t3 module, I suspect Gleba will have 
esp. b/c of the "pollution damages tree farms" speculation
Oh yeah, people are definitely going to bee-line to Gleba to get an efficiency module that they can make at home. /s
Unless the numbers change, Q3 eff1s are almost as good as Q1 eff3s. The efficiency module planet is like a booby-prize; nobody's going there because of that. This is why I think if modules are on separate planets, eff3s will be on Nauvis.
I never said eff3s would be good, just that I thought they might be on Gleba
as far as we know, there are four module types, and four new planets. if one t3 module is on Nauvis, that means there's a new planet without an associated t3 module, which is plausible but doesn't feel right to me
But Aquilo is the final planet. Which means you'd have to play through virtually all of the game to get its module.
Also, efficiency module 3s, while more useful than vanilla, only see their utility decrease as you get further through the game. Power constraints ease. Cliff explosives make more land for solar panels on Vulcanus. Better weapons allow for more expanding and fuel extraction. Even on Fulgora, getting to more islands and spreading out gives you more power, both through lightning and through excess ice and solid fuel.
The longer you delay efficiency 3s, the less impact they will have.
idk if the "rocket turret + 4 exoskeletons" is to be taken literally, but assuming spidertrons take more than that, is likely that they are still gated behind eff3s
Possibly, but they also probably still use fish, which is likely a Nauvis-specific resource.
Spidertrons still require fish, so it's more than a rocket turret and 4 sets of legs.
source: there's an achievement to have a legendary spidertron with legendary equipment, and the only way to get the
to make it is to recycle loop the Spidertron.
... but if Spidertron no longer requires fish, then you don't need a 
in the first place
can't find the actual source, so it's "dude trust me"
It required fish a couple months ago when one of the Devs said they have this achievement. iirc
also you can just loop solo items through a recycler. it's much less efficient than crafting & uncrafting, but it works.
doesn't work on fish
this is much more direct evidence than the achievement
wait, really? why not?
because the guys at Wube have a great sense of humor
so no recycling fish?
yep, but I couldn't find a source other than my own brain :/
thank you
I just realized something
There were initially 10 plants that each corresponded to one item
So what are those 10 items that are now made from the two plants
Plastic, sulfur, lubricant, solid fuel, rocket fuel, acid, explosives
That’s already stretching it a little and it’s still not 10
Ah, I just noticed it said “about 10”
So maybe this isn’t really worth looking into
carbon fiber
Also the new organic intermediates we can see on the belts
yeah carbon fiber, they mentioned a substance called "bioflux" whatever that is
I assume bioflux will be used in some form of smelting?
I just assume it's an advanced Gleba intermediary, like supercapacitors on Fulgora.
Could be the round green ingredient for the agricultural science pack
it looks like the yellow mash inside green gel from the cube
I'm very excited for Gleba. Spoilage being the first mechanic to make me truly think about speed rather than throughput.
Really want to sink my teeth into it
It also makes me want for more information about it's unlocks though. Can't help right now but feel going to Fulgora and Vulcanus first for their machines and fast belts would be a massive help on Gleba.
I'll have to be okay with waiting for now.

For now it seems vulcanus belt production can help a lot with spoilage
vekt?
belt?
vb and kl are both neighbors
[redacted] belts will help, but I don't think the effect will be that large
and I'm sure they'll be pricey
The perfect case is that the items move through your factory 33% faster (upgrading from blue to redacted), so they loose 25% less freshness at the end.
Could be quite meaningful depending on what you had before
how did vekt was leaked?
we have spies
the leaks got vekt!
Yes i meant because faster belts less spoilage and not caring about manufacturing them with the tiny ore patches on gleba
I had just finished the math with these exact numbers to reply, then saw this
faster belts will certainly help on Gleba. The effect is quite large.
Assuming that significant fractions of the spoilage aren't happening during crafting.
In that case.. maybe there is a speed/prod tradeoff?!
A slight one, but a case where speed*prod=output is not exactly correct
speed would have a buff here that prod would not afford us
Of course, it doesn't help with the speed of inserters, trains, or rockets/space platforms. Not the time that something spends sitting in a machine, so the actual benefit will be smaller than a 25% reduction
I expect the output benefit of prod modules to outweigh the freshness benefit of only using speed
In a combined speed+prod scenario
Of course
Yep. Exactly why "I don't think the effect will be that large"
If you want to increase average speed, the highest gains are where "speed" is low / mean residence time is high.
German word is "Verweildauer".
loitering time?
I wonder if the most OP strat on Gleba will end up being the cursed wagon-inserter chain thing, since that's the fastest way to transport items locally
is it faster then train with nuclear fuel?
locally
it's faster than blue belts i think, but less efficient in terms of throughput
yeah, but that's harder to setup for a whole base, although there's probably some madlad out there who built a factory producing an absurd amount of spm only through direct insertion
That's how a lot of the super high SPM bases work
The idea is you design a single chain like that and then copy that a ton of times.
That was my first instinct when learning about spoilage
setup highly optimised individual chains for everything you want to make
DI until you get an intermediate with decent enough shelf life, then ship that by belt/train
direct insertion setup may suffer from machine ratio mismatch
say if in step 1 u need 10 machines and in step 2 u only need 1 machine, then direct insertion won’t work well, especially if the spoiling time is fast between these steps
then there will be longer idling times
Machine count does not affect UPS nearly as much as uptime does.
And if you say 'what about cost optimization' - you are not at the point such a design makes sense yet.
I’m talking about spoiling items here
in this case individual products need to wait 10 crafting cycles in step 1 to go through step 2 which is about 10x longer lead time
actually... I can see the issue here
if recipe 2 needs more than one of recipe 1's output, there is waiting in the asm now.
I expect there will be recipes that need input items in batches
something like
to
but with step 1 recipe much slower that step 2
With the amount of module and beacon variations we have, we can probably make direct insertions ratio quite well
that’s true
another issue with direct insertion I guess is that it’s more difficult to recover from spoilage jam
unless u can daisy chain 
I guess we can put 3 space between buildings rather than 1, and then have the middle be a place to put
for 
Ah yes
I'm pretty sure you can, if it spoils in the inserter's arm, but an inserter won't take the
by itself
not sure if an inserter wil take spoilage from a machines trash slot to another machines trash slot
yea that's what I meant by "won't take by itself"
I guess
is a good way to get rid of 
There may be an edge case where it spoils in hand (was mentioned as "handled" by B-K)
I think inserts might have a general behavior to solve this kind of edge case in general now that we have programmable assemblers
as the machine recipe can change when inserter is grabbing the input
Something like this
so if theres already items in the inserter hand, it will put the item into trash slot if it doesn’t match with machine input
and I think this probaly is not limited to just 
Was it mentioned what happens if you change recipe while the dump inventory is full?
I'm pretty sure someone ask about it
does the trash slot have limited size?
I guess the machine can spill the items to ground like what they do now
auto marked for bot pickup should be good enough
That's how I implemented https://mods.factorio.com/mod/remote-requests 😛
2.0 forum topic: Help theres 300M sulfur in my assembler trash slot
there is a forum post about 2M something sulfur on a single belt
Found it, but it's 4.2M sulfur:
https://forums.factorio.com/viewtopic.php?t=109042
I do have few mods (list at the bottom), but this issue happens even if all of them is uninstalled. Author of IR3 mod also confirmed that this indeed happens…
Just IR3 problems
Might be a bit flip in RAM causing things to go wild
The sulfur ground picture is really funny
Makes me wonder if mods can make an item spoil into multiple items
Probably not.
Sad but understandable
It's a "probably no" but we haven't seen clear proof otherwise.
Actually it's alsmot certain no, because it can be on the belt
say you want to have some kind of power core with a limited lifespan, and you want it to break into multiple pieces after it "spoils" or perishes, you can always have it transmute into a "broken power core" and then have a recipe like "broken power core disassembly" which then yields those multiple items.
so you can still get your multiple items, you just have to be a bit clever with the process to get it
It can also happen in chests. Where would the items go with all slots occupied?
(stack sizes are ignored, one of the Devs tested it)
TBF, I'm not sure what happens if it happens in an assembler when the dump inventory is already full
Will there be items in a slot that is filtered for another item?
I think that technically it's possible, when playing with this behind the scenes with Lua... so I guess it just waits in the filtered slot until the dump is open
that's a good catch
So from what's currently revealed, it seems like there is a pretty clear optimal order of Fulgora, then Vulcanus, then Gleba. I'm really hoping we get another look at the planets as the crafting trees get finalized to show what you actually get from the science packs. They stated that they're aiming for planet order to not have a "Right Answer.". Hopefully there's something you get with the bio tech that really makes you want it before going other places
Given the number of "Vulcanus first" people here, I don't think it's that clear that this is the optimal order. Unless maybe you're talking about doing a pure smash-and-grab on Fulgora.
I think unlocking quality massively improves your life everywhere else, and fulgora seems very self contained, i.e. you could argue green belts or big drills would improve it, but they don't feel particularly necessary
Meanwhile spoilage on gleba massively benefits from already having tons of infrastructure support from vulcanus and fulgora
Fast belts, quality machines etc
I understand you don't "unlock" quality on fulgora, but you need the recycler to actually consistently produce quality products
... it does? Thus far, we haven't seen any spoilable recipes that consume non-infinite resources. And sure, having green belts would be very helpful in some case, but I bet fast trains work just as well.
Quality is unlocked on 
If recyclers are not
exclusive recipe, then it makes sense to go
first, export some BMDs/foundries to
and then remotely build recycling on
.
For now we don't know what
gives, which may affect the decision
hopefully we find out more this fri
As for how "self-contained" Fulgora is, consider that we don't know how non-rich the mineral patches are that aren't on those islands of significance. BMDs could be of significant value.
But at the same time, a Fulgora-first strategy of the type you're outlining is contingent on how effectively you intend to use quality cycling. And doing serious quality cycling without Vulcanus's resource savings from molten metal processing is... costly.
Even if they are exclusive, you can always smash-and-grab 100 or so recyclers and EMPs off of Fulgora and take them to Vulcanus.
Yeah I think this is my main point/desire for more info. So far they have presented an (awesome and exciting but) difficult challenge on gleba, but not what you get out of it, so it feels like the correct play is to go there last, armed with high speed belts and T4 assembler 3s for minimum latency
thats how it appears so far, unless there are some major benefits that we don't know about yet
To me, the first planet will be based on what's there. In priority order:
- Spidertron. If the Spidertron comes from just one planet, then that's my first planet. Period. Remote manipulation and expanding is absolutely critical. If that's only on one planet, then you get rocket turrets for free.
- Stack Inserter. Far better and cheaper for throughput than green belts.
- Prod 3s. All else failing, this is the first planet.
Is
not nauvis?
they made it sound like stack inserter (or belt stacking at least) is pretty late game through, so it might be aquilo
Nope. They moved it elsewhere. I believe they said that it's pre-Aquilo.
Also you can do a lot of currently
-requiring stuff in 1.1 with roboports and remote view
It can't be too late with 2 belt stack upgrade researches after it.
Try expanding on Fulgora with remote view 😉
Also the mech suit somewhere
I'm still not convinced the "mech suit" or whatever is a real thing.
Well you do fulgora in person :P. Cuz that's where you go, and you can keep maintaining your nauvis factory with remote view.
inb4 spidertron is unlocked after all 3 planets
true but we don't know how far back those are either. they massively transform the throughput of your belts in base without any changes at all, and they might not want that too easily accessible. even stack inserters and belt upgrade tier 1/3 can double throughput in many places
It would make a lot of sense to have a spider robot unlocked on the bio planet tbf
Sure, but what happens if you leave and a mine runs out and you need to expand to maintain your output of holmium products?
I get why you want to get them ASAP, as do I, we just don't know the dev's philosophy on how early they want us getting to it yet
Going back in person isn't that big of a deal.
It's mostly that if they're Aquilo tech, then you basically go from 2 stacks to 4 stacks in the space of one planet. It'd be like putting module 3s at the same research tier as module 2s; you don't have any real time to use the lower one.
one planet sure, but it could be a big gap with required science to get from A to B
relative to
/
/
, maybe we'll need to spend more time on aquilo
I'm also holding out hope for 2-planet tier stuff
They mentioned non-gleba stuff can spoil, it would be neat to have a class of techs that require you to produce 2 out of 3 planet sciences at volume instead of just each one individually or all 3 together
that would be cool. if vanilla doesn't do it, I'm sure some new overhaul mods certainly will
would be really cool, if one of the new planets will have enemies, that attack with insanely huge waves, and have big delay between attacks.
that way overbuilding base recovery ||with at least 2 different backup powers
|| will be important too, not just thickest walls and a lot of turrets
I don't see that as being a viable way of dealing with such a thing. Your base either survives in-tact, or you didn't build enough defenses. The idea of having to constantly rebuild your base every so often because of enemies isn't acceptable.
it will be unique and fun way
if you have enough defenses / don't wanna rebuild too often - multiply by 2 wave sizes and delay between attacks, force a base to be way too spread out to be perfectly defendable, add huge reward for even just landing pad to survive - that would probably do the trick
That's not Factorio anymore; that's somebody's mod.
yes I was referring to this exactly 
that sounds like "What if SE's CMEs but without the shield device?"
and yeah I like the challenge of designing things to be resilient like that, but moreso in actual survival-oriented games
Empyrion Galactic Survival, for all its flaws, nailed the balance of fun and survival wrt its modular space ship building stuff
if you have to worry about stuff being piped, and a logistic line being severed...well, it gets more fiddly
re: Visiting Vulcanus first to get better equipment for Bwuhuo to reduce spoilage:
Upgrading from blue to [redacted] belts reduces accrued belt spoilage by 25%.
What's not known is how critical spoilage will be. If you have a factory struggling to deliver science packs at all, the savings will be massive. If Gleba science arrives 90% intact, the savings will be 2.77% at most. Actual effect will be much weaker because there's also spoilage from other places (inserters, chests/assemblers, trains/platforms, ...).
The game won't be balanced towards either extreme, but leaning towards the easy side. Not everybody is a power player.
The problem is, There are really expensive items in Factorio, and constantly replacing your destroyed production buildings is a significant cost
For the CME without shield, I'd try to evacuate all valuable assets when I receive a CME warning, and I need Recursive BPs mod to do this automatically
It's interesting as well because, as you pointed out, moving spoilable items around faster has significant diminishing returns.
If moving something in X time gives you a 90% unspoiled product, moving it in X/5 time would only give you a 98% unspoiled product, less than a 10% improvement for 5x the speed.
Doing a lot of rehashing I realise, but it's interesting to think about.
The hidden message is that you shouldn't aim for endgame builds immediately after arriving at a planet.
Which is something every other FFF is about as well 
SA will be about adapting your factory to its current stage.
that sentence doesn't really make sense ..
*adapting your factory to your current progress throught the tech tree
I'm getting the impression than revisiting planets will be heavily incentivised as you unlock not only new machines, but new materials that can be shipped and used to craft more advanced components/items on each surface.
revisiting planets to:
upgrade the local infrastructure
update the local infrastructure
set up interplanetary logistics
edit: renegotiate the peace treaties
luckily RemoteView will be a part of vanilla
Revisiting in engineer form, or just remote view?
The only thing that seems not easy to do from afar is expanding to new ore patches, especially if they are guarded
1st visit should probably set up a bot network and with a couple radars
update the local peace treaties
yeah, Fulgora will be tricky
Bot network, landing pad, rocket silo
could technically ship in the rocket silo from off-planet (in ingredient form)
Or at least the hard parts of it
I'm not a fan of the pre-bot phase, so I really hope bootstraping new planets with shipments will be relatively easy. There's a good chance for that, the FFFs are emphasising how repetition is bad.
that’s why I will likely go to the planet that unlocks
first
and there’s chance it will be 
with
on a planet, u don’t need to revisit there in person anymore
what if the excavator arm thing is a little robotic compilatron that's like a spidertron with out weapons?
we need a baby spidertron that is just a build helper
That is basically one of the speculations about it. A kind of remotely operated mechanical engineer simulacrum
more like shrek-ulacrum, right JG?
to complicated words for me
perhaps that’s what my ear is 
You have a simulacrum ear 
I'm curious to see what the following fff's are going to look like now that we've seen the first 3 planets and we're getting closer to release.
the 2.0 update will also be huge if we get even more QoL features than we've already seen
3th gleba fff or not? 
Maybe, but i don't think it will be this week at least in the way they ended the last one
Combat. That's my expectation. They showed off incomplete Gleba visuals because they need to show combat and that would include Gleba combat.
maybe something that uses spoilable items, and that's why they released gleba before finish?
yes, something that needs to show all three planets, which is why they wanted to show Gleba
hmmm but combat will be planet specific, so maybe not for that reason 
logicaly every planet has different enemies so you can show them planet by planet
UNLESS enemies can travel trough space 
Combat does seem to be the biggest gameplay unknown
Maybe also an official release date announcement within the next 2 months if the october time window is still accurate
you never know
Betting another QoL post or two before either platform logistics stuff or fourth fifth planet reveal
Part of the unknown here is how long science takes to spoil, and how long it takes to get between planets. They love to flex their insane legendary platforms in previews, but you are not gonna have that until after spending time on Aquilo. So you have to assume your platforms are a bit more of a jalopy than that 😛
If I had to take a complete shot in the dark, I would guess the balance would be set such that a reasonably designed but not aggressively optimized factory on gleba and a starter-tier space platform can ship gleba science to nauvis with somewhere 50 and 75% spoiled.
So that it's possible to make progress without going crazy, but you have a lot of room to improve with upgrades
Yeah
starting off its not like we'll need perfect production of it anyway in bulk. as long as its getting to your labs and being researched, thats good enough at the beginning. plenty of time to refine it after 😎
yeah, balance has to work for casuals as well
with room for improvement for the eggheads
I think a "fun" based argument would be getting between the first 3 planets should probably take low single digit minutes
With a basic platform
maybe that's the next FFF, how long it takes to go between planets. So they first told us about spoilage so the travel times can be put in context 
There are basically two phases of Gleba science: the part where you're researching Gleba tech, and the post-Gleba stuff. In the first phase, you can ensure lots of freshneess from packs by just importing science from Nauvis. You can probably make good amounts of red, green and even blue with local resources (most of blue is cheap on Gleba). But purple and yellow are expensive and space is Nauvis-only, so you ship those in.
But after that, if you need some research that requires Gleba packs, then you have to make a choice: turn Gleba into your research planet or ship packs out.
And it may be the case that another world is naturally better at being a research planet. So this is the point where mastering platform speed is important or critical to efficient pack consumption.
We will have multiple platforms
Imagine launching and BPing a whole platform
Just make sure you don't set it to work before it's fully built
I think either Nauvis is naturally better as a research planet, or they’re forcing us to do research on Nauvis, or both.
nope
well, maybe naturally better since you start there (production lines for the majority of the packs in-place), but I don't think it'll be a hard restriction
My bet's on all the Nauvis <-> other planet routes will be significantly simpler/faster than any direct other <-> other routes. That combined with the inertia of already having at least 4 other sciences setup on Nauvis would really incentivise you to just send science back to nauvis
Depends when environmental modification happens
Heh. I wonder if it'll be worth sending stuff up to a space platform then back down to the planet below in some extreme cases. . .
Also It still makes the most sense to me that expanding production for 7 sciences will be the easiest on Nauvis as well.
That would be a cool Aquilo thing, needing to find a way to get something that spoils super fast long distances across the planet's surface...via orbit.
Nauvis is way easier to megabase than any other planet, prior to unlocking lava/oilsand landfill and cliff explosives
I think is the argument for having your science there
Foundation will probably be really expensive as well. Maybe such that you need megabase levels of production to make enough of it to build a megabase on fulgora/vulcanus/wherever else
Probably easier to defend on Nauvis, too 🙈
and
have space issues.
and
seem quite open
I don't think it's ever going to be viable to completely landfill Fulgora. More likely, you'll be able to square off islands and connect them with roboports and wires. The main thing is that you can dot the oil seas with lightning collectors to boost power production.
Get vekt
when you say completely landfill fulgora, what do you mean? like make a single megabase with it? or just spam it everywhere?
It means covering the oceans
I don't see how thats not viable if you want to have some big area to do stuff in. its just going to take more time/effort if you want it bad enough
Foundations are supposedly very expensive
right
You can see they hardly use it, in that very late game base
Not to mention, it's apparently a planet-exclusive recipe, so you can only make it on one planet.
I figured those bases were more of demonstrations or just devs having fun on test maps. making one monolithic base is "boring" compared to adapting to the planet's terrain on the non-nauvis planets
Aquilo? Space?
I'm just saying for later game doing that is something a lot of people will want to do
Sure, but will it be practical?
Landfill on Nauvis is already pretty expensive; you can still do it because landfill only uses stone, a resource that's otherwise mostly irrelevant. But even still, you need several mines to invest in it. Now invert the land:lakes ratio on Nauvis. And then make foundational landfill require actual resources like iron/copper or whatever. It could even use LDS.
hey a guy can dream lol
yeah I'm not at all doubting its price. I'm sure you're going to have to pay if you want to ignore the terrain constraints
I could imagine that it would require multiple different intermediates or whatever from different planets. Carbon fiber from Gleba, tungsten plate, etc.
Also, I think it's more advantageous to focus landfilling efforts on Vulcanus. It gets more from the space (solar panels take up more room than lightning collectors), and there's less lava to fill in.
The point is if you have 100s or 1000s of foundation landfill, you can connect all your islands into one electric network and massively expand your lighting collector area
Both of which are huge upgrades
But to make the whole map concrete you need 100,000s to millions of foundation landfill tiles
Which if it's ever worth it or possible, will be very very late game
agreed. like we've discussed before, its going to be a big
producer for me so its a prime space for landfill/foundation/whatever we're calling it
I'm not actually sure fulgora is the right place to do 
is what I'm talking about, if I wasn't clear enough
Oh derp.
all good
and yeah I sortof feel the same way
its going to be a lot of stuff to juggle around there
Yeah my current suspicion is Nauvis is much easier to scale up production than anywhere else as long as the recipe isn't surface locked. So if you need to build
blue chips, even if you get them directly out of the ground on fulgora, you'd still rather just go build a huge circuit factory next to a 20M density copper patch on Nauvis, and import the emps and legendary big drills during the construction
yeah its certainly much more straightforward on nauvis, and vulcanus for that matter. vulcanus you can still have a surplus of copper or iron, but its simpler to manage vs the scrap outputs on fulgora
The primary advantages of mass producing on Nauvis are power production and land area. Both are easily available: nuclear or solar is fine, and landfill is very cheap. Vulcanus needs cliff explosives to open up more area, and you'll be burning through a lot of them. But you also need foundational landfill before you can really go to work.
The thing about Fulgora is that to do any infinite research involving its science pack, you're going to have to churn through tons of scrap, generating a bunch of stuff you don't need nearly that much of. So you need to find some use for them.
for reference btw
crunchcrunchcrunch "Oh, a battery!"
still amuses me
ideally you can use these outputs as-is with something, but realistically I can see some overflow being recycled just to tap into their base ingredients which are more universally useful
belt priorities will be crucial too, so you're not starving science, or rocket exports before being used elsewhere
Belts? On Fulgora? That's what logistics bots are for.
idk I'll try to make it work with belts lol
Boooriiing!
It's not boring at all. You have to use circuit logic to control when things happen or else you'll run out of various items. You have to build a priority system that allows you to decide when to produce what. And you even need to have alternate methods of satisfying demand: if you need iron plate and don't have the cables to make it, you need to decide whether to recycle batteries or LDS. Etc.
I wonder if we'll be able to set logistic requests with the circuit system, it would be great on Fulgora
Yes! That was the subject of one of the QoL FFFs
it was? i do remember that the logistic groups share constant combinator groups but not setting logistic requests with circuits
Where do you want to set these logistics requests? Are you talking about personal logistics or something else?
No i'm talking about chests, requests could be set by inputting signals
Yes, that's still the case.
I just discovered that this is already in the game after a 1000 hours...
That's incredible
Lol
That's how I do my logistic trainss
The only problem with it is that, in 1.1, you cannot both read the contents of a chest and specify requests; it's either/or. Hopefully 2.0 will also you to do both with different wires.
Sooo...
will we get a third planet FFF (A first).
Technical FFF on Spoilage
Technical FFF on something else
QoL stuff
react with emotes on your vote
#3 is my vote
Combat Mk1, focused on just 1.1 stuff.
I think we're getting a couple of technical or QoL fff's followed by combat
The only combat addon I'd like is a personal K2 railgun. (strictly regarding personal defense)
#3 would be great, I'd love to see what Gleba has to offer to the other planets
I think no
#3 would be a mistake. Last FFF was missing key information.
did it?
especially compared to
and 
devs have mentioned in the past that spoilage mechanics are several years old, wich leads me to believe most unfinished gleba content is more on the visual side, so hopefully we can see more gameplay stuff soon
I forgot the exact FFF, it was before the SA announcement one, but devs said back something to the extent that a lot of the systems in the game were done and you could play from start-finish, but a lot of it existed in the game world as gray boxes
we know boons of visiting
, 
we know only challenges of 
I hope this disparity will be solved this friday
My money is on:
is gleba
Also they mentioned carbon fiber, which sounds like a key ingredient in equipment slot upgrades, maybe taking the place of LDS
We also still don't know what's up with the excavator arm
Made out of carbon fiber 
With spoilage making it more relevant, I wonder if we're getting a new means of transport with focus on lower latency instead of higher throughput
helps
Trains can do that so long as you have them wait based on time. And use good fuel.
I thought u would just limit the cargo size so they can be filled quicker
use more trains with smaller cargo size
iirc kovarex mentioned he used many train lines with
so they would never stop running
where?
reddit I think
That requires too much work. You have to set the schedule based on the new capacity and so forth instead of relying on "full". Better to just say "whatever you can give me in 15 seconds" and then just go. The train is there to move things quickly; if you want to move more stuff, use more inserters.
perfect use case for buffer chests :)
for cases where throughtput can be uneven, waiting until cargo full ensures same volume of items at the requester station, waiting for time ensures whatever arrives arrives at the same spoilage, they are not equivalent
and for gleba i'd say the latter is more important
Madzuri loaders: Am I a joke to you?
wat? just have a train group with smaller inventory dedicated for spoiling items. It’s very easy to setup
Do all "spoiling items" have the same stack size? It's much easier to meter by time.
What are train groups
when u use trains, u probably don’t need such precise control. u will use belts or direct insertion for the most urgent spoiling stages anyway
Train schedules in 2.0 can be named, thus allowing you to assign multiple trains to the same schedule.
And when you modify the named schedule, all of the trains that use it are updated appropriately.
So you could have a generic "iron ore to iron plate" schedule for your entire train network
You can have a generic "any full train of one item" to "any station that wants that one item" schedule.
it doesn’t need to be full
#blueprint-designing message this kind of setups are going to be great for spoilable products, I may go full bufferless in the expansion, not only on gleba
there's a mod for train groups in 1.1 :)
And interrupts can be named as well, which makes that part easy too.
nah u will use much smaller trains 
because trains themselves are buffers
beeg trains, no less than 32 wagons 
now I think of it, yeah time based loading condition is probably the best, and I will probably do 3s loading
or 10
depends on the throughput
train bus with
is actually very good in terms of throughtput
u won’t have a large buffer at station for u to load onto trains anyway
branching a line doesn't stop the others because you pass on top instead of across
I still think there's a problem merging them, I'm not sure if you can handle that without the possibility of trains stopping
we need priority merges an accelerator loops like openTTD
with recursive blueprints you could deconstruct the empty trains and bring them back to the depo by bot 
using bots like they're the lymphatic system of trains
why would you say something so controversial yet so brave?
because it's true!
from this point on as we inch closer to the release window, I think theres going to be a lot more SA content related FFFs
please no
I reiterate my prediction. Then again, here were my predictions for Gleba. RIP, Glebical Plant...
You could do both. Stations with spoiling items could send a 'spoil' signal to the train that enables a time condition.
(when full) or ("spoil" signal and 15 seconds passed)
Sorry, bad reply message.
It would probably be a little too much, but you could send different signals for different wait time conditions as well
Why? I don't we have seen anything that would indicate they are ahead of or behind schedule
Well, the relatively unfinished state of Gleba's tileset graphics doesn't exactly lend confidence in the idea that everything is going to be finished in 4 months. It still could be (graphics can be plugged in fairly easily), but it's not a good sign.
I don't see the problem.
You're worried because some things aren't finished? Gleba seems to be mostly done, it shouldn't need more than 4 months.
no reason devs need to work in a linear fashion through player progression either
I'm not worried, but it is not an unreasonable concern either.
I'm betting most likely QoL, maybe something to do with space platform -> planet logistic transfer requests, or if we're lucky something to do with the Space Map
"You've seen 3 planets, but what's this? And what are these other things? Details to follow!"
Higher quality resources from sending platforms into danger zones would be pretty cool
I want to see more Gleba
The devs said they design the 3 planets to be equally viable to visit first, but spoilage would benefit from going to Fulgora or Vulcanus first
That's a lot of missing information
The specific wording in FFF#373 was
The order in which you exploit the planets is an impactful strategic choice.
I don't think they've ever stated that each one will be equally viable as a first to visit.
I would argue it means that each planet has it's own challenges and benefits, as such you need to decide what trade-off's you're okay with
The important part here is challenges and benefits
I would say it's likely that most players will go to Vulcanus first, as it's processing is arguably the simplest and it's benefits off-world are pretty sweet. Fulgora's benefits off-world are similarly good, modules are great, but the processing is much more daunting and if you're not super into quality it looses some appeal.
We don't know enough about Gleba for me to say for sure, but I'll assume it gives us a lot more utility and tools rather than production alterations like the Foundry or EMPlant, which will appeal to some but many will want to tackle it's spoilables with the tools unlocked on Vulcanus/Fulgora
If gleba gives us rocket turrets, spidertron, and possible even artillery, it makes it an extremely appealing first choice to get access to those tools.
Mainly for the spidertron, it's just that good
oh yeah that's seems like a fun challenge, I didn't think of train and spoilables yet 
this, I would go to Gleba first if those are unlocked here
at least for my first play through
I value management tools over production tools in factorio
has the easiest
though, and the EMP is pretty good everywhere
Foundry is not useful on
, and mildly useful on
, but super useful on 
tbh with a Nauvis rocket blueprint, rocket is not that difficult everywhere
u just need to adapt for the alternative inputs
is not trivial on 
same blueprint, u just need alternative sorce of light oil and petroleum
Neither is
and both are required for
and
for 
That said, new
recipe is good for 
P.S. It's possible some of the newer foundry recipes aren't unlocked immediately
Also, we don't know about enemies on
, could be a challenge compared to 
Speculation for today: Some neat QoL
JG, on a scale from 1 to 10, how proud are you of your work that's going to be shown in today's FFF?


Surprise, it's a text-only FFF about linking errors!
technical fff about agriculture tower
usually after the 2 planet FFFs we got a technical FFF, but almost every single one of my timing predictions has been wrong
we didn’t get technical fff after
or 
after
it was small qol, after
was also qol
it seems not only was my timing wrong, but also my memory
oh well, I'm still enjoying the present 
it seems to have no pattern for when they put a technical fff
it used to be about every 11 fffs theres a technical one, but recently we got one technical fff quite close to the last one
oh actually I was miss counting some pf the technical fffs
yeah patterns don't seem to be a good way of predicting fff's
The only pattern I've found so far is that I like 100% of the FFFs, although to differing degrees.
it seems like there a consistent 3-5 fff gap between each technical fff
the only good way of predicting FFFs is tarot
The only good way of predicting FFFs is writing them.
And I don't think I ever saw an FFF written by JG
its because I can't write
You could draw an entire FFF without text
i'd rather use emojies
do it (emperor Kermit meme)
here is my fff: 🚀
🍎


⤵️
😋

🎤
Is that the Surströmming-FFF?
I think it’s crazy that you are able to make almost coherent sentences with emoji JG
That's what makes them an artist
JG’s wube interview:
Kovarex: So, what did you mean by ‘expert in emoji?’
truly a masterpiece
the pharaoh would be so proud
fish in cans? hype
this was actually quite accurate
tress is agriculture tower, concrete means soil fill
vomit means spoilage mechanics
is that IOS? emojies there looks vastly different
damn so we just need to decipher it
hummmm
i feel uncomfortable knowing my artwork may look different for some viewers
how it looks on your device
similar. just the default emojies look more flat and syntetic
this is android
I hope it means we will get Gleba part 3 today
and it will be about fish, explosives, apes and music
JG said it is their FFF, not today's FFF, to be fair.
don’t break my dream 
my interpretation: more explanation around spoilage and spoiling fish, apes = stomp enemy, we get a video with music in the background, possibly how it changes when the gleba enemy is encountered. And maybe you need explosives to defeat the gleba enemy
they did confirm that music doesn’t change for what happens in game other than switching surfaces
i think you take it too serious
Can you change all the ingame tutorials to this?
You just need to convince one programmer that it is absolutely vital and needs to be shipped
or I'm right, and you are trying to convince me I'm not
your mind tricks don't work on my, Jedi
but being able to use emojies in richtext like you can do with signals is on my wishlist
to do that you would need a mod with signal for every emoji from https://emojipedia.org/emoji-16.0
Emoji 16.0 is the presumed release which will provide new emojis alongside Unicode 16.0.
Scheduled for release in late 2024, any provisional candidate that i...
i could probably make a script automating all emojies into factorio format

Would it be possible to have the strings just be Unicode, and then stick the current signal icons in reserved space?
Seems easier than making a signal for every emoji
what do you think this fff will be about
#3
Hoping for content of almost any kind
QoL
i think they will show bwuhuo
shot in the dark:
#3 will be later; this week will be
number four
going out of order just to throw us off
60% of the time it works every time?
At least 50% of the time, yea
No E in chat
istg if it's another train FFF
(then it's fine... trains are great)
Probably Klonan fff so QoL or trains
3
the broken clock has struck true!!
well it was still cool lol
multiplayer auto-pause stuff is nice to have, roboport stuff dispels that old advice "one big network is really bad for UPS!"
The 600 alerts things finally is gone
crazy how much they have been able to optimize the code
Almost every thing they optimize is because their new bases required it
there are more mechanics to encourage building lategame postgame bases (quality, prod research are 2 that immediately come to mind) and the game must rise to the new standard 🙂
twemoji in factorio<<
It's badly marketed. The naming and description aren't enticing
Also, it only came out 4 months ago
Compare that to this one to Emoji Signals which just brings a couple, but has an obvious name and icon
this is so underrated
Pregnancy confirmed for 2.0
I'm really into the 10, 20, 27, 24 hype. It's the exact amount of seeing Nostradamus in your bean chili hallucination I need today.
they are really going all in for the biter dating sim huh
Oh dear 
when SA is released on 10/20/2724 you'll eat your words
not the only thing they will eat
the numbers could be a range #friday-facts message
I rocketed to Gleeba and was excited, but them my apples decomposed into spoilage. I thought and ate fish at the bottom of the barrel. It was delicious and I came up with an exciting idea. I nuked the gorillas while singing bad karoke.
barreled/canned fish--at least one of the devs (maybe someone else) joked about a mod to implement it IIRC
peak megabases being taken to a new dimension with quality, new belt, stacked belt, beacons fr
Cant wait to be baffled how efficient someone gets that stuff
So did any tangible speculation other than "10, 20, 27, 24" happen with the thumbnail?
not really. like most things they do, there's not much to go on. so there's not much to say. the only plausable theory i saw was 10/27/2024 release date
The problem with that is that mm/dd format is usa only. And Wube is european
the year is mixed up too
if you rearange them in increasing order you get the start of the sequence of numbers n such that between n^K and (n+1)^K there are no primes, where K = 3/2.
So there was a relation between them. Although, that sounds very random 😄
they could be the zeros of the polynomial y = x^4 - 82 x^3 + 2435 x^2 - 30650 x + 135000
That is pretty random as well
they could be number of partitions p of n such that (number of numbers in p of form 3k+1) > (number of numbers in p of form 3k+2) for n = 10, 11, 12, 13
If it were the sum, 81 days is somewhere close to september
what if we factor them
their mean is 20.25, the median is 22 and the standard deviation is 7.441
what if we read it as one big binary number
or as letters
Top-down is also 5 binary numbers instead of 4
Based on screen coordinates, which start as (0,0) from the top left
Or at least used to. Been some time since I last checked
the 20th and 27th of october are Sundays this year
Hmm Sunday does not fit with launch day
correct, it would be a "week of" statement
but the devs enjoy their trolling so it could be a decoy
its been a while since its been asked, but what FFF season are we in now
iron curtain season
season 3
summer
Nah it's definitely winter. Been raining all week
We're in season 4. Each planet serves as the finale of a season. Season 3 ended with the Gleba reveal, so everything now is season 4, which ends with either Aquilo or the game releasing.
Objection!
I think it's summer
season 1: quality and elevated rail
season 2: space platforms and Vulcanus
season 3: belt stacking and Fulgora
season 4: beacon rework and Gleba
we’re now in season 5!
my guess is that season 5 will be space map and Aquilo
and after Aquilo it will be the release season
this week is the beach episode
⛱️ 🌊
are seasons a real thing ?
no, they're a lie spread by Big Calendar
yes they are, thats just a lie peddled by big Toricon ^
Toricon seems to be regular size to me
don't you also think seasons are nonsense?
is meant?


and