#Speculations

1 messages · Page 4 of 1

tardy quarry
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well, idk

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they clearly have a skeleton for how they gonna release the fffs

late sentinel
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fair

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the idea of seasons I think comes after that though

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It's more of a taxiconomy idea of the FFFs

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IE we are just classifying them into good groups

timid crescent
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Nah seasons make sense.
S1: FFF#001 - 365
Specials: FFF#366 - 372
S2: FFF#373 - present
shoob

tardy quarry
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one thing for sure is that we’re in SA season now trianglepupper

late sentinel
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there have been a few months that would make me doubt that trianglepupper

weary widget
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I think we're getting back into the swing of things

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its not like release is THAT far away

late sentinel
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I'm sure last week's FFF has you convinced of that.

weary widget
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just the fact its 4 months left according to the #1 guy behind wube, the content is going to be revealed sooner than later

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it feels just like yesterday we hit FFF #400, and that was nearly 4 months ago. #416 is this friday, with another ~16 to go until late october

hybrid briar
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Whenitsdone vs. expansion, fight!

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(but realistically it's all perspective)

late sentinel
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can't wait for august when the game comes out

hybrid briar
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if the thumbnail was cryptically suggesting a possible date that could be another hint

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though I think if that's the intent it would be a date range

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but, still, could be misdirection

tropic basin
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what are the numbers? 10, 20, 24, 27?

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can't make that a date range, only one of the numbers could be a month

late sentinel
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depending on endianneness and vertical/horizontal

weary widget
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kovarex has been the most accurate, unambiguous dev to listen to since the beginning. I don't think he has mislead or misredirected with troll statements once. he said late October at the latest, so I definitely think that could be the estimated release window

tropic basin
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I also don't think they're gonna put a hint at the release date in an FFF. Not Wubes styles to play stupid games.

weary widget
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maybe, maybe not. I'm just saying it fits in with what he directly said

plain ermine
late sentinel
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that's clever JG

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It will come out in august. I will not fall for such tricks.

tropic basin
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And that of course includes public statements such as "October at the latest". Unless something goes wrong, the expansion is going to be out by October.

hybrid briar
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people underestimate the potential propagation of their words all the time

tropic basin
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I think this Discord server does a pretty good job of reminding the devs about that :)

hybrid briar
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one big piranha tank :P

tropic basin
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The release estimation of "around a year from now" is in two months. At this point it's reasonable to expect either a release date or a postponement announcement somewhat soon.

weary widget
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it could've been klonan or kovarex, I'm mixing up statements from who said what, but its been said (not verbatim) things are still on track, and also some stuff can move to 2.1 if releasing on time becomes an issue

hybrid briar
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makes sense

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I'm expecting release date announcement around august myself

weary widget
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yeah I could see that

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wube announced 1.0 release date 2 1/2 months before release

late sentinel
misty falcon
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What's speculated for this Friday? Project Waifu?

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I wonder if Raiguard has a highlighter on "Project Waifu" 😄

late sentinel
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you said 'raiguard' anyways so

misty falcon
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Oh he popped in 😄

late sentinel
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if you say 'raiguard' then 'raiguard' will appear

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that's how it works

misty falcon
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And if I say "beetlejuice" x3 ?

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Stop pinging the dev haha

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It's like crying wolf

late sentinel
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as mr kid says, it is opt in / opt out

misty falcon
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Yea, I always avoid pinging manager-trainee unless it's something I actually want to ask

hybrid briar
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I think it's also possible to ignore users via the bot

misty falcon
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I don't want them to ignore me 😦

late sentinel
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he may have me on ignored then, he said to not avoid saying his name, so I have not avoided it.

hybrid briar
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eh? that just means not dancing around it I'd expect

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sometimes people try to be less rude by avoiding referring to someone by name but that's actually more underhanded

late sentinel
hybrid briar
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and mileage varies :P

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hopefully he knows about the blocking feature in it

late sentinel
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most of the time I say his name it is not even a question

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While I still have the impulse to not say it - it does feel like basically an @ ping - they explicitly requested not to dance around it.

late sentinel
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@hybrid briar check this out

hybrid briar
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yeah I saw it lol

sand saddle
late sentinel
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this week is raiguard's FFF.

sand saddle
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yeah but I mean has JG provided a pre-release emoji transcript?

plain ermine
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As to my knowledge I havent

late sentinel
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Can't confirm anything in this economy lol

tardy quarry
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JG can u prepare a post-release emoji transcript?trianglepupper

tardy quarry
hybrid briar
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says no, posts fluid slurping anyway engithink trianglepupper

misty falcon
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Who had fluids on their board?

weary widget
indigo fog
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I mean, does it count if I've been consistently believing in a fluid overhaul for the past 6+ months?

sand saddle
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No trianglepupper

weary widget
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@cobalt blaze I predict this will be #2 to quality on your chart

cobalt blaze
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lol

wet cosmos
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What hasnt been worked on by now, we got some things to belt, trains, bots, beacons and now fluids, if we done with all the big things wouldnt that be a good cue to get more new content or even nearing the release? engithink oh right we havent heard about enemies/ai things yet theres likely gonna be smth

weary widget
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regardless of when the FFF is, just based on the fact every major aspect of the game is getting improved/reworked, I could seriously see a combat overhaul for SA

wet cosmos
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well we already know rocket turret and targeting priorities, aside from that there needs to be new enemies on some planets definitely, maybe fulgora will have lightning typa things come from under the oil lol

misty falcon
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At this stage, they might even give us a calculator. Almost everything they said that won't happen so far happened.

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Also even distribution and/or squeakthrough, but they'll do it smart, like an automatic jump button or whatever, which can let us scale cliffs

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Also swimming, even though they specifically said "no swimming"

sand saddle
misty falcon
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Fulgora lakes are shallow

sand saddle
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harder to drown that way

misty falcon
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Hell, Aquilo might give us a water vehicle

sand saddle
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boatorio

agile river
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finally, buoyancy operated aquatic transport

misty falcon
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Oh buoy!

stray wharf
hybrid briar
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"To further incentivize using fewer beacons, you'll be able to upcycle (overclock) t3 modules, but they will decay back to t3 modules and need recalibration periodically"

errant crest
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And you need to bring them to fulgora's lighting storm to overclock - weird branching rails and insane amount of rockets and roboports now all makes sense hahayes

misty falcon
tardy quarry
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now I wonder if we can adjust pump feed rate

late sentinel
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The question is what exactly even is pump feed rate

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I suppose they just always request 12k/t?

tardy quarry
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12k/s?

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I think it might be useful to have a speed valve to ensure u don’t feed more than u can afford into a session

cobalt blaze
tardy quarry
late sentinel
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IE the others count the whole week right?

cobalt blaze
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no, these are just the day of the annoucement

late sentinel
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Hmm. I'm surprised it was so low.

cobalt blaze
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its pretty close. 2-5 all are all between 5k and 5.8k

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#7 (Train control improvements) is all the way down at 4k

late sentinel
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Much more normal than I expected. What was quality?

cobalt blaze
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Fluids 2.0 just got over the 5k line

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Quality was 8.3k

late sentinel
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Quality is a real standout in the world of 5ks

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Do you think the #space-age effect explains any of this?

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I don't actually see much discussion in there for this one.

cobalt blaze
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i've considered tracking both channels

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only 500 or so messages in ther today though, its not a big factor

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On Spoils to agriculture day it had 1.8k messages

tropic basin
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Quality was both the first major feature that was announced and has nontrivial effects for factory designs.

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The spoilage mechanic behaves a lot more tame than quality.

cobalt blaze
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most importantly, quality had silly names that everyone hated

plain ermine
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I can't figure out how to add silly names to new fluid system

cobalt blaze
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lol

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let me try

crimson bough
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Do not drink the silly water

cobalt blaze
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call fluid capacity "hunger" because empty pipes are hungry for fluid
call units of fluid "cars"
call the flow rate "drift" because things that go fast drift like in inital D
call fluid tanks "streets"
call pipes "love"

then you can say "connect the world with love, we need more hunger to get the cars drfiting"

tropic basin
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full fluid systems therefore have full hunger, not wanting anymore fluid
that's indeed silly trianglepupper

plain ermine
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But the players don't see those names during the gameplay and even if they do they just ignore those

late sentinel
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Yeah- seems contrived

weary widget
leaden socket
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But I still want pumps to be adjustable

leaden socket
errant crest
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spoilage second part this friday
or gleba part 3

dreamy eagle
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I'd say something related to massive amounts of fluid, since fluid 2.0 was last week.

errant crest
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gleba might have several liquids - different colored ponds looks like something to pump

weary widget
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more benefits for going to gleba would certainly be nice. we definitely got left hanging with that one

misty falcon
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I predict something small. Maybe a precursor to enemies

tardy quarry
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my money is on more qol

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or technical

tropic basin
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If we want to predict "release date FFF" for a couple weeks in a row, we should start with it now trianglepupper

tardy quarry
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but I do hope to see more benefits from gleba

weary widget
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I think as we get closer to release the cadence is going to change to purely SA/new content, unless there is some groundbreaking optimization FFF or something of that sort

tardy quarry
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and I think we’re not close enough yet

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perhaps after the Aquilo reveal we will be in the hype zone

weary widget
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agreed, might be another month or two before its nonstop content

crystal dune
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Forget content, let's try to predict the qol features boskid_think

viscid ferry
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A better blueprint editor

weary widget
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your guess is as good as mine lol

dull grove
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ehh

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Beating A* is very difficult

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the only thing I could think of is pre-calculating and storing every route when a new station/signal gets placed.

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So pathing gets O(1) but save game becomes O(n^2)

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A* (pronounced "A-star") is a graph traversal and pathfinding algorithm, which is used in many fields of computer science due to its completeness, optimality, and optimal efficiency. Given a weighted graph, a source node and a goal node, the algorithm finds the shortest path (with respect to the given weights) from source to goal.
One major prac...

errant crest
dull grove
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My solution would utilize Djikstra & storing solutions since the amount of space required should be negligible. A* is what they currently use. My point is that it's doubtful they'll find another algorithm with better performance than A* while still being best path.

stray wharf
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That would also help deal with the performance disparity of angled rails versus cardinal rails. Angled rails collide with more tiles, so people often get told to use them sparingly.

wanton igloo
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As that FFF says, it's what they used in 0.17 and before

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Indeed

dull grove
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Hmm... Didn't expect the hitbox check to be the most expensive since it should be O(1).

wanton igloo
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Rotated hitboxes get harder

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And O(1) is still expensive if you do a ton of it :P

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This is also why orthogonal rails are more efficient than diagonal rails, and why placing rails over ore is bad for UPS

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1: non-rotating fluid boxes and 2: collision checks with ores

dull grove
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Maybe porting the Code to C if Lua has an API for it will help performance

wanton igloo
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wuh?

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What code?

dull grove
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hitbox check

wanton igloo
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Those are done by the engine

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The only Lua code being ran during gameplay is mod code, at least in Freeplay

dull grove
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I see. Don't know all that much about Factorio's backend

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So the hitbox check has to account for players, stuck trains, biters and not correctly signalled intersections

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The last one seems the most difficult to solve IMO. Maybe they bruteforce it? so that all intersections 1-1 are are correctly signalled? That way you could change the rail code to be an enable/disable hitbox check for trains

dull grove
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Let me elaborate: the only thing which strictly necessitates the tickbased collision checks are 1) wrongly signalled intersections which cause the collision of moving trains.
2) stuck trains won't allow collisions because the segment is already blocked by them.
3) biters and players can be solved via an enable/disable function for rail segments via checking if a segment is in the players chunk or in the 8 chunks around it. Update the chunks checked when the player moves to the next chunk. Same goes for biters.

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If a train enters an enabled segment the train checks its collision every tick

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else it doesn't

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It should also be possible to create an algorithm evaluating if a train network has valid signalling which prevents train-based collisions to verify this.

tardy quarry
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or let it have its own section in the option menu

crystal dune
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One thing I would specifically like to see from that is an option to constantly see rail blocks regardless of what I'm holding

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Though maybe that's just because I've been making train blueprints for a while now

weary widget
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+1, and on that note, constantly seeing roboport network range would be nice too when building stuff with your personal roboports

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I've adopted the habit of holding a decon planner whenever I'm building out huge solar arrays just to see my coverage

tardy quarry
weary widget
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same, but what I'm proposing would be useful when you need to see it updated as you're running around. my solar/accumulator BPs don't have roboports which was meant to save UPS, but its more legwork to put them up, which is when its nice to see when your covered area needs more time, or you can move a bit more to another part of the BP

tardy quarry
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I guess we will be mostly using remote view in SA

indigo fog
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I wonder what will be tomorrow

vivid turret
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Fluids 3.0

tawny gulch
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Pain

agile river
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wow we're getting bread in factorio

tardy quarry
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alt mode 2.0

tropic basin
crystal dune
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pBiter aDating iSimulator n

tawny gulch
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People Always Icomplain Nomatterwhatwedowithfluids

vivid turret
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Players Always Irritated Nevertheless

fringe verge
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Poor raiguard getting so much flack as people spend a whole week trying to reinvent the broken wheel we used to have

tawny gulch
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The new system is mildly overpowered but I'll take it over what we had before

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I still want to find a way to make it more interesting, re-introduce sensible limits, etc - but I only have so many brain cells and expertise, and so much time before release.

fringe verge
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Yeah, if we could have fun design challenges as well as predictable/clear/learnable by new players, then we'd already have that after this many years

tawny gulch
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Fluid simulations are the kind of thing that you would write a PhD thesis for.

fringe verge
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Gotta save something for ambitious post 2.0 or 3.0 features

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It was the right call to fight the inertia and cull the non-sacred sick cow

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There's plenty of ways we can provide constructive feedback, and suggestions for features in development

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But for some things, like this, we're just far too outside the factorio codebase, haven't spent years seeing the inside of the fluid code, and haven't seen the holistic changes made to 2.0 and space age

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so we don't know what the hell we're talking about and gotta trust the devs have considered a considerable number of solutions

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I'm excited for finally hearing about combat/enemies, or the treasures gleba has to incentivise us going there

late sentinel
# tawny gulch I still want to find a way to make it more interesting, re-introduce sensible li...

I've been thinking a lot about reasonable ways to do this, but have began to feel that there might be some emergent charm to fluids being 'infinite' in flow. It makes some interesting high-level decisions with logistics.

For example, it is better to transport iron as a fluid to your destination instead of as plates - so there is a really big logistical advantage and you can use the 'fluid sections' of your base as high-throughput zones.

stray wharf
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The thing is, that's going to require quite a lot of buffering. The larger your cross-base pipeline is, the more buffering you need.

Because fluids are so dense, and you're probably going to have a train network anyway, a 1:1 or 1:2 train carrying molten metal is likely going to be fine.

Cross-base fluid pipes for infinite fluids (water on Nauvis, lava on Vulcanus) can be more appealing. Though in the latter case, it may not matter, since you're probably going to need actual lava pits to dispose of unneeded stone anyway.

leaden socket
leaden socket
stray wharf
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It's not as long as you might think. If you're doing point-to-point pipes, that it may not be that much buffering. But if you're just putting pipes into a block base the way rails go into them, then you're going to have a lot more buffering than you actually need.

Also, each station only need one tank of buffer. It may have two tanks, but it won't call for another train until that tank is drained. So that's just 25k per station (provider or requester).

That being said, if you're using molten metal, you're going to have quite a few requesters, since anything that needs iron plate directly has to get it through molten metals.

leaden socket
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I agree putting pipe bus into rail grid BP will cause some problems. This might need some thought to deal with...

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I'm not sure about the effect of having multiple requester/provider stations. This means more buffer in both pipe bus and train design. I guess pipe bus will suffer less in this case.

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For mega scale, when a single 1-1 train for molten metal is not enough, it's certainly time for a fluid bus.

stray wharf
late sentinel
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This is not a real problem as far as I can tell, the pipes themselves have a buffer, so naturally the buffer will just get larger.

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I don't see why it will require a lot of buffering though.

stray wharf
# late sentinel This is not a real problem as far as I can tell, the pipes themselves have a buf...

Remember: in the new fluid system, the ability to extract fluid is metered by how full the fluid system is, percentage wise. Every pipe added means you need more fluid to maintain a certain output pressure. So every pipe increases the amount of buffering you need to maintain throughput. So if pipes are integrated into your blocks, then every block is going to increase the amount of buffering you need to have.

vivid turret
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You could nullify throughput worries with pumps, but the buffer still fills up when demand slows or stops.
And... I don't care if it does.

tardy quarry
stray wharf
late sentinel
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I think it’s 250, which is quite a few pipes already.

late sentinel
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i don’t really see this ‘buffering problem’ being a big deal

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It’s a big enough deal that you should avoid tanks, but not a big enough one to use trains instead

stray wharf
misty falcon
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Speculations for tmrw?

crystal dune
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The creative process behind the long awaited plastic bar resprite

late sentinel
stray wharf
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I can't think of anything else you'd save for molten metals specifically. They're so item-dense that I can't imagine a scenario where even a 1-1 train would have throughput issues. And if that were to crop up, 1-2 trains would deal with that issue just fine.

So if you're not saving train traffic, why bother with this massive series of pipes?

vivid turret
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You don't need a massive series of pipes, you just need the Omnipipe™
(Still haven't decided if the all-in-one fluid network is actually practical, but it's an interesting enough concept that i'll probably give it a shot)

late sentinel
vivid turret
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I don't forget

late sentinel
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Their alternative is tons of plate belts

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for these bases throwing down an iron pipe along their bus is an insanely large upgrade for very minimal cost.

vivid turret
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Depends if you consider the need to put foundries everywhere a 'minimal cost'

stray wharf
crystal dune
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That seems to be at least a possibility

weary widget
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thats my plan but having a centralized location for it as the mines get further out

crystal dune
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Unlike in vanilla where plates are only 2x denser than ore, molten metal is really, really dense. It may honestly be worth the hassle, in some cases

late sentinel
weary widget
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I've posted this a few times before, but it minimizes train traffic around your base w/ ores

stray wharf
weary widget
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yeah comparing its density to raw ore, its a no brainer

late sentinel
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If the ratio is close, I see no reason to do it your way.

weary widget
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provided you're only moving calcite/liquid metal longer distances, thats a good choice as well

late sentinel
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The benefit of yours is not having to rebuild the processing part

weary widget
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personally I like centralized builds so I can get the most mileage out of expensive setups (quality/beacon stuff), which I will most definitely be doing a lot of

late sentinel
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That’s a benefit I forgot to consider!

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Mine is certainly better if you have no limits on cost

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Which is a much more realistic expectation in 2.0 than in SA

weary widget
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yeah yours is better suited later endgame/postgame

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at some point (assuming your objective is to go big) your focus shifts from cost to optimization

late sentinel
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yes, but I didn’t consider that yours was better for anything but avoiding rebuilding

misty falcon
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Wrong channel for this conversation?

weary widget
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sure I'll move to SA and paste my response

timid crescent
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I was reminded while rewatching Dosh's Hellworld ™️ video that some of the enemies in rampant factions show as white on the map, further convincing me that the white squares on the Fulgora map are enemies on the dense scrap piles.

stray wharf
timid crescent
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I would expect it to be the same as what causes the roboports in this map image to be of different shapes and sizes as well

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Just seems to be a quirk of the map and/or the way they take the screenshots

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The pixel coordinates wouldn't always scale perfectly to the entity positions and sizes.

barren oasis
timid crescent
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Since Raiguard has expressed some intention to try, any speculation/ideas about how the new fluid system (a single fluid box for connected pipes/tanks) could be made more interesting?

late sentinel
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a network-wide io limit

timid crescent
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A nice and simple idea, how could it be communicated to a player?

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Probably through the pipe/network UI, where you flush contents

late sentinel
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Interestingly that idea is still the same performance complexity

timid crescent
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I guess the question then is what a reasonable I/O limit is, and if/how pumps should interact with this limit

timid crescent
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I worry it would have very unintuitive results on the top end of throughput though.

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E.g. if the limit is 3000, but a single machine produces 900, and another machine needs 2900, how do you properly balance that out?

misty falcon
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Big network = Big buffer = Need pumps to split into sections. Good enough for me

timid crescent
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I don't think the massive buffers are quite enough of a drawback for big networks. Pipe buffers are low visibility, so you'd need to know it's an issue for it to be a disincentive.

stray wharf
timid crescent
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Yes that's what I was assuming, but the issue I'm proposing is some setup that requires you to take the output of one machine and split it into multiple networks reliably.

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If some hard limit applies, it would be frustrating if it was low, and it wouldn't matter if it was high... except when it does so it just becomes frustrating again.

stray wharf
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The deeper question is this: what problem are you trying to solve? What builds do you want to work and which ones do you want to stop?

A limit of, say, 20,000 or so really only stops people from building planet-wide fluid networks. A limit of 12,000 starts impacting nuclear plants (especially if quality doesn't result in hotter steam generation), though 12,000 just means you have to actually take some care not to overburden a single pipe.

A limit of 2,000 starts affecting high-quality, highly-beaconed setups, such that you may not be able to have more than 4-5 such machines attached to the same fluid system.

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That being said, a hard limit like this comes with a relatively easy way to tell people what the problem is: change the color of the pipes or something. If there's more fluid trying to enter the system, make the entire pipe segment red or something.

timid crescent
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Any number / break point you choose will be okay for some people and not okay for others. I don't think a system limit is quite the solution because of that.

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Plus a fairly intuitive solution of running a parallel pipeline along the 'bottlenecked' section wouldn't work, it would just make the single segment larger.

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You'd need to run the parallel pipe and split the network

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Whether that's desirable gameplay or not I can't be sure.

stray wharf
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It's not supposed to be "okay" for everyone. The question is whether it creates fun gameplay and interesting designs. Is it fun gameplay to have people build base-wide fluid networks that are superior to trains, or do you want that to not work? How much thought do you want people to give fluid throughput in nuclear plants? How much care should people take in extremely fast fluid processing setups?

timid crescent
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Personally I think it's more fun without such a limit as it means I can route my pipes in a way that looks nice (what I find fun about pipes) without needing to concern myself with throughput constraints.
I do agree that the lack of throughput constrains can be considered a problem, especially when such throughput limitations were a part of designed challenges in mods.

mint berry
timid crescent
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Having a hard cap per segment feels like too blunt of a solution.

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I think a cap would work better if there were multiple tiers of pipes with increasing limits, but that just hides the issue imo.

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Pipes of different tiers would probably not be able to connect to each other under this system

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Not only does it only push the issue further out, it adds in the issue of needing the additional tiers, with all the trade-offs that brings with it.

misty falcon
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Do remember that the limit is per machine.

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With pre-rocket vanilla stuff, you're unlikely to need even 10% fullness

timid crescent
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We're talking about a hypothetical where there is a limit per segment

misty falcon
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Ah I see... but then we're just back to 1.1

timid crescent
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Not quite, you'd get similar behaviours when you reach that limit, but it would be demonstrably easier to troubleshoot

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Probably not that fun thought, in my opinion

tropic basin
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The idea of the new algorithm is to be boring. Spicing it up kinda goes against why it exists.

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You can do some minor changes such as buffing pumps pumping from tanks, but nothing like IO limits.

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iirc Raiguard said that a single machine in the FFF builds does 3250 fluid/s or something.

timid crescent
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I agree, however there's possible room for some level of complexity to make it more interesting.

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The possibility does seem to shrink the more it is discussed though haha

timid crescent
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That's the whole setup, not a single machine

tropic basin
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I can't read

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If you like the idea to connect each Chemplant to a different pipe network to achieve full throughput, you can just as well not update to keep the 1.1 fluid algorithm.

timid crescent
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Needing a different pipe for each plant/output is interesting in isolation, but a slog when required across all (late game) setups

tropic basin
#

Yup. Exactly the reason the new algorithm is what it is.

timid crescent
#

Hence I don't think limiting segment I/O is a good solution to "zero complexity"

#

I somewhat expect a different solution to loading fluid trains to be implemented instead of the pump-tank exception, as it's quite abusable if you know it exists.

#

Fluid wagons load/unload ridiculously quickly as is. Slowing it down a lot would be warranted imo.

#

It would give a good purpose for quality pumps too.

tropic basin
#

It shouldn't be too hard to do. Pumps near tracks have a different sprite, so they're aware that they're different.
Could rate-limit train-pumps I guess.

#

Pumps (and consumers) drain speed depends on fullness of the source network. That would slow them down if it applied to fluid wagons.

tardy quarry
#

what if trains are buffed to have higher capacity engithink

mint berry
#

Any guesses on what today's FFF will be about?

#

Devs are not allowed to guess because that's cheating.

dreamy eagle
#

I'd say something which requires the new fluid throughput

mint berry
#

Cooking mini-games in the squishy jungle! Sounds interesting. It could be used to befriend the natives.

late sentinel
#

Arguably devs are not allowed to post in this channel as they cannot speculate :P

#

So anything they say would be off topic...

misty falcon
#

They can speculate on what we'll write

plain ermine
#

I bet yall won't write that todays FFF is going to be about belts

misty falcon
#

Last week we had a fluid rework... maybe today it's a belt and inserter rework? engithink

serene sage
#

todays FFF is going to be about belts

plain ermine
timid crescent
#

I could see inventories being reworked to make inserter logic faster

late sentinel
misty falcon
#

Imho chests should always be sorted, optimized down to a dict

#

Many factory games do that

#

That said most factory games aren't as good as the big F

sand saddle
serene sage
#

tbh giving the player more inventory slots makes sense, and another tier of Toolbelt research is a reasonable way to do that

keen hound
#

apparently it has to do with the contents of the chest fitting in cache and simple iteration being really fast

#

a plain dictionary might be faster, but a half measure probably wouldn't be

olive seal
dreamy eagle
#

Might've been pain to develop and implement. Or a logistic puzzle that most will consider to be pain.

#

I don't believe the latter is probable

tardy quarry
#

technical fff?

misty falcon
#

likely

#

There's never "big" FFFs when I'm home for day

misty falcon
#

We saw some belts

crystal dune
#

Aquilo and endgame science pack colours leaked dogchamp

tropic basin
#

a million SPM - without Clusterio ... wtf

tropic basin
misty falcon
#

Why would you predict something so unpredictable trianglepupper

#

Speculation: End game science is a rubber duck.

tardy quarry
#

other game sub-systems engithink

timid crescent
tropic basin
#

"spacefill"

plain ermine
#

void fill

dreamy eagle
#

"This void here has nothing in it! And I took that personally."

weary widget
#

so dark blue and black

dull grove
# plain ermine void fill

don't we already have that? We can make a space-ship with input/output on the same planet. So it doesn't need thrusters and can be expanded indefinitely.

narrow vale
#

I predict...
uh...
AI tanks/vehicles?
Or...
Steam Locomotives.

weary widget
#

aside from the obvious next week, with big news posts such as these we could very well get previews/hints of other future and upcoming features and content

#

I'm excited

tropic basin
#

previews/hints of other future and upcoming features and content
That has been the program for months. The boss is here to talk business.

weary widget
#

I mean to a larger extent, not very vague one liners and stuff

#

kovarex comes with the goods

broken aurora
#

I'm guessing the 11th October.

serene sage
#

I'm guessing July 5th.

hybrid briar
#

22nd Oct

late sentinel
#

~11th oct would be my guess

hybrid briar
#

I'd be surprised if they did a friday release but then again they do have good test systems sooo

late sentinel
#

will not be exactly oct 11

#

the date I expect it to be is around there, but not there

#

the distibution has a hole in it at oct 11

#

because friday

tropic basin
#

Hehe, there's also this:

Thyme (Hulk Inserter) — 19/06/2024 19:21
The release estimation of "around a year from now" is in two months. At this point it's reasonable to expect either a release date or a postponement announcement somewhat soon.

broken aurora
tropic basin
#

Yes, and my prediction for the release date is "at most 2 months from the release date FFF".

dreamy eagle
#

Hmm. Could be 3 if Wube has their summer vacations before launch

#

At least I think they'll have their summer vacations

misty falcon
#

We're at Season 3, but there would be Season 4 for Aquilo and other things

#

It's very likely we'll get Aquilo 2 on release or even a week later

tropic basin
#

I hope we don't get an Aquilo FFF. Leave some mystery for us to discover ourselves.

#

that probably also means I need to stay away from this discord server for a while trianglepupper

tardy quarry
#

if they will announce the release date next week, I suspect there will be more dev state showcase, and perhaps a fff roadmap toward release

misty falcon
#

The post-endgame pack will only be shown like 2 weeks after release I'd think

vivid turret
#

There's no point to revealing things after release.

stray wharf
#

They might talk about design decisions they took in making the end-game stuff, but it wouldn't be framed as a "reveal".

weary widget
#

everything will probably be in the factorio wiki the day of the release

tardy quarry
#

there’s nothing left to reveal after release

indigo fog
#

sure, but that doesn't mean they shouldn't

#

I know I'm not good or fast enough to reach Aquilo within a week of release

#

(for starters, I likely won't be playing it everyday, as Sep-Oct is a very big season at work and I won't have a lot of time)

tardy quarry
#

it’s easy enough to just read the tech tree or play editor mode

#

oh actually, I wonder if there will be editor 2.0

tropic basin
#

There's also Factoripedia ..

#

must play with my eyes closed

misty falcon
#

FPedia must have a toggle for researched and unresearched

fringe verge
#

I'm excited not just for reveals, but behind the scenes and insight into their design and development process

#

They might take a break after release, but I'd still love to hear more about the things we don't know now, but will then

late sentinel
misty falcon
#

More stuff like EE had

#

They already have Rai

tawny gulch
#

There's always things I would like to do... and then what I can actually accomplish in a limited amount of time. 😅

late sentinel
#

control + f "pipe-to-ground" "underground-pipe" <enter>

tawny gulch
#

Lol

late sentinel
#

as funny as it is I am not actually joking :P

wanton igloo
#

I am pretty sure I recently randomly got a mod replacing the name when using the mod search, but now I seem to be completely unable to find it lol

tardy quarry
weary widget
#

having an inline build and test area while your game runs is really nice

crystal dune
serene sage
#

according to the principle of relativity, whether the pipe is going to or coming from the ground is a matter of perspective, and both interpretations are valid and consistent with the laws of physics.

silk cave
#

I speculate that I will enjoy 2.0 and the dlc at release.

modern wedge
#

Next week we get a release date is the week after.
This will not happen but i cna dream.

silk cave
#

It be perfect timing for me if that was the case

#

Lots of things I want to do this fall.

modern wedge
#

I'd prefer to be outside this summer, but I want it now.

silk cave
#

It's kind of packed, but releasing it in the summer time I can no life it.

narrow vale
#

I predict...
Uh...
U h...
S h i p p e.

late sentinel
#

What does that even mean

crimson bough
#

🚀

plain ermine
silk cave
#

So talking about speculation lol. Think release date announcement comes Friday or you think it be a special day. Might even have a trailer or something.

misty falcon
#

Teaser maybe

stray wharf
#

That's a good point: what exactly do you release in addition to a release date announcement?

It's been a month since the Gleba reveal that still used placeholder assets. And while a month of focused work is a long time, Gleba still may not be ready visually for a full trailer release. So I'm guessing there won't be a full-on trailer.

weary widget
#

honestly, I'd be content with just more screenshots and videos of SA builds. the ones from a few days ago of the endgame stuff are A+

silk cave
#

I be just happy with early access released the second the announcement comes out 😉 Nothing big.

dull grove
#

There will be a full on trailer (most likely next week) and good trailers aren't supposed to show everything anyway.

#

Either that or we get to see an aquilo sneak peek

cobalt blaze
#

When do we think the Space Age release date will be? (revealed next week)

1️⃣ July
2️⃣ August
3️⃣ September
4️⃣ October
5️⃣ November
6️⃣ December
7️⃣ 2025

cobalt blaze
#

2 people think it will be out in july lets gooo

silk cave
#

Why would anyone want it in oct 😉

cobalt blaze
#

what do you mean?

silk cave
#

2 people want it in oct

#

So if it comes out early we delay their ability to play till oct 😉

fossil hawk
#

What does 🇴 mean? Today?

cobalt blaze
#

no clue why someone voted 0 lol

crystal dune
#

Spage actually came out yesterday we were all too busy speculating the release date to notice

#

Unfortunate 😔

tropic basin
tropic basin
dull grove
hybrid briar
#

sometimes reasonable expectations of reality get confused with desires and vise versa

silk cave
#

I know was it via interview with kovarex? Oct was prob going be the date. That is why I need to change it to July and do everything possible to pretend I never heard about Oct. Maybe I will start a religion and spread it through through the world that there is No October 😉

tropic basin
#

The estimation a year ago was "around August". In the interview he said "October at the latest". Neither statement is a fixed date.

pearl solar
#

I had been speculating (since Vulcanus fff) that they wouldn't show anything enemy-related before release to keep a surprise. This statement in the latest fff is giving me doubts: "Gleba enemy (to be shown later)"

dreamy eagle
#

I think they'll show something. Probably a general "Enemies of the Space Age" or something like that. I still think they'll keep Aquilo in the dark. And that they'll do Aquilo FFFs after launch.

viscid ferry
#

When we know the release date and the amount of FFF's left, we can speculate even harder

tardy quarry
#

I still think they’ll not hide any major part of SA (enemies or Aquilo) before release

crystal dune
#

I mean it’s not like the fffs we see are showing EVERYTHING

tardy quarry
#

not every detail, yes

#

but surely they’re not hiding the main concepts and elements

toxic merlin
#

Next one will give the release date. Just a hunch.

misty falcon
#

How could you predict such an outrageous claim

tropic basin
#

Are you replying with that one line to all instances of that same joke? trianglepupper

olive seal
#

I mean klonan pretty much confirmed that there will be a part 3 fff for each planet at some point

tropic basin
#

Yes, and I expect them to be clumped together before release.

olive seal
#

That would make lots of sense

#

Hopefully that will be soon

tropic basin
#

That's 4 FFFs to cover the mid-planets and space platform. Then a release date FFF and a release FFF. Would place us at 09. August at the earliest.

weary widget
#

now the question is- will part 3 become before or after aquilo announcement

olive seal
#

Fine by me, probably for the better as before that I'll be finishing my master thesis anyway and having the space age launch before that would almost definitely negatively impact my grade trianglepupper

tropic basin
olive seal
misty falcon
#

I speculate they will do "part 1" of Aquilo, but not part (or after release), and don't talk about the post-endgame pack

red crow
#

When we know the release date we know the numbers of upcoming fff, hope we see some enemies too 😎

tropic basin
weary widget
tropic basin
#

noooo!

spice yew
#

Here's hoping we get a new lab that can make it easier to send 12 belts to/from

#

~12 different science packs

misty falcon
#

I mean, it makes sense, a 3-4 module lab... but will it be interesting to play with?

dull grove
weary widget
misty falcon
#

Also you'd want beacon

spice yew
#

I'm just thinking of the new player perspective, I can belt weave and do various things to do it, but a new player is going to just throw up their hands and do bots

weary widget
#

and with lab prod a thing, having 4 module labs as an endgame thing isn't as overpowered as it would be in 1.1

spice yew
#

plus i think the lab could use at least a makeover, it's probably the oldest building in factorio

misty falcon
#

The increased size for more beacon though

#

At high lab prod, you're better off with speeds

weary widget
#

yeah and with the beacon rework, with 16 or whatever around a bigger lab, you'll only be benefiting from some crazy expensive quality_any setup anyway

tropic basin
spice yew
#

yea it seems like a lot to ask for a new player outside of just throw bots at it

late sentinel
#

I don't think the design space being narrow is neccesarily a bad thing

#

it's more of a challenge, less room for creativity. That's fine sometimes.

stray wharf
#

The main thing I don't like about a new lab building is that the only reason to have it is that it's physically bigger. I feel like something's wrong with that.

weary widget
#

it could always have a faster base speed and/or base prod and offsetting it with much greater power consumption. pretty much in line with how foundry/EMP fit in with their basic counterparts

stray wharf
# weary widget it could always have a faster base speed and/or base prod and offsetting it with...

The Foundry isn't a large furnace with better stats; the molten metal stuff is what makes it interesting. The BMD can do belt stacking along with having better stats. The recycler is a whole new thing, as are the Ag tower and the Biochamber.

Of the known new production buildings, the only one that's "that thing, but with better stats" is the EMP. And while the things it can do are really important, I'd rather have buildings that are more than that.

weary widget
#

yeah it wasn't a 1:1 comparison; looking at the output, its doing x thing but faster and more efficiently, which doesn't apply to any of the new specialized machines (recycler, etc). going back to your original point 15 min ago, I don't know what else a lab could do to make it more attractive to use outside of base speed or built in productivity, outside of some novel/outside the box new mechanic. at its core it consumes science packs. you can either make it done in a more favorable way for the player, or you have to redefine what that building can do.

timid crescent
#

The EMP is interesting as well because it's the only 4x4 building (so far), giving it offset pipe inputs and an odd size to combine with other buildings. We also know it has fluid passthrough which is super cool.

stray wharf
#

I was about to ask what recipes the EMP has that use fluids besides blue circuits, but then I remembered that basically all the holmium stuff uses fluids in one way or another. Even the science pack has two fluids.

late sentinel
#

Yeah, which is so new.

#

Idk who it was, but someone here was saying they hope SA gives love to the other oils, and not just petro - and I think they'll be happy.

stray wharf
#

It's kind of an outgrowth of wanting to ensure that players know how to do the new oil processing stuff on the planet. The Foundry takes lubricant, which forces a player to engage with steam generation and coal liquefaction, but since basic liquefaction apparently only gives heavy oil, they don't have to do cracking yet. Superconducting wire takes light oil, which forces a player to extract water from ice and do cracking. Etc.

cobalt blaze
#

people arguing over how to deliver science to labs with belts

bot users looking here like ChibiSmug

hybrid briar
#

I might end up using both heh

cobalt blaze
#

"finally the one use case bots have left!"

hybrid briar
#

belts for half of them, bots for the other half, what could go wrong

#

"them" being the packs, to be clear

serene sage
#

direct insertion from trains

late sentinel
#

nothing could go wrong, but it just kinda doesn't make much sense

weary widget
cobalt blaze
#

another idea is sushi

lament basin
#

I feel like there is a good chance that the release date lands this month

#

However October does seem like a valid assessment as well

#

I recall Gleba’s FFF stating that some aspects of it weren’t finished

#

And that wasn’t too long ago

tardy quarry
late sentinel
#

I'm just going to bite the bullet and use bots for science

#

I already basically do

#

but if I had to do hyrbid, that is how I would do it yes

#

because in the ideal case - bots would never move

tardy quarry
#

fun fact, u are potentially dealing with 1M spoilage per minute if u have a 1M SPM base

shrewd citrus
#

still a bonkers number

late sentinel
#

SPM is measured at the packs, not labs

shrewd citrus
#

for 1.1 yes, but in 2.0 the production tab shows effective science after prod

late sentinel
#

That's a new measurement

#

Probably also going to be called SPM, which is problematic

shrewd citrus
#

I think most people will switch, since even in 1.1 the value is "wrong"

#

as in, a research costing 1000 science will be made with less than 1000 science packs due to lab prod

late sentinel
#

SPM is about measuring base size

shrewd citrus
#

yes

#

in 1.1 produced science is tracked because that's the only thing we can track

late sentinel
#

That's not the entire reason though. We're smart enough to multiply by 1.2.

#

The reason is that arbitrary lab prod doesn't really measure science well.

#

At least, it does not measure science numbers for the purposes we have, (comparing bases)

tardy quarry
#

unless the lab prod research has finite levels

#

otherwise the SPM defined by research produced will depend on how long u spend on researching the infinite lab prod

#

I think its the same reason why people use SPM as a metric in 1.1, instead of using mining prod level

hybrid briar
#

oh right I keep forgetting the additional productivity techs. . .

#

the fluid ratio shifting is going to drive so many people batty

#

and by fluid I mean shifting over time

tropic basin
#

There's no guarantee in 1.1 that science packs consumed * 1.2 equals the science produced. Forget a Productivity Module and it's slightly less.
2.0 has a metric for that, actually measuring science produced.

misty falcon
#

Prod tech is infinite but very expensive

tardy quarry
#

I would be surprised if this weeks fff gives a fff roadmap until release

dreamy eagle
#

Hmm, it would change the speculations quite a bit. Do they want that?

crystal dune
weary widget
tardy quarry
#

I do wonder what fff content fits the release date the most

weary widget
#

are you referring to tomorrow, or the FFF around the time SA launches?

tardy quarry
#

the release date announcement fff

#

<48hrs to find out shoob

stray wharf
#

It is an interesting question as to what the rest of that FFF will be. What do you talk about when you know all everyone wants to see is the one sentence revealing the date?

weary widget
#

the good thing is kovarex will most likely be the one writing it, and given he's the boss/co-founder, he is under no pressure to not reveal unknown content/mechanics before officially knowing about it through some dedicated FFF, which thankfully he's done a lot of these past months 😎

#

so whether its pictures or videos of SA stuff, I'm pretty confident we're going to see new content

#

whether we understand what it is or not is another story

tardy quarry
#

it could be SA dev fff part 2

tropic basin
#

I would like that. Also need to know whether Kovarex is beyond 1M spm by now (or will be when SA is released).

viscid ferry
#

Like when he decided to drop the beacon bombshell and then headed out again

tropic basin
#

He didn't head out. He was locked up ..

stray wharf
tropic basin
#

He also didn't decide to leak. He wanted to show off his speedy stuff.

weary widget
#

we all benefit from kovarex_enrichment_process 's recklessness

tropic basin
#

The official story also says the beacon FFF was planned and it was a happy little coincidence.

hexed chasm
#

After my 2 pinpoint predictions my 3rd one has failed, I was not possibly anticipated dev diary.
My prediction was #friday-facts message
However now technical part goes down to almost 0%, it will be a new cool feature / building from SA.

cobalt blaze
#

Will there be a trailer along with the SpAge release date in tomorrow's FFF?

✅ Yes
❌ No

late sentinel
#

you cannot call it spage

agile river
#

what would you call it instead

hybrid briar
cobalt blaze
#

question is about tomorrow's FFF. edited!

cobalt blaze
misty falcon
#

Call a spage a spage.

wanton igloo
#

You could go with spaage too

misty falcon
#

it is what it is

wanton igloo
#

spe

weary widget
late sentinel
#

think the space age music FFF

hybrid briar
#

they learned very early on during early access that a trailer can cause a huge spike in sales

releasing the trailer before it's available would be a waste

misty falcon
#

Correct

#

The trailer will be released when the game is available for buying, on release or preorder

late sentinel
#

I believe that is correct.

weary widget
#

the closest thing I see us getting is trailer v0.5 just for the FFF for the fun of it like what Dylan said. show stuff we know about, tease a few more unknown things

late sentinel
#

I change my vote, ❌ logo

#

a teaser kinda like satisfactory's pre-release teaser

weary widget
viscid ferry
#

Unless the store page goes up tomorrow with a pre-release, but I don't think that's going to happen

cobalt blaze
#

factorio 1.0 wasnt really a "release" ... the game was already out. the marketing enviroment for spage is different

hybrid briar
#

plus they probably have art to polish up before a final trailer

tardy quarry
#

I would be very happy if we get a trailer fff

tardy quarry
#

well tbh I don’t expect there will be trailer this week based on how much WIP graphics there are

indigo fog
#

me either, but I'd love some sneak peeks at some random things

stray wharf
agile river
#

i was gonna say I wouldn't mind a retrospective on spage development but then I remembered that's what they did last week

tropic basin
#

Yeah, doesn't make sense to have another look at the past. Todays FFF will obv be about the future.

timid crescent
#

"Last week we talked about what we've done, this week we'll talk about what we've got left"
"Also heres the release date"

tropic basin
#

#friday-facts listed a couple "more on that later" topics they still need to get back to engithink

weary widget
#

I haven't been keeping track but it seems like some variation of that has been said in at least half of the FFFs lol

tropic basin
#

I hope they keep their word on last weeks FFF trianglepupper

mint berry
#

"Release your thoughts in the usual places"

serene sage
#

"We are happy to announce that Factorio: Space Age will be released Whenitsdone."

tardy quarry
#

There is one more building typically combined with foundry and electromagnetic plants, which will be covered later.

#

I wonder if we will see it today

#

or it is the Aquilo machine?engithink

#

humm also we haven’t seen the belt recipes in foundry, will they make those recipes require molten iron instead of plates/gears? They did change the LDS foundry recipe to require molten metals iirc

weary widget
#

15 FFFs until release

tawny snow
#

sooo... space science in space is its own item?

misty falcon
#

Interesting!!!

weary widget
#

restating here as well- new gameplay pics on steam page https://store.steampowered.com/app/645390/Factorio_Space_Age/

Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.Space platformsThe backbone of planetary logistics and the first foray into space. Space platfor...

Release Date

To be announced

▶ Play video
crystal dune
#

Oh phew

tropic basin
#

New Shells. I predicted (wished for) a railgun turret as 4th tier turret, so this might be the ammo for it?

crystal dune
#

That was my first thought as well

weary widget
#

whatever they are, they don't look like they're messing around lol

misty falcon
#

Which means shell turret in addition to rocket turret?

tropic basin
#

There's definitely a 4th tier turret, one of the FFFs "leaked" it.

dreamy eagle
#

"Tank cannon turret" would be fitting because of the tank having... a tank cannon.
That sounded better in my head.

misty falcon
#

It's you..... headcannon

tardy quarry
tropic basin
#

looks turret-ish

tardy quarry
#

new carbon graphics

tropic basin
#

bestagons

misty falcon
#

Could be foundations

tropic basin
#

I want to tile my base with them

#

literally unplayable trianglepupper
screenshot 8/15 on the steam page of the DLC

crystal dune
tropic basin
#

Screenshot 13/15:
Carbon hexagons and tungsten or make steel tungsten beams, which is needed for Metallurgic Science.
One of the other things involved is the orange liquid that comes from the right of the screenshot.

#

Third ingredient is whatever the cut-off ASMs in the bottom make from Carbon and Tungsten Ore + whatever unshown input.

tardy quarry
#

also copper confirmed

tropic basin
#

This looks weird, Gleba enemy?

tropic basin
crystal dune
#

However, combining tungsten ore with carbon in a foundry seems to yield tungsten beams, not carbide

tardy quarry
#

carbon fiber and carbon

crystal dune
#

Also yet another sighting of artillery on Vulcanus...

#

Also that suspicious advanced_circuit/processing_unit belt gives more credence to the one T3 module per planet theory

tropic basin
crystal dune
#

Speaking of which, they seem to also require molten iron as an ingredient to make. How interesting...

tropic basin
#

Isn't molten iron the blue one?

#

yes, was confusing metal science with tungsten (carbide) foundries

timid crescent
#

The purple beam is almost certainly a placeholder

crystal dune
#

Possible metallurgic science pack recipe: Tungsten beams, molten copper, tungsten carbide

tardy quarry
#

same silo recipe probably

#

concrete + LDS…? Could it be the space platform tile recipe

tropic basin
#

Concrete isn't really a space worthy material.

crystal dune
tardy quarry
#

landing pad capsule?

crystal dune
#

I assumed so

#

Slowing itself down with the thruster

misty falcon
#

Yup

tardy quarry
#

tungsten ore + carbon + molten iron = tungsten steel?

#

tungsten ore + carbon in assembler = tungsten carbide, tungsten steel + tungsten carbide + molten copper = metallurgic science?

hybrid briar
#

err, what's the difference between tungsten steel and tungsten carbide? isn't steel basically iron carbide?

tropic basin
hybrid briar
#

is tungsten steel an iron/tungsten/carbon alloy?

tardy quarry
#

it does take molten iron

hybrid briar
#

neat

tardy quarry
#

tungsten carbide seems to be an assembler recipe

#

as u need tungsten carbide to make foundry

tropic basin
tardy quarry
#

I wonder if u make carbon from coal

#

we know we can make coal from carbon

tropic basin
#

We can make coal from carbon, sulfur and water.

#

jinx

#

It would create a recipe cycle, even if there's some resources that are lost (e.g. sulfur, water)

tardy quarry
#

I wonder if u cook coal in electric furnaces to get carbon

#

also I wonder if that means u can convert sulfur and water into coal using a loop

#

without any coal or carbon input

tropic basin
#

Which is why recipe cycles are potentially problematic.

tardy quarry
#

technically sulfur came from oil processing which is also related to coal

viscid ferry
#

This might be very off topic right now, but i just noticed this looking back at the Abstract wiring FFF. Do we know what this is?

tropic basin
viscid ferry
#

Oh yeah that's totally right

#

I guess I haven't used it enough to recognize it

crystal dune
#

Tungsteel dogchamp

weary widget
#

I think this is definitely the point where the pace of the FFFs will pick up, and will showcase increasingly more impressive things

tardy quarry
#

tbh we still have 15 fffs, I would expect Aquilo reveal after at least 5 more fffs, then we will have about 5-7 fff full of content reveal

tropic basin
#

An enigmatic 5th planet - promises some of the most unique gameplay but it remains shrouded in mystery. It's the furthest planet from the sun so it's dark and cold.
I read that as "won't cover that in FFFs"

#

If it gets covered, it will be shortly before the release.

tawny snow
#

"Most unique gameplay" is a big statement, considering fulgora & gleba

stray wharf
#

I really hope they don't do something lame like Frostpunk-esque stuff.

tropic basin
#

Fulgora has an inverted crafting tree, Aquilo has none where_is_the_catch

stray wharf
#

"Build all of your stuff next to heat pipes" is just too similar to "build all of your stuff next to lightning collectors."

tropic basin
#

That is way too lame of a concept for Wube imho.

#

It adds overhead that's the same for all buildings.

tardy quarry
weary widget
#

it would be cool to have a planet that is always night, or at least dark enough to require lighting, which would give it a cool aesthetic

#

I just wonder to what degree basic materials will need to be transported in to aquilo, since they said its possible to trap yourself there

tardy quarry
late sentinel
#

that could mean 'at release' though, pepperbox

#

I know we're just here for the FFFs :P

tardy quarry
#

it would be a trolling if it really means that

#

I would word it like “for u to explore yourself” if I don’t intend to reveal it before release

#

and I don’t expect they hide all of them until release

weary widget
#

yeah its definitely worded in a way that implies it will be in an FFF

#

if it was otherwise, they'd state it as such, or not bring it up at all

tardy quarry
#

u probably want lights here

late sentinel
#

Aquilo should never be bright realistiically, but idk if they will go with that

tardy quarry
#

I think dark only means less solar, not necessarily means visually dark

weary widget
#

or it doesn't scale proportionately at least- ie, solar being 4x less efficient makes the planet 4x darker. it can just be dark enough during daytime to illustrate its distance and encourage lighting

fossil hawk
#

Does anybody else think that the brain plants have creep? Like K2 or starcraft creep? In the two pictures on steam it appears that the pink stuff goes over different tile sets. I did a cursory search in the discord if anyone mentioned it, but haven't read all the comments.

#

blue and orange here looks like its on landfill in the first pick but in this one the pink creep is in the same orange box without landfill

#

yellow boxes look like dead enemies almost, like decoritives

late sentinel
#

tentacle thing looks to close to rocket to me

#

I'd want that deoncstructed

#

maybe it's there for a reason

fossil hawk
#

yeah, maybe. Obviously we'll find out soon, but seems strange. People have mentioned the dead things in the bottom left but hadn't seen anyone talk about the rest.

tardy quarry
hybrid briar
#

or maybe it's a still frame of something mid-attack from underground

tropic basin
late sentinel
#

TIL!

#

that makes sense though

hybrid briar
#

well now you're making me wonder how much of a difference there is between night and day on pluto

tardy quarry
#

I’m thinking if this is a late game thruster which u can place anywhere on the space platform. It looks like a tall building and with cleaner exhaust

late sentinel
#

if this is accurate this looks how I imagine

late sentinel
#

but uppon closer inspection, no

#

that may be an aquilo thing

hybrid briar
#

I thought it was some sort of drill, like maybe through the ice on aquilo

tardy quarry
#

it is probably a space platform building as its next to asteroid catcher and thrusters

hybrid briar
#

ah, a drill for asteroids trianglepupper

tardy quarry
#

my money is on ion thruster

late sentinel
#

what are those weird bullets?

#

blue blue?

tardy quarry
#

the base doesn’t look like a turret, more like a fixture to the platform floor

late sentinel
#

are they maybe antimatter related?

stray wharf
hybrid briar
#

blue shells? probably upgraded tank rounds of some description

tropic basin
fossil hawk
tardy quarry
hybrid briar
#

they didn't want to go the impulse drive star trek style with tractor beams though

tardy quarry
#

does not look like rotating parts

hybrid briar
#

it looks like it's emitting lightning

#

the rotation could be in between the lower and upper sphere

fossil hawk
late sentinel
#

why did you guys put tech icons on the belts :/

#

I mean there were for sure real items to show off

tardy quarry
fossil hawk
#

It's a tech icon of an entity that's a turret or a thruster?

stray wharf
late sentinel
#

pov: you are JG, earendel just sent you 'concept art' and said get to work

tardy quarry
#

and they could have less thrust force than the conventional thrust, with advantage of can be placed anywhere

stray wharf
tropic basin
fossil hawk
#

Sure but honestly think rule of cool applies here. It looks like a thruster, it probably isn't drawn to be realistic just look advanced

late sentinel
#

i think it's not a thruster

fossil hawk
#

Fair chance. But looking at it right next to the chemical engine, it has similarities. Thought it was a turret initially but less sold on that now; plasma cutter/miner seems more plausible than turret.

tardy quarry
#

yeah I also thought its a turret as a first impression, but more I look at it the more I think its like an ion emitter

late sentinel
#

yeah

#

I think we don't know

tardy quarry
#

initially I thought it would be pointless to have a thruster mk2, but things are different if:

  1. the new thruster is a tall building, so it doesn’t need to be at the platform rear, and perhaps u can have multiple rows of them if the exhaust is light.
  2. they consume power instead of fuel, which increases water consumption (assuming nuclear) free up iron and carbon consumption for ammo production.
tropic basin
#
  1. is difficult to translate into the game, but
  2. absolutely makes sense
tardy quarry
#

oh! and maybe ion stream need copper

#

so it would be copper + power

weary widget
#

another strange item from the steam pics

late sentinel
#

what's that thing below the pipe?!

#

I think the belt is lds

weary widget
#

full pic it came from

misty falcon
#

We have no idea, but it's next to the pad

late sentinel
#

that's LDS for sure, but that thing under the pipe is weird

#

next to, but not clearly connected by any means

misty falcon
#

I also find it interesting the capsule animation falls to a container rather than the hub, but that may be just graphics for things to look nice

weary widget
#

not sure if I'm seeing things that aren't there, but it almost looks like arms and legs on that thing

#

it looks like some kind of robot

misty falcon
#

Maybe it's a dock for a robot

late sentinel
#

that's kinda how it looks

#

looks like a combat robot deployer thing of sorts

misty falcon
#

Why next to pad? Or just as a leak

weary widget
#

it might be to counter some new kind of enemy

crystal dune
#

Whatever it is, I think it has the landing pad item icon inside it

misty falcon
#

Ohh it's a circuit monitor?

#

Not circuit though

tardy quarry
weary widget
#

I'd assume something with that important of a role would have a larger more impressive looking structure

#

its almost as if its deliberately meant not to draw too much attention to it if you spam 30 of them down somewhere

crystal dune
#

Forum user caught this

#

It seems to indicate that cargo bays on the ground can actually be accessed by inserters

misty falcon
#

hmm... we know that on the platform they can't be... but seems like on the ground they can?

#

Would completely solve the throughput issue some people raised

#

Would be interesting if inserters can only pull items out

crystal dune
#

That’s pretty much a requirement

#

Otherwise this would lead to some really bad unintended shenanigans

misty falcon
#

exactly 😄

#

Good catch

tardy quarry
#

just noticed that the lid opens when capsule lands

crystal dune
#

Oh that’s cute

leaden socket
viscid ferry
#

Also interesting that the cargo bays receive capsules themselves

crystal dune
#

Tbf it was already infinite via bots

viscid ferry
#

true

viscid ferry
misty falcon
stray wharf
misty falcon
#

yea that's a weird one. I speculating it's linear with the amount of cargo bays

stray wharf
# misty falcon yea that's a weird one. I speculating it's linear with the amount of cargo bays

It's interesting in that it adds a throughput limit, but one that it gives you the tools to solve. Similar to how one landing pad had an output throughput limit based on the space around it and bot limitations, but now that you can output from the bays directly, the limit is under your control.

I'm curious as to how it works though. Does each bay have its own cargo types? Or are they just all pulling from the same storage space?

misty falcon
#

See me building cargo-bay city blocks

#

(I won't, but it's possible)

hybrid briar
#

elevated rail probably can't cross the cargo pads though can they?

#

and it's not like there are two different types of cargo pad, one that allows landing and one that doesn't

stray wharf
#

That would be an interesting limitation. You have this block that's expanding in order to get more throughput, but you can't expand past your rails.

crystal dune
#

You could just leave occasional holes in the blob

#

And put the supports there

stray wharf
#

That wouldn't work; if the cargo bays are considered "tall", you can't put elevated rails over them at all. And bays must be connected to the landing pad or to other bays connected to the landing pad (recursively).

crystal dune
#

Oh, I didn’t know that first part

hybrid briar
#

probably best to main [train] bus I/O it so you don't box it in

misty falcon
#

Almost certain they are tall

#

Because of the dropped capsules

ripe gyroBOT
#

The expansion will release in 1716590.0 light-megamiles

#

The expansion will release in 1236.9 galactic picoyears

narrow vale
#

Breh

wanton igloo
#

Huge success

late sentinel
#

@vital jetty the bot is correct though :)

ripe gyroBOT
#

The expansion will release in 7.606 fortnights

wanton igloo
#

This might actually be the most useful unit lol

late sentinel
#

7.606 fortnights might even be too readable.

ripe gyroBOT
#

The expansion will release in 15334506.7 inserter swings

late sentinel
#

probably my favorite one

wanton igloo
late sentinel
#

thanks for making this speckled :) I didn’t think I would get to see ‘my idea’ made so soon

ripe gyroBOT
#

The expansion will release in 25.9 express belt map traversals

late sentinel
#

that’s an interesting one. I thought the map was a lot bigger than that. You sure of this one?

wanton igloo
#

An express belt moves at 5.625 tiles/second, so to traverse the 2 million tile map it takes 355555 seconds. There are about 9158000 seconds to go until release, 9158000/355555 = 25.75

#

That's 4 days 2 hours 45 minutes 55 seconds to traverse the map by express belt

#

+faq expansion || has a countdown

ripe gyroBOT
#
Expansion

Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.

The expansion will release October 21st 2024 (<t:1729504800:R>), for a price of $35.00. For more details, see FFF 418

wanton igloo
#

Actually that gave me an idea... Just a moment

#

+faq expansion| || @vital jetty Better?

ripe gyroBOT
#
Expansion

Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.

The expansion will release October 21st 2024 (<t:1729504800:R>), for a price of $35.00. For more details, see FFF 418

Countdown: 106 days until release

late sentinel
#

What’s different

wanton igloo
#

Expansion countdown

#

Calculated and tacked onto the FAQ entry when the command is used, so it's always up to date

late sentinel
#

I see it

#

Why not embed that on the date?

#

I think discord date formatting lets you do days

wanton igloo
#

I've actually removed the timestamp from the FAQ itself

#

+faq expansion

ripe gyroBOT
#
Expansion

Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.

The expansion will release October 21st 2024, for a price of $35.00. For more details, see FFF 418

Countdown: 106 days until release

wanton igloo
late sentinel
#

That answer sucks

wanton igloo
#

<t:1722213360:R> <t:1722990960:R> <t:1725064560:R>

tropic basin
#

what atrocious format is that? leading zero for the seconds, no leading zero for the hours? spooky_ghost

tardy quarry
#

I need a bot for Spoil Age

wanton igloo
late sentinel
#

Every item spoils.

tardy quarry
#

I wonder what happens when an item spoils in construction bots cargo

late sentinel
#

I almost bet they haven't thought of that yet.

tardy quarry
#

also what happens when a spoilable item being queued for handcrafting

late sentinel
#

only the modding api will know

ripe gyroBOT
#

The expansion will release in 1706077.7 light-megamiles

viscid ferry
#

I don't know if this has been noticed before, but the teaser enemy and the brain plants we saw look a lot alike:

#

The enemy doesn't look like it would "stomp" though

crystal dune
#

Stompers eat red fruit, expansionbrains eat brain fruit

wanton igloo
#

I would not be surprised if expansionbrain looks very different in the final result

#

It really feels like a Gleba thing, and we know Gleba has had some massive changes during development

crystal dune
#

But if it looks like Gleba now, and Gleba looked different then, then at that time it wouldn't have looked like Gleba

#

Honestly the brain guy to me is a clean 50/50 between a Gleba enemy that eats brainfruit and an Aquilo enemy that lives in the ocean beneath the icy crust

misty falcon
#

Speculation/hope, because there are so many of these questions on reddit:

  • A better indication when "cannot connect system with different fluids"
  • More leniency for pumps for fluid wagons
  • A helper for "No path" i.e. something that shows if there's a blockage because of signals
  • Better indication when an inserter stops when there's "enough" items in target
tropic basin
misty falcon
#

Building items can spoil if you set them to

tropic basin
#

Construction bots job changes from construction something to desposing of spoilage, as if it had emptied a buildings inventory for deconstruction.
Another bot gets the original construction job assigned (or the same bot, with the improved algorithm)

leaden socket
#

I think these mods can appear very soon after SA is released

#

Maybe we will see multiple versions of "All items spoil" on day 1

olive seal
#

I've also just seen the water drops on it for the first time, so maybe it is on Gleba trianglepupper

crystal dune
#

It was originally a jungle planet with 12 growable plants instead of 2

cobalt blaze
#

oh oops, I was thinking of the ice planet. yeah I remember now

crystal dune
#

And it was named Bacchus trianglepupper

tropic basin
#

*Bwuhuo

wild sluice
tardy quarry
#

pipes can also spoil into pipes

wet cosmos
#

a bit far fetched and only maybe fits the topic but I've wondered what will be after 2.0, (ofc a break) but in long terms if they will stay at the style of making optional extensions like we have with elevated rails / space age

crystal dune
#

Probably only if they get really good ideas

#

Keep in mind that space was always part of the vision of the game, they wanted to implement it in 1.0 but realized it would be too much work and left it for later

#

So it's not like they went "Ok we're done with factorio let's give it an expansion"

stray wharf
#

They already have a list of tasks for a 2.1 that couldn't make the 2.0 launch window.

tropic basin
#

yeah, such as a fluid overhaul trianglepupper

cobalt blaze
#

they will disband and return the money to the shareholders

errant crest
# wet cosmos a bit far fetched and only maybe fits the topic but I've wondered what will be a...

time travel expansion - explore fulgora before it became barren desert, steal technology from future sentient funguses from gleba
colony builder expansion - invite engineer of all kinds, species and timelines to your colonies, provide them with food and shelter - and they will boost your factories to unprecedented heights
Realm of Chaos expansion - assemble your space platforms fleet to invade warped and twisted Empyrean, cleave through hordes of demons to claim The Throne of Skulls, what was always rightfully yours

wet cosmos
wet cosmos
# errant crest time travel expansion - explore <:fulgora:1208019837889286174> before it became ...

finding enough archeological clues to reconstruct things or just other ancient technology stuff would be cool,
or yea if new/other planets finding remnants of fellow engineers or even them themself would be cool but finding live ones seems a bit weird as u cant expect it really to have an ai capable of building a good base, meanwhile small task like mine ore would be dissapointing
love the last idea also making a base to support an invasion on another empire, just like an expansion creep

wet cosmos
stray wharf
late sentinel
#

raiguard mentioned that?

#

I haven't seen that, but I have seen others mention it. Mind linking?

crystal dune
#

Nauvis good future and bad future

#

Except in this game, industry winning is the good future

serene sage
#

another reason turret type matters: some enemies will be able to outrun some types of ammo

tropic basin
#

I don't think so. Laser and Projectile damage is instant, so enemies outrunning them means outrunning the turret turn speed. Which is probably the same for all turrets and crazy fast.

serene sage
#

but rocket, flamethrower, and hypothetical shell turrets aren't instant.

#

also that was in response to the above Sonic the Hedgehog reference

tropic basin
#

rockets are homing, so they may not hit instantly, but they are going to hit

serene sage
#

assuming the target moves slower than a rocket

tropic basin
#

flamethrower is not designed to hit the target

#

I hope they do. Rockets not being able to hit their target would be a problem 😅

serene sage
#

sure. but I was responding to CiberCider's Sonic the Hedgehog reference, implying the possibility of Sonic being an enemy in the expansion, and how to circumvent the speed he is known for

tropic basin
#

yeah, I didn't get the reference because I didn't watch the movie. Was looking for it after you mentioned it, but ..

serene sage
#

I haven't seen the movie either. "Factorio CD" is a reference to the video game Sonic CD, which presumably involves time travel and an industrialized Bad Future.

tropic basin
#

not aware of that either 😆

serene sage
#

entirely fair

plain ermine
#

the dankest timeline

sand saddle
#

maybe frenemies

quiet marsh
#

I hope it's Gleba part 3, we largely only got details on spoilage in the last one without letting us know what benefits we actually get for going to Gleba

tardy quarry
#

Gleba most likely has rocket turrets

#

also we don’t know what are the Vulcanus and Fulgora planetary science unlocks

#

those will be planet part3

#

and probably won’t be revealed this week

crystal dune
#

Wow, when we get to 10 fffs left, we will be able to realistically start expecting planet part 3s…

#

Crazy to think about

viscid ferry
#

I feel like i've already seen a full expansion's worth but we still have to see Aquilo aswell

crystal dune
#

And the win condition and endgame science

tardy quarry
#

I can only imagine a stationary platform in Aquilo orbit for win conditions and the post endgame science

crystal dune
#

My prediction is that it will be quite similar to the 1.1 win condition

#

Except in 1.1 you leave the planet, while in SA you will leave the solar system

tawny snow
#

maybe orbital assembly of a mothership?

quiet marsh
tardy quarry
#

Gleba may just have no rewards from just trigger tech

#

apparently there’s a lot more new toys to be revealed so I don’t mind to wait a bit more

shrewd citrus
#

we're definitely planting trees and fermenting apples

tropic basin
#

uh, Cider!

#

not using Nauvis recipes != being useless outside Bwuhuo

dreamy eagle
#

I don't understand where the claim "biochamber is useless outside Gleba" comes from. That was not the statement Wube made, unless I've missed a dev comment somewhere.

#

Also, we know less about Gleba than we know about Vulcanus and Fulgora, due to the fleshy part of Gleba being still in the dark (for us)

tropic basin
#

projecting ideas and jumping to conclusions

#

lots of people thought exclusive recipes means "unlocked on that planet" rather than "exclusive to that planet"

dreamy eagle
#

That as well. I kinda like that as well that the green belts have to be made on Vulcanus for example

tropic basin
#

me too

#

But I don't think I'll like manually squeezing stuff between cliffs.
I hope printing down blueprints is still viable between bots and unlocking landfill++

crystal dune
crystal dune
#

Because the foundry has its own recipes too

leaden socket
#

I think adding predictive aiming to flamers will cause problems, either it's too UPS intensive, or so stupid that they hit friendly stuctures protected behind walls

crystal dune
#

I predict biter dating simulator reveal this week boskid_think

plain ermine
leaden socket
#

The biter already knows where it's going, just let the flamer read that

hybrid briar
#

the biter knows where it is? >_>

it is sad that the predictive aiming caused too much grief to leave enabled

agile river
#

the biter knows where it is because it knows where it isnt

tropic basin
#

There was predictive aiming? (I'm sort of new here, only started with 1.1)

#

technical term is deflection shooting

leaden socket
#

Current laser and gun turrets are both instant, so none have predictive aiming

#

Biter worms do have predictive aiming, but a player can easily dodge that

tropic basin
leaden socket
#

What's deflection shooting?

tropic basin
leaden socket
#

Oh I see

tropic basin
#

Pretty sure it would decrease effectiveness of Flamers.

#

Biters aren't moving in straight paths. Unlike Rickon Stark.

timid crescent
#

My initial thoughts are that it's a new entity that acts as a sort of "waypoint" for spidertrons.

#

You could then place them along a wall, set up interrupts with multiple stops, and have spiders periodically patrol your walls and repair them.

#

Assuming this, it would be a decent candidate for "interrupt in interrupt" as you would need to send a spidertron to resupply depending on how you have it set up.

#

This could all be wrong though, drawing a lot of conclusions from a single entity in one screenshot

mint berry
#

Cool theory and it does not sound too crazy

dreamy eagle
#

Oh so the small image looks like the placeholder landing pad?

timid crescent
#

Yes, my though is that it's an icon/signal/item used to identify the "waypoint"

#

In this case they chose the landing pad as the identifier because it's next to the landing pad.

#

It's possible this is completely wrong and it means something completely different, and I'm interested in hearing what other people think it could be

dreamy eagle
#

At least to me, it being a waypoint sounds probable

#

Another option would be some sort of logibot importance area. Since the landing pad is logibot accessible. It could "force" some part of the logibot population to remain in the vicinity.
I do not think this option is likely though

tropic basin
#

Don't have time to look it up, but the Spidertron remote got renamed to RTS tool, no?
I think there were hints about more than improved usability.
Something like physicl waypoints sounds very plausible to me.

timid crescent
#

Yes, it is the RTS tool. It does make specific mentions to spidertrons in the tooltip however.

timid crescent
stray wharf
#

Physical waypoints sound suspiciously like train stops to me. Also, the icon itself doesn't appear to be a Spidertron. So if this is a waypoint, it may not be limited to just being for Spidertrons.

Perhaps there are different kinds of such points with different meanings. This one means "load from landing pad".

timid crescent
#

The icon appears to be a landing pad item/signal

#

I suspect you can change it somehow.

#

I find spidertron waypoints somewhat compelling as well as it gives your expensive mobile buddies something to do when you're not manually directing them

#

Which would be most of the time as you can realistically only direct one planet at a time

tardy quarry
timid crescent
#

Yeah it probably would, I was a little eager to find a connection where it would be useful.

leaden socket
#

If they can steal data from the biter pathing algorithm, then they can avoid this problem

tropic basin
#

You can't just ask your enemy for intel.

#

Well, you can, but won't get an answer.

#

would also be suboptimal if biters repath, which can happen a lot, no?

leaden socket
#

Yes they can repath a lot

tropic basin
#

quick way to set everything on fire, including your CPU trianglepupper

misty falcon
#

So....... what's tmrw?

misty falcon
stray wharf