#Speculations
1 messages · Page 4 of 1
fair
the idea of seasons I think comes after that though
It's more of a taxiconomy idea of the FFFs
IE we are just classifying them into good groups
Nah seasons make sense.
S1: FFF#001 - 365
Specials: FFF#366 - 372
S2: FFF#373 - present

one thing for sure is that we’re in SA season now 
there have been a few months that would make me doubt that 
I think we're getting back into the swing of things
its not like release is THAT far away
I'm sure last week's FFF has you convinced of that.
just the fact its 4 months left according to the #1 guy behind wube, the content is going to be revealed sooner than later
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
can't wait for august when the game comes out
if the thumbnail was cryptically suggesting a possible date that could be another hint
though I think if that's the intent it would be a date range
but, still, could be misdirection
what are the numbers? 10, 20, 24, 27?
can't make that a date range, only one of the numbers could be a month
depending on endianneness and vertical/horizontal
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
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.
maybe, maybe not. I'm just saying it fits in with what he directly said
That's why you are not
It's more than not trolling or not misdirecting us. The release date is really sensible information. You don't mess around with such things.
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.
people underestimate the potential propagation of their words all the time
I think this Discord server does a pretty good job of reminding the devs about that :)
one big piranha tank :P
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.
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
🦈
What's speculated for this Friday? Project Waifu?
I wonder if Raiguard has a highlighter on "Project Waifu" 😄
you said 'raiguard' anyways so
Oh he popped in 😄
as mr kid says, it is opt in / opt out
Yea, I always avoid pinging manager-trainee unless it's something I actually want to ask
I think it's also possible to ignore users via the bot
I don't want them to ignore me 😦
he may have me on ignored then, he said to not avoid saying his name, so I have not avoided it.
eh? that just means not dancing around it I'd expect
sometimes people try to be less rude by avoiding referring to someone by name but that's actually more underhanded
most of the time I say his name it is not even a question
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.
@hybrid briar check this out
yeah I saw it lol
That was last weeks tho, did we get a new one for this week yet?
this week is raiguard's FFF.
yeah but I mean has JG provided a pre-release emoji transcript?
As to my knowledge I havent
Can't confirm anything in this economy lol
JG can u prepare a post-release emoji transcript?

No

says no, posts fluid slurping anyway

Who had fluids on their board?
#friday-facts message this madman
I mean, does it count if I've been consistently believing in a fluid overhaul for the past 6+ months?
No 
@cobalt blaze I predict this will be #2 to quality on your chart
lol
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?
oh right we havent heard about enemies/ai things yet theres likely gonna be smth
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
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
At this stage, they might even give us a calculator. Almost everything they said that won't happen so far happened.
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
Also swimming, even though they specifically said "no swimming"
nothing like a refreshing dip in the oil lakes of fulgora
Fulgora lakes are shallow
harder to drown that way
Hell, Aquilo might give us a water vehicle
boatorio
finally, buoyancy operated aquatic transport
Oh buoy!
To be completely fair to WUBE, they probably meant it when they said it. It's just that sometimes, people at WUBE just... do things.
Belt stacking is stupid... until someone just made it work one day.
No fluid rework... oh, here's this mysterious commit.
Beacons aren't changing... hey, we have some code that can change beacons.
"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"
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 
Rai said he wants to add a matrix solver for rate calculator, to make it much more useful. I doubt it will happen, but then again - fluid rework.
now I wonder if we can adjust pump feed rate
The question is what exactly even is pump feed rate
I suppose they just always request 12k/t?
12k/s?
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
it earned the #5 spot
- Quality
- Spoils to Agriculture
- Putting things on top of other things
- Trash to Treasure
- Fluids 2.0
I guess u can just read a tank and enable pump when buffer is high enough
so far right?
IE the others count the whole week right?
no, these are just the day of the annoucement
Hmm. I'm surprised it was so low.
its pretty close. 2-5 all are all between 5k and 5.8k
#7 (Train control improvements) is all the way down at 4k
Much more normal than I expected. What was quality?
Quality is a real standout in the world of 5ks
Do you think the #space-age effect explains any of this?
I don't actually see much discussion in there for this one.
i've considered tracking both channels
only 500 or so messages in ther today though, its not a big factor
On Spoils to agriculture day it had 1.8k messages
Quality was both the first major feature that was announced and has nontrivial effects for factory designs.
The spoilage mechanic behaves a lot more tame than quality.
most importantly, quality had silly names that everyone hated
I can't figure out how to add silly names to new fluid system
Do not drink the silly water
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"
full fluid systems therefore have full hunger, not wanting anymore fluid
that's indeed silly 
But the players don't see those names during the gameplay and even if they do they just ignore those
Yeah- seems contrived
very cool, the top 5 are indeed pretty close (minus quality)
might need to pulse it with circuits
But I still want pumps to be adjustable
But you can probably add silly names to spoilage system
second part this friday
or
part 3
I'd say something related to massive amounts of fluid, since fluid 2.0 was last week.
might have several liquids - different colored ponds looks like something to pump
more benefits for going to
would certainly be nice. we definitely got left hanging with that one
I predict something small. Maybe a precursor to enemies
If we want to predict "release date FFF" for a couple weeks in a row, we should start with it now 
but I do hope to see more benefits from 
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
and I think we’re not close enough yet
perhaps after the Aquilo reveal we will be in the hype zone
agreed, might be another month or two before its nonstop content
Forget content, let's try to predict the qol features 
A better blueprint editor
your guess is as good as mine lol
The only thing left to heavily optimize is train pathing
ehh
Beating A* is very difficult
the only thing I could think of is pre-calculating and storing every route when a new station/signal gets placed.
So pathing gets O(1) but save game becomes O(n^2)
You can do some reading here:
https://stackoverflow.com/questions/9511118/is-a-the-best-pathfinding-algorithm
and https://en.wikipedia.org/wiki/A*_search_algorithm
It is generally said that A* is the best algorithm to solve pathfinding problems.
Is there any situation when A* is not the best algorithm to find solution?
How good is A* compared to BFS, DFS,...
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...
if you move from finding the best path to good enough path - it's quite easy and noticeably faster
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.
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.
Hmm... Didn't expect the hitbox check to be the most expensive since it should be O(1).
Rotated hitboxes get harder
And O(1) is still expensive if you do a ton of it :P
This is also why orthogonal rails are more efficient than diagonal rails, and why placing rails over ore is bad for UPS
1: non-rotating fluid boxes and 2: collision checks with ores
Maybe porting the Code to C if Lua has an API for it will help performance
hitbox check
Those are done by the engine
The only Lua code being ran during gameplay is mod code, at least in Freeplay
I see. Don't know all that much about Factorio's backend
So the hitbox check has to account for players, stuck trains, biters and not correctly signalled intersections
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
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.
If a train enters an enabled segment the train checks its collision every tick
else it doesn't
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.
enhanced alt mode, right click the alt button to open the UI to configure which details are always on/off and which details are toggled by alt key
or let it have its own section in the option menu
One thing I would specifically like to see from that is an option to constantly see rail blocks regardless of what I'm holding
Though maybe that's just because I've been making train blueprints for a while now
+1, and on that note, constantly seeing roboport network range would be nice too when building stuff with your personal roboports
I've adopted the habit of holding a decon planner whenever I'm building out huge solar arrays just to see my coverage
I’ve used to use radar view to see the bot range
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
I guess we will be mostly using remote view in SA
I wonder what will be tomorrow
Fluids 3.0
Pain
wow we're getting bread in factorio
alt mode 2.0
Is that another acronym?
pBiter aDating iSimulator n
People Always Icomplain Nomatterwhatwedowithfluids
Players Always Irritated Nevertheless
Poor raiguard getting so much flack as people spend a whole week trying to reinvent the broken wheel we used to have
The new system is mildly overpowered but I'll take it over what we had before
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.
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
Fluid simulations are the kind of thing that you would write a PhD thesis for.
Gotta save something for ambitious post 2.0 or 3.0 features
It was the right call to fight the inertia and cull the non-sacred sick cow
There's plenty of ways we can provide constructive feedback, and suggestions for features in development
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
so we don't know what the hell we're talking about and gotta trust the devs have considered a considerable number of solutions
I'm excited for finally hearing about combat/enemies, or the treasures gleba has to incentivise us going there
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.
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.
Train collision optimization
Train stations and the wagon will also create buffers; suppose you have 1 wagon + 1 tank on each station, that's 75k fluids = 750 underground pipes = 3750 tiles, which is quite long
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.
I agree putting pipe bus into rail grid BP will cause some problems. This might need some thought to deal with...
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.
For mega scale, when a single 1-1 train for molten metal is not enough, it's certainly time for a fluid bus.
At end-game productivity, one wagon of molten iron is enough to make 62,500 plates. That's enough plates to make 171,875 green circuits (with the EMP). So for every 1 fluid wagon, you can create over 21 cargo wagons of green circuits.
I think 1-1 trains of molten iron are going to be fine for a long time 😉
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.
What does this even mean
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.
I don't see why it will require a lot of buffering though.
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.

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.
doesn’t matter that much for me. if each pipe needs 100 fluids for infinite throughput, I would like to pay.
Pumps may be faster than other sources, but metering still happens to their throughput.
Calculate how many pipes of fluid fits in a fluid wagon.
I think it’s 250, which is quite a few pipes already.
i don’t really see this ‘buffering problem’ being a big deal
It’s a big enough deal that you should avoid tanks, but not a big enough one to use trains instead
Considering how few trains you'll save by doing this, I'd rather use that space for less train-dense materials, like petrol.
Speculations for tmrw?
The creative process behind the long awaited plastic bar resprite
My goal is not to save trains, though.
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?
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)
Impractical or not, you forget that the omnipipe is awesome
I don't forget
I think you are imagining a train-based base, but many bases only use trains for ores. In those bases it makes a ton of sense to have a fluid distributor for plates.
Their alternative is tons of plate belts
for these bases throwing down an iron pipe along their bus is an insanely large upgrade for very minimal cost.
Depends if you consider the need to put foundries everywhere a 'minimal cost'
So you would have trains going to the mines carrying calcite?
That seems to be at least a possibility
thats my plan but having a centralized location for it as the mines get further out
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
I’m doing that in either case!
I've posted this a few times before, but it minimizes train traffic around your base w/ ores
I prefer not to traffic in ores. Since I use block-based designs, I just make plate locally at the mine itself. In SA, I'll be making molten metal instead.
yeah comparing its density to raw ore, its a no brainer
Also viable, I wish we knew the ratio of BMD to foundry better.
If the ratio is close, I see no reason to do it your way.
provided you're only moving calcite/liquid metal longer distances, thats a good choice as well
The benefit of yours is not having to rebuild the processing part
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
That’s a benefit I forgot to consider!
Mine is certainly better if you have no limits on cost
Which is a much more realistic expectation in 2.0 than in SA
yeah yours is better suited later endgame/postgame
at some point (assuming your objective is to go big) your focus shifts from cost to optimization
yes, but I didn’t consider that yours was better for anything but avoiding rebuilding
Wrong channel for this conversation?
sure I'll move to SA and paste my response
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.
While that may be, we realized that those white squares seem to be hand-drawn. They're of different sizes, and some of the rectangles are rounded. They look like they were drawn to cover something up.
What and why is unclear.
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
Just seems to be a quirk of the map and/or the way they take the screenshots
The pixel coordinates wouldn't always scale perfectly to the entity positions and sizes.
Fluid Mechanics was my favourite module while studying mathematics. I was going to take the advanced module the following year, but everyone from the year above said it was impossibly difficult and scared me off...
Looking back, I definitely should have taken it - not that I used any of that in my current job 🤣
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?
a network-wide io limit
A nice and simple idea, how could it be communicated to a player?
Probably through the pipe/network UI, where you flush contents
Interestingly that idea is still the same performance complexity
I guess the question then is what a reasonable I/O limit is, and if/how pumps should interact with this limit
I worry it would have very unintuitive results on the top end of throughput though.
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?
Big network = Big buffer = Need pumps to split into sections. Good enough for me
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.
If there was some limit on a single fluid segment's throughput, it would probably be separate limits for inputs and outputs. That is, it could be 3000 fluid in, 3000 fluid out. So if you've capped the input limit, it doesn't affect the output limit.
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.
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.
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.
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.
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.
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.
You'd need to run the parallel pipe and split the network
Whether that's desirable gameplay or not I can't be sure.
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?
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.
The new one seems great and I think the trade-offs chosen were the right ones.
Having a hard cap per segment feels like too blunt of a solution.
I think a cap would work better if there were multiple tiers of pipes with increasing limits, but that just hides the issue imo.
Pipes of different tiers would probably not be able to connect to each other under this system
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.
Do remember that the limit is per machine.
With pre-rocket vanilla stuff, you're unlikely to need even 10% fullness
We're talking about a hypothetical where there is a limit per segment
Ah I see... but then we're just back to 1.1
Not quite, you'd get similar behaviours when you reach that limit, but it would be demonstrably easier to troubleshoot
Probably not that fun thought, in my opinion
^
Initial point of topic
The idea of the new algorithm is to be boring. Spicing it up kinda goes against why it exists.
You can do some minor changes such as buffing pumps pumping from tanks, but nothing like IO limits.
iirc Raiguard said that a single machine in the FFF builds does 3250 fluid/s or something.
I agree, however there's possible room for some level of complexity to make it more interesting.
The possibility does seem to shrink the more it is discussed though haha
actually 6300 /s
#friday-facts message
That's the whole setup, not a single machine
I can't read
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.
Needing a different pipe for each plant/output is interesting in isolation, but a slog when required across all (late game) setups
Yup. Exactly the reason the new algorithm is what it is.
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.
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.
what if trains are buffed to have higher capacity 
Any guesses on what today's FFF will be about?
Devs are not allowed to guess because that's cheating.
I'd say something which requires the new fluid throughput
Cooking mini-games in the squishy jungle! Sounds interesting. It could be used to befriend the natives.
Arguably devs are not allowed to post in this channel as they cannot speculate :P
So anything they say would be off topic...
They can speculate on what we'll write
I bet yall won't write that todays FFF is going to be about belts
Last week we had a fluid rework... maybe today it's a belt and inserter rework? 
todays FFF is going to be about belts

I could see inventories being reworked to make inserter logic faster
next level meta gaming. This is what I come here for.
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
You fool, you fell right into his trap. Now your guess is sure to be wrong!
tbh giving the player more inventory slots makes sense, and another tier of Toolbelt research is a reasonable way to do that
i've suggested something like this before, but apparently chests are actually fairly well optimized and hard to speed up because of hardware aspects
TL;DR A discussion on UPS on Reddit suggested that inserters -> chests are a performance bottleneck in Megabases. The only thing I'd mention is that if yo…
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
Might also be a teaser for a combat fff
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
technical fff?
We saw some belts
Aquilo and endgame science pack colours leaked 
a million SPM - without Clusterio ... wtf
I predict relase date FFF for next week 
Why would you predict something so unpredictable 
Speculation: End game science is a rubber duck.
other game sub-systems
Dark blue/navy and black!
Rocket Silo, Landing Pad, Space Platform tiles,
,
and everything else you can build on it.
"spacefill"
void fill
"This void here has nothing in it! And I took that personally."
good catch
so dark blue and black
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.
I predict...
uh...
AI tanks/vehicles?
Or...
Steam Locomotives.
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
previews/hints of other future and upcoming features and content
That has been the program for months. The boss is here to talk business.
I mean to a larger extent, not very vague one liners and stuff
kovarex comes with the goods
We could try to predict the release date.
I'm guessing the 11th October.
I'm guessing July 5th.
22nd Oct
~11th oct would be my guess
I'd be surprised if they did a friday release but then again they do have good test systems sooo
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
At most 2 months from the release date FFF.
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.
The release date will be announced in next weeks FFF, according to this wekks FFF.
Yes, and my prediction for the release date is "at most 2 months from the release date FFF".
Hmm. Could be 3 if Wube has their summer vacations before launch
At least I think they'll have their summer vacations
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
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 
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
The post-endgame pack will only be shown like 2 weeks after release I'd think
There's no point to revealing things after release.
They might talk about design decisions they took in making the end-game stuff, but it wouldn't be framed as a "reveal".
everything will probably be in the factorio wiki the day of the release
there’s nothing left to reveal after release
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)
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
FPedia must have a toggle for researched and unresearched
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
what changes do you want in it?
There's always things I would like to do... and then what I can actually accomplish in a limited amount of time. 😅
control + f "pipe-to-ground" "underground-pipe" <enter>
Lol
as funny as it is I am not actually joking :P
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
like saving the quick bars and view location?
having an inline build and test area while your game runs is really nice
The existence of “pipe to ground” implies the existence of “pipe from ground”…
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.
I speculate that I will enjoy 2.0 and the dlc at release.
Next week we get a release date is the week after.
This will not happen but i cna dream.
It be perfect timing for me if that was the case
Lots of things I want to do this fall.
I'd prefer to be outside this summer, but I want it now.
It's kind of packed, but releasing it in the summer time I can no life it.
I predict...
Uh...
U h...
S h i p p e.
What does that even mean
🚀
how did you know
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.
Teaser maybe
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.
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+
I be just happy with early access released the second the announcement comes out 😉 Nothing big.
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
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
2 people think it will be out in july lets gooo
Why would anyone want it in oct 😉
what do you mean?
2 people want it in oct
So if it comes out early we delay their ability to play till oct 😉
What does 🇴 mean? Today?
no clue why someone voted 0 lol
Spage actually came out yesterday we were all too busy speculating the release date to notice
Unfortunate 😔
sabotaging the survey 
survey asks when we think the release is, not when we want the release to happen.
The obvious answer to the latter question is "now".
Can't recommend Spage. I found the dating simulation quite dissapointing .
sometimes reasonable expectations of reality get confused with desires and vise versa
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 😉
The estimation a year ago was "around August". In the interview he said "October at the latest". Neither statement is a fixed date.
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)"
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.
When we know the release date and the amount of FFF's left, we can speculate even harder
I still think they’ll not hide any major part of SA (enemies or Aquilo) before release
I mean it’s not like the fffs we see are showing EVERYTHING
Next one will give the release date. Just a hunch.
How could you predict such an outrageous claim
Are you replying with that one line to all instances of that same joke? 
I mean klonan pretty much confirmed that there will be a part 3 fff for each planet at some point
Yes, and I expect them to be clumped together before release.
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.
now the question is- will part 3 become before or after aquilo announcement
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 
I'd say before Aquilo, but I was assuming no Aquilo FFF(s). If we get those as well, that would push the earliest possible release back 2-3 weeks.
I really like the idea of leaving some stuff out until release, and it makes more sense to leave out a bit of everything (e.g. a whole planet) as opposed to everything in a narrow subject (enemies come to mind, probably in the planet part 3 fffs). So by that logic we're probably getting the part 3 fffs before aquilo
I speculate they will do "part 1" of Aquilo, but not part (or after release), and don't talk about the post-endgame pack
When we know the release date we know the numbers of upcoming fff, hope we see some enemies too 😎
You convinced me that I want a peak into the world of Aquilo.
Still don't want to know what we're going to discover there though.
don't worry, I'm sure Wube will do that 2nd part for you lol
noooo!
Here's hoping we get a new lab that can make it easier to send 12 belts to/from
~12 different science packs
I mean, it makes sense, a 3-4 module lab... but will it be interesting to play with?
Sushi-ing belts is easier than before. So you kinda got that.
I would say so. if you're stuck using the same 3x3 lab, feeding it all 12 science packs and dealing with
, there will be 1-2 "right ways" that everyone will do and that will be that. with something a little larger, you have more design creativity
Also you'd want 
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
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
plus i think the lab could use at least a makeover, it's probably the oldest building in factorio
yeah and with the beacon rework, with 16 or whatever around a bigger lab, you'll only be benefiting from some crazy expensive
setup anyway
I have seen boskids 8 beacon lab that handles spoilage, I don't think there's any wiggle room left. (other than sushi and not using beacons ofc)
yea it seems like a lot to ask for a new player outside of just throw bots at it
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.
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.
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
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.
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.
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.
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.
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.
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.
people arguing over how to deliver science to labs with belts
bot users looking here like 
I might end up using both heh
"finally the one use case bots have left!"
belts for half of them, bots for the other half, what could go wrong
"them" being the packs, to be clear
direct insertion from trains
nothing could go wrong, but it just kinda doesn't make much sense
not a terrible idea in all fairness, if you don't feel like weaving belts to accommodate all 12 of them (plus purging
)
another idea is sushi
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
I’d use bots for
and belts for everything else
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
fun fact, u are potentially dealing with 1M spoilage per minute if u have a 1M SPM base
slightly less due to how research productivity works in SA
still a bonkers number
SPM is measured at the packs, not labs
for 1.1 yes, but in 2.0 the production tab shows effective science after prod
That's a new measurement
Probably also going to be called SPM, which is problematic
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
SPM is about measuring base size
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)
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
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
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.
Prod tech is infinite but very expensive
I would be surprised if this weeks fff gives a fff roadmap until release
Hmm, it would change the speculations quite a bit. Do they want that?
The other interpretation is just as valid, though 
that would be really nice, but they've mastered leaving us hanging almost every FFF so thats prob not happening lol
I do wonder what fff content fits the release date the most
are you referring to tomorrow, or the FFF around the time SA launches?
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?
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
it could be SA dev fff part 2
I would like that. Also need to know whether Kovarex is beyond 1M spm by now (or will be when SA is released).
Like when he decided to drop the beacon bombshell and then headed out again
He didn't head out. He was locked up ..
Well, it isn't clear that he intended to leak that. His posts didn't call out the beacons being different. They just happened to show identifiable evidence of beacons not working like in vanilla.
He also didn't decide to leak. He wanted to show off his speedy stuff.
we all benefit from
's recklessness
The official story also says the beacon FFF was planned and it was a happy little coincidence.
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.
Will there be a trailer along with the SpAge release date in tomorrow's FFF?
✅ Yes
❌ No
you cannot call it spage
what would you call it instead
wording unclear, date release date announced or on the actual date? If the former... ❌
question is about tomorrow's FFF. edited!
whats wrong with spage?
Call a spage a spage.
You could go with spaage too
it is what it is
spe
we don't know enough for that to happen, unless they agree "screw it, we'll show them everything and they'll learn about it officially for the next few months of FFFs"
think the space age music FFF
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
Correct
The trailer will be released when the game is available for buying, on release or preorder
I believe that is correct.
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

That does make a lot of sense. No use in creating a hype spike now if it can't lead to a spike in dlc sales
Unless the store page goes up tomorrow with a pre-release, but I don't think that's going to happen
im not sure about that .... pretty much every game's marketing team releases trailers before the game is out. they do it for a reason
factorio 1.0 wasnt really a "release" ... the game was already out. the marketing enviroment for spage is different
yeah they want to know how much additional marketing budget might be needed or warranted
Factorio doesn't operate that way afaik
plus they probably have art to polish up before a final trailer
I would be very happy if we get a trailer fff
well tbh I don’t expect there will be trailer this week based on how much WIP graphics there are
me either, but I'd love some sneak peeks at some random things
To be completely fair, it's been over a month since the Gleba reveal. A lot can happen graphically in a month.
i was gonna say I wouldn't mind a retrospective on spage development but then I remembered that's what they did last week
Yeah, doesn't make sense to have another look at the past. Todays FFF will obv be about the future.
"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"
#friday-facts listed a couple "more on that later" topics they still need to get back to 
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
I hope they keep their word on last weeks FFF 
"Release your thoughts in the usual places"
"We are happy to announce that Factorio: Space Age will be released
."
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?
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
15 FFFs until release
sooo... space science in space is its own item?
Interesting!!!
#friday-facts message
Bug apparently
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...
To be announced
Oh phew
New Shells. I predicted (wished for) a railgun turret as 4th tier turret, so this might be the ammo for it?
Very pink…
That was my first thought as well
whatever they are, they don't look like they're messing around lol
Which means shell turret in addition to rocket turret?
There's definitely a 4th tier turret, one of the FFFs "leaked" it.
"Tank cannon turret" would be fitting because of the tank having... a tank cannon.
That sounded better in my head.
It's you..... headcannon
looks turret-ish
new carbon graphics
bestagons
Could be foundations
I want to tile my base with them
literally unplayable 
screenshot 8/15 on the steam page of the DLC
We saw them on Gleba though
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.
This looks weird, Gleba enemy?
Yeah, if it "combines" with tungsten, it's defo Carbon.
Tungsten Carbide has only 2 ingredients 
However, combining tungsten ore with carbon in a foundry seems to yield tungsten beams, not carbide
carbon fiber and carbon
Also yet another sighting of artillery on Vulcanus...
Also that suspicious
/
belt gives more credence to the one T3 module per planet theory
The proper name for steel ingame is "Steel Plate", yet uses a beam shaped icon.
Speaking of which, they seem to also require molten iron as an ingredient to make. How interesting...
Isn't molten iron the blue one?
yes, was confusing metal science with tungsten (carbide) foundries
The purple beam is almost certainly a placeholder
Possible metallurgic science pack recipe: Tungsten beams, molten copper, tungsten carbide
same silo recipe probably
concrete + LDS…? Could it be the space platform tile recipe
Concrete isn't really a space worthy material.
It’s actually the elusive high density structure…
landing pad capsule?
Yup
tungsten ore + carbon + molten iron = tungsten steel?
tungsten ore + carbon in assembler = tungsten carbide, tungsten steel + tungsten carbide + molten copper = metallurgic science?
err, what's the difference between tungsten steel and tungsten carbide? isn't steel basically iron carbide?
Tungsten carbide is usually made by sintering, which does not require you to heat it to the melting point. Plausible to make it in an ASM imho.
is tungsten steel an iron/tungsten/carbon alloy?
it does take molten iron
neat
tungsten carbide seems to be an assembler recipe
as u need tungsten carbide to make foundry
But it needs tungsten as input, not tungsten ore. More precisely, tungsten and carbon as fine powder. So the realism argument goes out the window 
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)
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
Which is why recipe cycles are potentially problematic.
technically sulfur came from oil processing which is also related to coal
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?
The Discharge Defense Remote
https://wiki.factorio.com/Discharge_defense_remote
Tungsteel 
I think this is definitely the point where the pace of the FFFs will pick up, and will showcase increasingly more impressive things
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
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.
"Most unique gameplay" is a big statement, considering fulgora & gleba
I really hope they don't do something lame like Frostpunk-esque stuff.
Fulgora has an inverted crafting tree, Aquilo has none 
"Build all of your stuff next to heat pipes" is just too similar to "build all of your stuff next to lightning collectors."
That is way too lame of a concept for Wube imho.
It adds overhead that's the same for all buildings.
I read that as “will be covered later”
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
and they literally said
to be revealed
that could mean 'at release' though, pepperbox
I know we're just here for the FFFs :P
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
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
I think
has short enough day cycle to be treated as permanent night
u probably want lights here
Aquilo should never be bright realistiically, but idk if they will go with that
I think dark only means less solar, not necessarily means visually dark
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
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
tentacle thing looks to close to rocket to me
I'd want that deoncstructed
maybe it's there for a reason
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.
perhaps they just force built the BP and didn’t bother cleaning the lucky trees
or maybe it's a still frame of something mid-attack from underground
Pluto is surprisingly brightly lit. There's a website where you can calculate when your place is as bright as Pluto is. I knew that our eyes sensitivity is on a log10 scale, but I was not prepared for how bright it still was.
well now you're making me wonder how much of a difference there is between night and day on pluto
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
hmm I imediately thought that was a rocket turret
but uppon closer inspection, no
that may be an aquilo thing
I thought it was some sort of drill, like maybe through the ice on aquilo
it is probably a space platform building as its next to asteroid catcher and thrusters
ah, a drill for asteroids 
my money is on ion thruster
the base doesn’t look like a turret, more like a fixture to the platform floor
are they maybe antimatter related?
But it swivels. What's the point of that if the platform can only move in one direction?
blue shells? probably upgraded tank rounds of some description
Night is probably still dark. Like properly dark, not "european night" dark.
It kinda does look like a sci-fi impulse drive. Might make sense to be able to power the Space platforms via just electricity rather than burning fuels, or to have some kind of upgrade to make them more efficient/fast
tbh it doesn’t look like it siwels
they didn't want to go the impulse drive star trek style with tractor beams though
does not look like rotating parts
it looks like it's emitting lightning
the rotation could be in between the lower and upper sphere
I mean maybe not intially, but Fulgora is kind of an advanced dead civilization that you could pull tech from. Honestly there has to be some kind of ramp up in tech for whatever the new end goal is, whether that's a bigger interstellar spaceship or what
no, its an icon
why did you guys put tech icons on the belts :/
I mean there were for sure real items to show off
It's a tech icon of an entity that's a turret or a thruster?
It doesn't look securely attached enough for a thruster either. That's certainly not how I would design a thruster that only pushed in one direction.
pov: you are JG, earendel just sent you 'concept art' and said get to work
the structure is much thicker below the hole
and they could have less thrust force than the conventional thrust, with advantage of can be placed anywhere
That's not the part I'd be concerned about breaking. All of the thrust pushes against that elevated part the ball sits on. That's not good, and you would only do that if it had to rotate.
If you were to stand on the surface of Pluto at noon, the Sun would be 1/900 the brightness it is here on Earth, or about 300 times as bright as our full moon.
From: https://science.nasa.gov/dwarf-planets/pluto/facts/
Calculated your Pluto time (time of day where it's as bright as on Pluto):
https://science.nasa.gov/dwarf-planets/pluto/plutotime/
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
i think it's not a thruster
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.
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
initially I thought it would be pointless to have a thruster mk2, but things are different if:
- 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.
- they consume power instead of fuel, which increases water consumption (assuming nuclear) free up iron and carbon consumption for ammo production.
- is difficult to translate into the game, but
- absolutely makes sense
another strange item from the steam pics
full pic it came from
We have no idea, but it's next to the pad
that's LDS for sure, but that thing under the pipe is weird
next to, but not clearly connected by any means
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
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
Maybe it's a dock for a robot
Why next to pad? Or just as a leak
it might be to counter some new kind of enemy
Whatever it is, I think it has the landing pad item icon inside it
avatar station 
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
Forum user caught this
It seems to indicate that cargo bays on the ground can actually be accessed by inserters
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
That’s pretty much a requirement
Otherwise this would lead to some really bad unintended shenanigans
just noticed that the lid opens when capsule lands
Oh that’s cute
Yeah, using them as long chests will eliminate a lot of challenges
That's very nice, so still infinite throughput despite having one landing pad
Also interesting that the cargo bays receive capsules themselves
Tbf it was already infinite via bots
true
I'm assuming that that afterburner effect is very WIP
Assuming space for 
Apparently, they [added in a throughput thing](#space-age message). A landing pad can only get so many drops in a unit of time. I assume this goes for its cargo bays too, so adding more means adding more throughput to the pad as a whole.
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?
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
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.
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).
Oh, I didn’t know that first part
probably best to main [train] bus I/O it so you don't box it in
The expansion will release in 1716590.0 light-megamiles
The expansion will release in 1236.9 galactic picoyears
Breh
Huge success
@vital jetty the bot is correct though :)
The expansion will release in 7.606 fortnights
This might actually be the most useful unit lol
7.606 fortnights might even be too readable.
The expansion will release in 15334506.7 inserter swings
probably my favorite one
Closest competitor being the mars days one
thanks for making this speckled :) I didn’t think I would get to see ‘my idea’ made so soon
The expansion will release in 25.9 express belt map traversals
that’s an interesting one. I thought the map was a lot bigger than that. You sure of this one?
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
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
Actually that gave me an idea... Just a moment
+faq expansion| || @vital jetty Better?
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
What’s different
Expansion countdown
Calculated and tacked onto the FAQ entry when the command is used, so it's always up to date
I see it
Why not embed that on the date?
I think discord date formatting lets you do days
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
More nuanced answer: only when the date is less than a month and more than a day away
That answer sucks
<t:1722213360:R> <t:1722990960:R> <t:1725064560:R>
what atrocious format is that? leading zero for the seconds, no leading zero for the hours? 
What's it do?
Every item spoils.
I wonder what happens when an item spoils in construction bots cargo
I almost bet they haven't thought of that yet.
also what happens when a spoilable item being queued for handcrafting
only the modding api will know
The expansion will release in 1706077.7 light-megamiles
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
Stompers eat red fruit,
s eat brain fruit
I would not be surprised if
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
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
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
Assuming buildings don't spoil, no issue when en route to the ghost.
When deconstructing stuff, they could either re-reoute to the next spoilage chest, or not care because it makes no difference when spoilage could appear it the destination chest from stuff spoiling. Needs to be taken care of by the player either way.
Building items can spoil if you set them to
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)
There are already cursed mod ideas that make every item spoil
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
I was alteady quite sure it's a space enemy, but now looking at it again I've noticed that it shoots out some sort of gas, which makes lots of sense as propulsion for a space enemy
I've also just seen the water drops on it for the first time, so maybe it is on Gleba 
we do?
It was originally a jungle planet with 12 growable plants instead of 2
oh oops, I was thinking of the ice planet. yeah I remember now
And it was named Bacchus 
*Bwuhuo
Can everything spoil into pipes
pipes can also spoil into pipes
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
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"
They already have a list of tasks for a 2.1 that couldn't make the 2.0 launch window.
yeah, such as a fluid overhaul 
they will disband and return the money to the shareholders
time travel expansion - explore
before it became barren desert, steal technology from future sentient funguses from 
colony builder expansion - invite
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
true, ive always had the part in mind of having crashed on the planet and the goal being to get home/a new ship to continue travelling, but it never got to that, not sure if that might become the end of space age tho making a new ship to continue travelling on whatever path the engineer was on
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
I seem to have missed those damn
Raiguard just mentioned that he had a list; he didn't say what was on it.
raiguard mentioned that?
I haven't seen that, but I have seen others mention it. Mind linking?
Factorio CD 😭😭😭
Nauvis good future and bad future
Except in this game, industry winning is the good future
another reason turret type matters: some enemies will be able to outrun some types of ammo
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.
but rocket, flamethrower, and hypothetical shell turrets aren't instant.
also that was in response to the above Sonic the Hedgehog reference
rockets are homing, so they may not hit instantly, but they are going to hit
assuming the target moves slower than a rocket
flamethrower is not designed to hit the target
I hope they do. Rockets not being able to hit their target would be a problem 😅
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
yeah, I didn't get the reference because I didn't watch the movie. Was looking for it after you mentioned it, but ..
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.
not aware of that either 😆
entirely fair
the dankest timeline
maybe frenemies
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
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
Wow, when we get to 10 fffs left, we will be able to realistically start expecting planet part 3s…
Crazy to think about
I feel like i've already seen a full expansion's worth but we still have to see Aquilo aswell
And the win condition and endgame science
I can only imagine a stationary platform in Aquilo orbit for win conditions and the post endgame science
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
maybe orbital assembly of a mothership?
We don't, and I'm looking forward to finding out, but at the least we know what their trigger techs are and what they do, so at the very least we know what the advantages are to at least visiting those planets. For Gleba, the bio chamber apparently doesn't work on any Nauvis recipes, so we don't know at all what rewards there are for visiting
we also know the trigger techs on Gleba, which is biochamber and agriculture tower. The only difference is that they don’t seem to have use outside Gleba.
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
they don't use Nauvis recipes
we're definitely planting trees and fermenting apples
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)
projecting ideas and jumping to conclusions
lots of people thought exclusive recipes means "unlocked on that planet" rather than "exclusive to that planet"
That as well. I kinda like that as well that the green belts have to be made on Vulcanus for example
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++
You called?
Imo, the specific wording of “unlike the foundry and electromagnetic plant” is the cause
Because the foundry has its own recipes too
Predictive aiming can have problems with walls and dragon teeth walls
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
I predict biter dating simulator reveal this week 

Well, maybe the predictive aim algorithm can 'steal' data from the pathing algorithm of the biter
The biter already knows where it's going, just let the flamer read that
the biter knows where it is? >_>
it is sad that the predictive aiming caused too much grief to leave enabled
the biter knows where it is because it knows where it isnt
There was predictive aiming? (I'm sort of new here, only started with 1.1)
technical term is deflection shooting
No, we're just proposing adding predictive aiming to flamer turrets
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
it is sad that the predictive aiming caused too much grief to leave enabled
This line implies that deflection shooting was a thing at one point.
What's deflection shooting?
the technical term for what you call "predictive aiming"
Not sure about the translation
https://en.wikipedia.org/wiki/Deflection_(ballistics)
Oh I see
Pretty sure it would decrease effectiveness of Flamers.
Biters aren't moving in straight paths. Unlike Rickon Stark.
Put here for speculation purposes: #friday-facts message
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
Cool theory and it does not sound too crazy
Oh so the small image looks like the placeholder landing pad?
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
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
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.
Yes, it is the RTS tool. It does make specific mentions to spidertrons in the tooltip however.
Unlikely, you can already set "roboport requests" for bots to remain topped up in a roboport (FFF#374)
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".
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
not against the idea but it would still not make use of interrupt in interrupt, because for resupply purposes regular interrupts just works?
Yeah it probably would, I was a little eager to find a connection where it would be useful.
That's what I say about a basic implementation would make them too stupid
If they can steal data from the biter pathing algorithm, then they can avoid this problem
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?
Yes they can repath a lot
quick way to set everything on fire, including your CPU 
So....... what's tmrw?
btw what do you think was under the
? Maybe
stuff?
The first set come between roboports and circuit stuff. It could be that new combinator, or it could be higher quality roboports. What is the usual sort order for those items?
The last set of wires are all after some spent UFCs, so they are pretty low in the sort order of items.
, fight!
