#Speculations

1 messages · Page 5 of 1

misty falcon
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Maybe biter stuff tomorrow?

crystal dune
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Maybe something about the mystery building on the title screen belt

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The searchlight/turret/ion thruster thingy

sand saddle
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sToMp STomP?

young breach
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yeah new enemies

agile river
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maybe we'll see more about space platform scheduling and logistics

misty falcon
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Ah that's an important one too

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But I feel it'll be some unexpected QoL

agile river
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now that we have an official announcement i wanna say FFFs will be heavier on new content

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but QoL is always welcome

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i think aquilo should stay shrouded in mystery until release, maybe just one FFF to set the scene but no more

dull grove
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14 FFF left. Someone can probably do a count on current SA/Quol/... etc. ratios.

indigo fog
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I kinda hope we can learn what the packs take/give you

stray wharf
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Similarly, the only reason we know that green belts are on Vulcanus is because it just so happened to be in a page they showed us on the Factoriopedia. I don't think WUBE is going to give us a "tech tree FFF" or something. I think they consider information like that to be incidental.

dull grove
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3 Enemy FFFs
1 circuits FFF for new circuit building

timid crescent
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Interesting point, I think the first 2 red wires are actual wires, at new abstract item version. The only other items that go between roboports and deciders are lamps, arithmetic and wires.
The last 5 are odd. Spent UFC's are really low in the sort order afaik, Which limits what they could be covering, if this image is doctored to cover up spoilers beyond the abstract wire tool. How likely is it to be military related?

late sentinel
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How did we miss this initially?

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I feel like we absolutely combed over inventories, but using the sort order did not occur to me yet.

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UFCs are in the 'nauvis exclusives' row of intermediates (uranium stuff) - after that is vulcanus, fulgora, and gleba exclusive intermediates respectively, then military tab, then space tab.

radiant quiver
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Right after announcement seems like a good time to finally reveal enemies

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Well... One week after

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Or it's gonna be another QOL that 5% of players care about, like FISH AI

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But what if it's both? Fish friend evolve and become floppy foe

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Floppy foe Friday facts

late sentinel
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you have cursed us funnyduck

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I liked yesterday's prediction more

indigo fog
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Other than that I wonder how much actual content there is left to show; obviously a handful of machines, a new planet, and enemies, but beyond that, I wouldn't be surprised if we've looked at everything new (even if just on a surface level)

cobalt blaze
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fluid system 2.1

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(I honestly like fluid system 2.0 even though I think its a bit funny)

crystal dune
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I mean Raiguard is doing something with it

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I definitely wouldn’t expect a fff on the changes he made

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But there may or may not be a fluids 2.1

dreamy eagle
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I have a hard time trying to make a guess on what is in the next FFF after the launch date announcement. Was it the end of a chapter or was it the beginning of a one? I feel like that changes what are the possibilities today. Or was it neither.

tawny snow
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signpost!

timid crescent
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Display panels! I'm kinda glad I was wrong!

misty falcon
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OK that answers what's the combinator in the image ;D

plain ermine
misty falcon
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The red_wire , don't be cheeky

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😛

tardy quarry
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ice cube, calcite, and what?

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or perhaps the bottom right is nothing

late sentinel
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JG even soft confirmed (may have been joking) that these are just supercaps

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I like the new graphics for them in this case, they're much more production ready imo

dreamy eagle
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Do we have an idea on the rods on the left?

late sentinel
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superconductor wire

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same recipe as super cap before

tardy quarry
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aha

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the holmium plate graphics also seem to be more refined compared to the old version

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looks thicker

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grenades for artillery shells…?

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in 1.1 artillery shells need no steel or grenades

crystal dune
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Might just be a copy paste leftover

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Look here

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Same as always

dull grove
timid crescent
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Yes

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It's unlocked with all the other combinators

weary widget
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so that solved the mystery of the strange robot object

tardy quarry
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14FFFs left!

crystal dune
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Wow, 2 weeks until spage release, it got here so fast

agile river
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its the age of spage

tardy quarry
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SpoilAge

plain ermine
misty falcon
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If you like to gamble (quality), I tell you I'm your engineer

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You win some, lose some, it's all the same to me

tardy quarry
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save scum

dull grove
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doesn't work

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afaik it's implemented via counter when the respective qualities appear

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Since they spoke of Law of Large Numbers in the first reveal

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so, no save scumming for you

stray wharf
tropic basin
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it's pseudo-random though, so by manipulating the seed it should be possible to do
possible doesn't mean it's the smart thing to do though

dull grove
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I could have sworn a dev confirmed this since random number generation this often is quite expensive

sand saddle
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The game seeds its RNG, and many things happen that change the progression of the randomness, so if you can do those things specifically you could try save scumming

serene sage
sand saddle
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Or, you could just build a bigger factory ChibiSmug

serene sage
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I don't know how you can use its applicability as evidence against randomness

tropic basin
dull grove
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Well, is it seed-based rng or internal machine clock. Each is deterministic

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But seed-based rng is still prohibitively more expensive than i++

stray wharf
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One thing to keep in mind about performance on modern CPUs is that math is cheap; memory accesses are expensive. So while i++ as a set of compiled assembly instructions may appear cheap, doing a read/modify/write to the state of every assembling machine that needs a "random number" can be costly since that state may not be in the cache.

By contrast, if the PRNG is shared by a lot of code in each loop, its state may already be in the cache. So even though the "modify" part is technically more instructions than i++, the fact that you dodged a cache miss matters way more.

cobalt blaze
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"they must be running out of qol updates"

weary widget
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"we're getting exciting new content this week!" is becoming the new "bwuhuo this week!" cope

wanton igloo
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The CRTs were fun, but I now want it as an option for the engineer's head

serene sage
leaden socket
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In most cases it will surely be irrelevant like uranium

tropic basin
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I think scaling up the production gets you the quality_legendary spidertron faster than save scumming.
Just throw more ingredients at the problem.

weary widget
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yep and run the game overnight for a few days/weeks

sand saddle
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why did discord hide this thread in my sidebar again 😭

serene sage
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threads are archived after a period of inactivity

sand saddle
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so what you're saying is I haven't speculated enough...

tardy quarry
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I kinda want to predict an enemy fff within 5 weeks

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if there’s anything relatively big between Gleba and Aquilo reveal, it would be the new enemies

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we could even get more than one fff about enemies

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perhaps a combat overhaul

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reworked resistance system

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more damage type

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friendly fire issues

errant crest
crystal dune
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What is there to overhaul

tardy quarry
stray wharf
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OK, but like... what does that mean? Juggling more turret and ammo types? Not being able to use multiple rows of turrets because they cause "friendly fire"? How does "more damage type" make the combat more interesting or engaging?

tardy quarry
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I won’t expand on details but I have my answers.. too much typing and I need to sleep for now wonk

late sentinel
tardy quarry
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robots killed by fire

late sentinel
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That’s not an overhaul though

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resistances and damage types I could see

cobalt blaze
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Resistances and damage types were inspired by Starcraft and other RTS's but are pretty much meaningless in the game right now. They'll definetly become more important when SA enemies that have (I assume) different damage types and resistances come into play. There are 3 outcomes here:

  • the current resistance and damage types will remain unchanged but will be fully explored and will come into their own as an important or even central combat mechanic
  • resistances and damage types will remain unchanged but continue to be meaningless
  • resistances and damage types be reworked to fit into the SA vision
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I have my own pet combat rework fantasies, mostly around improving engineer mobility, that I doubt will ever happen.

stray wharf
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I don't really see a way to make damage types matter without:

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  1. Forcing the player to fiddle around with ammo a bunch, or
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  1. Making certain enemies virtually immune to certain turrets, forcing the player to put every kind of turret at every defensive point in the base.
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On space platforms, #2 can be OK, since the defensive surface is pretty clear and player-constructed. But for general defense, no.

crimson bough
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Resistances and damage types were inspired by Starcraft and other RTS's but are pretty much meaningless in the game right now
The current armor system keeps armor values meaningful in both late and early game and allows us to have useful resistances like fire being immune to walls, so i don't think they are meaningless

cobalt blaze
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One example could be making hypothetical Vulcanus enemies highly immunue to fire damage so you cannot really use flame turrets on vulcanus

vivid turret
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People will use what's convenient for the planet.
There's a reason that laser turrets are seen so much in Vulcanus screenshots, other defenses are much less easy to support.

stray wharf
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It occurs to me that tank shells are more damaging than rockets, but are shorter ranged and significantly more expensive (requiring plastic). We saw those blue tank shells on the space platform pick for SA. I wonder if Vulcanus gives us a tank-shell turret and has enemies tuned towards that kind of thing: penetrating damage in large swarms.

That could be interesting for burrowing enemies.

vivid turret
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Gun turrets are a lot less attractive if uranium isn't available.
Flamers are a lot less attractive if you need to use coal liquefaction to fuel them.

timid crescent
crimson bough
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So true

tardy quarry
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I hope bots and landmines are immune to friendly fire

serene sage
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bot places landmine
bot immediately sets off that landmine
:(

wanton igloo
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This is the real reason bots fly

crystal dune
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Also the graphic is just a placeholder, it could be anything

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Just like how tungsten carbide isn’t a placeable tile despite being recoloured concrete

tropic basin
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using a tank shell icon means something, it's at least something related
there's also a blue stripe added to the case, it's more than a recolour
(could be a charge indicator for an internal battery or smth - yes, that's me wishthinking)

crystal dune
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I mean, it doesn’t have to be a tank/cannon shell specifically, it could be a shell for any kind of heavy projectile weapon

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I remember railgun was a popular guess

tropic basin
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yeah, I've been chanting railguns a lot trianglepupper

leaden socket
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Tank shell is still physical + explosion damage

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I hope to get something with a different damage type

crystal dune
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Reminder: Biters are immune to acid damage, but that may not be the case for other enemies garlicdoggo

tardy quarry
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piercing damage when

leaden socket
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There could be an large asteroid with high flat physical defense and percentage explosion resistance

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Yellow ammo can't penetrate the flat defense without high upgrades, red and green ammo are too expensive to manufacture onboard, and rocket suffer from the explosion resistance

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But tank shells can go through the physical defense with ease

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This is probably not a good example, as plastic is hard to get on platforms

crystal dune
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Prohibitively hard

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Coal crafting, liquefaction powered by nuclear steam, a lot of cracking

weary widget
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next fff will probably not be filler

plain ermine
crystal dune
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All the fffs are “filler” because they “fill” my heart with joy garlicdoggo

timid crescent
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Amen

late sentinel
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I was looking back and trying to find an actual filler FFF - slightly hard pressed to.

timid crescent
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"filler" FFF is just something people use to describe a post which they personally didn't find interesting.

late sentinel
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Well, some of them are close.

timid crescent
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I happen to really enjoy the technical ones, but I know some people consider them filler because it's not necessarily new content.

late sentinel
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My opinion is more nuanced.

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This one was technical, but it didn't actually substantiate or explain enough to actually follow imo.

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Perhaps that's more of writing issue than a filler issue though

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I would count abstract rewiring, but it includes other changes that take it out of that.

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It's also much more explanatory and well written.

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While I think for sure, there are different levels of impacts with FFFs, I'm hardpressed to find an actual full fledged filler one.

timid crescent
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I would have to agree

young breach
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I speculate tomorrow will be about the 'stomp stomp' enemy/creature (maybe it's not hostile)

barren oasis
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With that said, the only one that has been slightly less exciting is Gleba... But only because I was extremely excited for that blog and it didn't include the "why".

So that's what I'm hoping for in the next FFF - what's the reason to pick Gleba first?

weary widget
plain ermine
tardy quarry
weary widget
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it is for when xqc hits the 720 noscope headshot on a small child through smoke

plain ermine
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art means what the viewer think it means. you argument is invalid

young breach
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the viewer or the creator?

plain ermine
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the viewer obviously

weary widget
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aha, but to a zoomer the word viewer doesn't mean what you think it means

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reject dictionary, embrace twitch culture

plain ermine
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What the sigma

dull grove
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So...
I expect
2-3 Enemies
1 Gleba
2 Aquilo
1 Carbon
1-2 for the new sciences rewards (e.g. spidertron)
FFFs

crystal dune
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Carbon?

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What is there to say about carbon besides its mysterious earthbound recipe

plain ermine
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I can give you an fff about carbon: it's a non-spoilable intermediate product in SA that is used for some stuff

wanton igloo
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It's not even Friday trianglepupper

plain ermine
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And it has an icon that resambles black hexagon shaped something

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I bet it is Friday somewhere

wanton igloo
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I guess it is by now lol

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5.5 more hours to go here

agile river
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thursday has just begun what are you guys on about

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i woke up like an hour ago

viscid ferry
late sentinel
plain ermine
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If you don't know that then it means I'm not supposed to answer

tardy quarry
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I know the answer

plain ermine
tardy quarry
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SA has new recipes

crystal dune
stray wharf
late sentinel
tardy quarry
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JG what are the considerations when creating the carbon-coal loop?

late sentinel
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but if you can make carbon from coal and coal from carbon, given the right numbers you can turn whatever catalysts are used into carbon or coal by creating a loop. That would be kinda weird.

tardy quarry
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I’m expecting a solution similar to recycling to prevent carbon/coal positive loop

agile river
weary widget
crystal dune
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They’ve been confirmed for nearly 2 weeks

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The release date fff and steam page showed them

stray wharf
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The water obviously isn't a big deal on Nauvis. But even though sulfur can be extracted from space, it's still going to be way more efficient to just mine more coal than to loop it to try to multiply it.

late sentinel
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That’s converting sulfur into coal was my point

crystal dune
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I was also in the process of typing that

late sentinel
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It’s not likely useful but it is funny

crystal dune
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I’m still hoping it’s heavy oil>carbon so the loop is less direct

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And as a bonus it provides a path to coal on Fulgora

stray wharf
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Yeah, that last part is a good reason not to do it 😉

crystal dune
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You may be right

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I was just contemplating the implications of obtaining plastic out of the tar sands

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Of course you’d need water from scrap, but besides that it should be pretty trivial

dull grove
crystal dune
# crystal dune You may be right

Also, (I already came to this conclusion last time and pointed it out, but forgot this time 😭) it would allow you to theoretically completely ignore coal mining on Nauvis

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And it may even be desirable to do so, because oil is infinite and coal ore is not

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That would be cool in a mod, but vanilla factorio usually tries to avoid such situations
So, I suppose all cope is lost…

dull grove
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Especially with the new drill which only mines 1/6 of the time.

crystal dune
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That’s at legendary quality, at base it’s half the time

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That’s not exactly weak either, but still

crimson bough
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Whats the output of the BMD

crystal dune
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2.5/s

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And regular drill is 0.5

crimson bough
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And it always outputs full stacks or does it depend on your research

crystal dune
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I’m assuming it depends on research

agile river
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oh nevermind normal is 1/2

weary widget
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prediction: gleba #3

late sentinel
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You're in the plant #3s before Aquilo group?

weary widget
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yeah I suspect they'll hold off on Aquilo until near release

late sentinel
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Interesting. Most expect AQ 1 & AQ 2 before any 3s

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But Aquilo is free to break the pattern

crystal dune
spice yew
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i'm in the no spoilers for final planet till after release camp

vivid turret
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Wube has repeatedly stated that they intend to cover every planet.

late sentinel
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Source?

tropic basin
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Steam page clearly states that Aquilo remains shrouded in mystery. Might not be until release, but definitely for the thyme being.

vivid turret
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It was in several FFFs
Including the first Vulcanus one

barren oasis
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To be fair, they didn't say that they'd cover them all before the release 🤷‍♂️

late sentinel
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As you already know, there are 4 new planets in the expansion. We will take an in-depth look at each planet's terrain, challenges, processes, technologies, and new gear, but not all at once. In some cases the planet content will be split into multiple parts

barren oasis
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Exactly, they might end up saving some for after the release - to avoid spoilers for the first wave of players

late sentinel
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I would say this heavily implies they will be all in FFFs

barren oasis
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Yeah, but this is Wube.
They didn't say when the FFFs would be 😉

late sentinel
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What you imply by ‘this is Wube’ and what I would mean by it are the opposite though.

barren oasis
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I was thinking more of the specificity of the "no less than 1 year" statement 😄

late sentinel
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they never said that

barren oasis
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Either way, I'd be more than happy getting the FFFs before or after the release

late sentinel
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What would you even do with FFFs after release

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Imagine you get to play space age in a few weeks - would you still have much to learn from the remaining FFFs?

barren oasis
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we don't think that [the expansion] will take less than a year to develop

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That had some people convinced that it would release in a year

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Which the devs had fun with playing on their emotions

late sentinel
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That’s different though. This rather explicitly says that they will show us all of them, and it’s heavily implied in FFFs. There’s also just enough time for them all to fit at the current planet cadence

barren oasis
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Seems a pointless thing to go back and forth on 😄

All I'm saying is that the devs have an "out", since they didn't promise that all the FFFs would be before the release date

I'm excited to eventually read whether or not it's before or after

young breach
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so I don't think they will do that for the spoilers

tardy quarry
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I just don’t think factorio is a game that has anything to spoil spoilage

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all the tech tree are available to read right at the start

late sentinel
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And all of the complexity is emergent anyways. It would be like spoiling chess by telling you the rules.

tardy quarry
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FFF will definitely explain all the new mechanics so we can be prepared for the release (sort of like a pre launch tutorial for me)

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and there will be new mechanics on Aquilo

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so I see no reason ro not reveal it before release

late sentinel
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@hexed chasm boo!

muted wraith
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space age should come out with steam points shop items

crystal dune
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I would love that

tardy quarry
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hoping a combat drone overhaul

late sentinel
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pepperbox you have the weirdest hopes nowadays. Have they given you every reasonable thing you want already?

tardy quarry
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humm

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idk if yellow science tweak is a reasonable request

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I’m still not fully satisfied with the fact that for space u technically need only blue science but u practically need also utility_science production_science

late sentinel
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I think we'll need to play with this to actually appreciate it.

tardy quarry
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also they haven’t give bot immune to flames made from friendly flame turrets

late sentinel
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that one I would argue is almost more of a bug fix 😆

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such an obvious change

tardy quarry
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I’ve played enough SE 0.5 to know that I don’t appreciate blue science rockets/space station, so idk how it will work for SA

late sentinel
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trying to make even the most generalized comparisons between SE and SA I think is usually a fool's play.

tardy quarry
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by far I find the most similarities between SE and SA is the tech tree structure

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SA has less grinding and has smoother difficulty curve so its less obvious

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it kinda is a similar issue like in the old days u can reach bots with green science

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where u go through a deep research tree with relatively low tech science, but when u get there u r already at a stage where u would already make more advanced sciences

late sentinel
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I'm not convinced it will be so unnuanced which science packs to do in what order. It's important to remember that 'both' is an option as well.

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I also believe that space science itself will have a few unlocks, and it's only a bit more complex than yellow or purple. Remember that you don't have to do space science and then fly straight to Vulcanus for instance - you can just do space science as a thing itself.

tardy quarry
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space science do have some unlocks

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T2 modules and kovarex

crystal dune
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But if you close your eyes…

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This was absolutely hilarious to me when I realized, I’m surprised I only noticed it yesterday

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And I think the last two packs will actually roughly match astro and deep space too 😭😭😭

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From what we’ve seen

late sentinel
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@tardy quarry fission pack is likely space or yellow

tardy quarry
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found u the new machine

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cryogenic plant

crystal dune
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I wonder what it’s doing in this shot

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What are those buildings around it?

tardy quarry
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99% confirmed that the Aquilo machine will be covered

crystal dune
late sentinel
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you think aquilo machine is the same machine that will cool fusion stuff @tardy quarry ?

tardy quarry
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yes

late sentinel
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speculation: something bad will happen if fusion reactor loses power

tardy quarry
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at the end of Space Age

misty falcon
tardy quarry
late sentinel
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nice catch pepperbox haha

plain ermine
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ors f

tardy quarry
late sentinel
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100% match

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we can start putting the pieces together

plain ermine
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🧩

late sentinel
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see if you can find more @tardy quarry. I'm going to start merging these

plain ermine
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i cant wait to see what you will come up with

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i hope its something similar to pepperbox pfp

late sentinel
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imagine it's the entire thing

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we still have no fucking clue what that arm thing is. I keep forgetting about it.

crystal dune
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I don’t

plain ermine
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🫢

crystal dune
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I wish I could though

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It haunts me

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It’s tormenting me

tardy quarry
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not sure if this is the same machine

late sentinel
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I couldd see if it fits.

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have to relearn gimp. at this point it might be easier to pay JG to put his pieces back together.

tardy quarry
plain ermine
tardy quarry
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I’m on my cell phone so its a bit difficult to do now

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someone help me

late sentinel
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I'm about to try to merge them

tardy quarry
late sentinel
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idk if those are the same as it, they seem kinda weird and more rounded.

crystal dune
# tardy quarry

AI upscale it so it becomes an impressionist painting 😭

plain ermine
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dont forget to resolve the merge conflicts

late sentinel
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I'm doing it in ms paint.

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hard to say if these are the same

crystal dune
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They could be different rotations

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Since it has fluid connections

late sentinel
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this is not very illuminating

tardy quarry
plain ermine
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reverse the nighttime LUT

late sentinel
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it is likely somewhat reversible, but that is beyond my willingness with me seeing SA so soon.

misty falcon
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Can be done quickly with a tool like PIL, unfortunately I'm not near a computer now

late sentinel
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not really enough to see here anyway

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we're at a point where this is more detailed

misty falcon
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Less detailed than the teaser

late sentinel
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and still more detailed than what we got today :P

tardy quarry
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the bottom part

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yeah it does match with the other half from christmas gift card

late sentinel
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almost a whole circle

tardy quarry
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the snow makes the top left connections very unclear

plain ermine
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why monochrome?

tardy quarry
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less light/color inconsistency

vivid turret
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If Aquilo is cold, why do you need a building to cool stuff

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Just leave it outside for a while

viscid ferry
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ENHANCE

weary widget
tardy quarry
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maybe warm/cold coolant is a more general mechanics on Aquilo? engithink

plain ermine
tardy quarry
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is the coolant made from water and lube

crystal dune
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😭

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Because of the colour?

tardy quarry
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because it’s common

crystal dune
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This might depend on the route they go with the coolant

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Do they want it to be a proper resource along with the fuel, or more of a logistical concern

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Aka can you make it wherever you use it

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Because making lube in space would be extremely annoying

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And even more annoying if it was with the express purpose of power generation

weary widget
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yeah i imagine coolant is cheap partially to encourage platform use

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and isn't water expensive on platforms

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so it likely doesn't use that

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maybe you just toss some solids in a chemical plant and it turns them into coolant

crystal dune
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Of course, things could be very different if basic coal liquefaction didn’t use steam

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Then oil processing would be on the table

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And lube would be a decent choice since it wouldn’t require any cracking either

weary widget
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true

timid crescent
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I'd lean more into it being a moderately expensive fluid that is consumed incredibly slowly

#

Such that a few barrels would be more than enough to feed a reactor on a platform for at least an average round trip

tardy quarry
#

They said that the output warm coolant is equal to input cold coolant so probably in the cooling process u lose a small percent of coolant so its mainly a logistics challenge but u still need a constant input

shrewd citrus
#

yes, and if you can recycle the coolant you get a big reduction in consumption, just like kovarex for fission

silk citrus
#

factorio was made by big govt to push recycling into the public mindshare

tardy quarry
weary widget
unique barn
olive seal
#

Aquilo might have a cryogenics theme

misty falcon
#

The cold planet? No way 😉

crystal dune
#

Engineer needs to research cryogenics so he could survive the interstellar flight home…

#

And to do infinite research, he makes bioflux homunculi and sends them instead

tardy quarry
#

cryogenic plant it is

#

or cryochamber if we follow the Gleba naming scheme

crystal dune
#

Foundry renamed to fryochamber

tardy quarry
#

electromagnetic chamber

crystal dune
#

Biochamber renamed to plant plant

crystal dune
#

It’s the only one that comes to mind

misty falcon
#

Fryerchamber

#

Spinnychamber for centrifuge

crystal dune
#

Gyrochamber ChibiSmug

tardy quarry
#

electrochamber

#

tbh its not even a chamber

#

but the cryochamber does look like a chamber

barren oasis
#

(whoops, didn't mean to make that a ping reply)

tardy quarry
tardy quarry
#

this layout (unit block shown on the left, the purple chest is 4 neighbours, steel chest is 5 neighbours) when infinitely tiled in both xy directions gives average of 4.5 neighbours

tardy quarry
#

this layout has an average neighbour of 4.46

#

oh actually it could be higher

#

4.478 average neighbour

#

similar size, different tiling, 4.278 average neighbour

misty falcon
#

I'd just use a 6x6 warehouse mod ^^;;;

#

Something like AAI Containers & Warehouses

#

but yea that looks great

#

you can also make them 90 degrees to get the second kind of hexagons

normal wharf
#

i was reading this shit thinking it was new... its from 15 days ago

misty falcon
tardy quarry
#

imagine the 1M SPM base it can support

late sentinel
#

I’m not imagining it - I’ll be building it 😎

misty falcon
#

Makes sense?

crystal dune
#

For a second I forgot scrap was white on the map and wondered if we had somehow missed a new ore in that image this whole time 😭

late sentinel
#

We’re not that unaware … probably

stray wharf
#

I didn't think it was important enough to warrant commentary. The island is a mined-out small scrap island. So it had a few strands of ore left.

tardy quarry
#

wild guess: to use fusion, u need to combine materials/technology from all planets: fusion cell from Nauvis, tungsten for high temperature and structural strength, holmium for magenetic field for reactors and generators, Gleba bio products for the coolant base fluid, Aquilo machine for cooling

#

another possibility for Gleba is nanomaterials

crystal dune
#

I'd say that's like a 4/10 on the wildness scale

#

Not very wild

late sentinel
#

I give it a 2-3. It makes total sense to me

crystal dune
#

But there you go again with the fusion cells are from Nauvis stuff

#

I don't get it

#

Eff3 on Aquilo is more feasible than useless fusion cell on Nauvis

#

Didn't they specifically make a big deal about the player not having access to fusion on Nauvis

#

With the personal reactor thing

#

Oh wait nevermind

#

You probably meant like, they're manufactured on Nauvis because their production involves uranium somehow

#

Not that they're unlocked on Nauvis

#

My bad

weary widget
tardy quarry
#

imagine if they’re byproducts from fission

late sentinel
#

makes no sense pepperbox, that's plutonium - which is also fissile

#

fission and fusion fuels just have like no significant relation

crystal dune
#

Also again if we had anything even remotely fusion related on early Nauvis, then there would have been no need to redo the portable fusion reactor

olive seal
#

Those green cubes look delicious

tardy quarry
late sentinel
#

Well K2 is silly

tardy quarry
#

and probably materials from other planets

crystal dune
#

Not really, the fission reactor only needs a fuel cell, no water. The same will probably apply to the fusion one

tardy quarry
#

the thing is, if we assume eff module 3 is unlocked not on Aquilo and requires fusion cell to make, the only reasonable conclusion is that u unlock fusion cell before fusion power

tardy quarry
tardy quarry
#

just having the fuel cell doesn’t allow u to get fusion tech

#

I wouldn’t mind if blueranium cell is an early Nauvis unlock that’s used only for eff 3 modules, and later used for fusion power

late sentinel
#

That seems incredibly unlikely.

#

I think you have found a theory that fits the evidence, but not a good one. It's more indicative that we don't know something/have misleading information than this is the case - even though it is the only theory that follows easily

crystal dune
#

And we can’t

tardy quarry
#

efficiency module is clearly less powerful than a mini reactor

crystal dune
#

Is it really?

tardy quarry
#

it is

crystal dune
#

750 kW is not a lot

#

An efficiency module can shave off more than that

tardy quarry
#

that’s 2.5MW

crystal dune
#

I’m talking about the current one

tardy quarry
#

u need a machine with base power of 5MW for eff module 3 to worth 2.5MW

tardy quarry
#

why mini fission is relevant at all?

crystal dune
#

My point is: If we could do anything fusion related on early Nauvis, then one of those things would definitely be a portable mini reactor. But we can’t do that, so they changed it to a mini fission instead

tardy quarry
#

?? mini fission is just renamed 1.1 item

crystal dune
#

I know that

tardy quarry
#

why are u assuming that we can do a portable version of something before we unlock the non portable version?

#

that’s not how technology works

crystal dune
#

Because functionally a fusion cell powered efficiency module would be doing the same thing

tardy quarry
#

no

#

not 2.5MW

crystal dune
tardy quarry
#

at least not for normal quality

crystal dune
#

If it was an early tech it would still be 750 kW like it is now

tardy quarry
#

such tech doesn’t exist in early stage

crystal dune
#

I’m saying you either have both or neither

#

Eff3 and current state portable fusion
And we don’t have one of them because it was replaced by portable fission
Therefore we don’t have the other either

tardy quarry
#

u can have just one

#

why u have to have both or neither

crystal dune
#

Because they require the same level of technology, the same limited use of the fusion cell to produce a small amount of power

tardy quarry
#

modules are for machines, portable reactors are for armor, they are completely different

#

imagine eff 3 are unlocked on Aquilo

#

unless the fusion cell is not used for eff3

crystal dune
#

I agree that both options are absurd, but I think mine is the less absurd one

tardy quarry
#

hard to agree

late sentinel
tardy quarry
#

I haven’t seen that

late sentinel
#

what's foundry eat?

tardy quarry
#

iirc foundry has base power of 2.5MW

late sentinel
#

I thought it was a few megs

#

yeah that seems in the same ballpark to me

tardy quarry
#

I mean u can’t compare it that way

late sentinel
#

the idea that you use the bluranium for eff 3 is not convincing to me

tardy quarry
#

one is for machines and one is for equipment grid

crystal dune
late sentinel
#

also I do not agree with the premise that an efficiency module is just a mini reactor to power the machine. that's like, not what that means

late sentinel
#

Also, we see consumption of bluranium on the graph, but no production

#

I think you guys are just seeing something that isn't there - remember that we only saw quality_epic items in that.

tardy quarry
crystal dune
late sentinel
#

I argue that's more likely to be a coincidence

tardy quarry
#

tbh it’s unlikely to be an coincidence

tardy quarry
#

the graph is precise to 0.2 seconds

late sentinel
#

the machine speed and offsets just need to match up

crystal dune
#

No eff3s definitely take bluranium

#

It’s simply too close too many times

late sentinel
#

I'll stand on this hill: I don't believe they use Fusion fuel. We'll come back to it when we find out.

tardy quarry
#

fair enough

crystal dune
#

So, all evidence points to eff3s being unlocked on Aquilo

late sentinel
#

We have verbatim evidence that it does not.

#

One minute.

crystal dune
#

Bold

#

But if you can show something, then I’m interested

late sentinel
#

I'm almost sure somewhere it says eff3 is unlocked by space science

#

@tardy quarry do you have this?

crystal dune
#

I don’t think anyone does

tardy quarry
#

no

crystal dune
#

I would remember something like that

#

It was a popular theory, but nothing more

tardy quarry
#

I only know T2 modules unlocked by satellite space science

late sentinel
#

It's t2 modules, that's right.

crystal dune
#

Womp womp

late sentinel
#

Okay - Eff 3 can be on aquilo

tardy quarry
#

it’s possible that eff3 is by space science in space

late sentinel
#

I got t2 modules and eff 3 mixed up there

tardy quarry
#

makes sense that eff 3 is unlocked along with/right after space platform

#

as they’re mostly useful there

crystal dune
#

Yes, we have been over this before

#

It makes a lot of sense, but the evidence so far makes it really hard to believe. Even just the production graph image already goes against it

#

There is no production of bluranium on Nauvis, only consumption

late sentinel
#

I agree. But what good could they do on aquilo?

tardy quarry
#

this kinda makes sense if we assume there’s extra input due to inserter stack size, 5:5:1:4 ratio of ingredients

late sentinel
#

5:5:4:1 is more clear to me :P

#

I see you are referring to the order in the image

tardy quarry
#

yeah

late sentinel
#

I agree

crystal dune
#

We don’t actually see what yellow is

late sentinel
#

Yellow!

tardy quarry
#

number here shows 4:1 ratio between eff2 and bluranium, and with more than 5:5 for the circuits

late sentinel
#

maybe it's something else... maybe we're seeing eff3s being made to produce fusion reactors

#

that makes more sense, but doesn't exactly fit what we see...

tardy quarry
#

the rock thiny probably for prod3

crystal dune
#

It seems to line up

#

Yes, perfectly

#

So, prod on Gleba

#

I’m getting de ja vu…

tardy quarry
#

SE module splits

#

except Nauvis is the energy planet

#

speed3 on Vulcanus then?

#

so we really don’t have modules match their planet color

crystal dune
#

Well, we haven’t had that since trash to treasure

tardy quarry
#

yeah, and it’s actually consistent if so

#

I originally thought its prod on Vulcanus, speed on Fulgora, eff on Gleba, quality on Aquilo

late sentinel
#

I wonder how legendary and epic quality are gated - as well as on which planets

tardy quarry
#

perhaps epic on Fulgora

crystal dune
#

Ok, time to pull up my backup counterargument to my own argument that I always have prepared in case of emergency:
Portable fission was done only because the devs wanted an even stronger grid generator for lategame, so instead of adding something stronger than portable fusion they just buffed it and filled its old spot with something new

late sentinel
#

idk, fulgora is already really good... maybe epic is on gleba?

crystal dune
#

Epic on Fulgora makes the most sense

#

So far it’s been the quality planet in almost every aspect

tardy quarry
#

it doesn’t make much sense to introduce epic without recyclers

late sentinel
#

that's kinda fair

#

but it can always be a fulgora + gleba science

tardy quarry
#

they said its on one planet

crystal dune
#

Besides, I’ve always liked the idea that you research the higher quality by studying the ancient craftsmanship of the Fulgorans

late sentinel
#

we don't discuss science crosses enough, but if it works anything like utility_science and production_science there are cross techs too

late sentinel
#

I just want to point out that we shouldn't assume sciences are a 'per planet' thing

tardy quarry
#

I may hate a tech with icon like quality_epic

#

or quality_legendary

late sentinel
#

Every technology has a really good icon - that's why I'm asking how they could gate them

weary widget
late sentinel
#

It would seem weird to just be a tech to me

crystal dune
late sentinel
#

But I suppose a tech is the most likely hypothesis

crystal dune
tardy quarry
#

I originally thought u get up to epic from quality module 2, and get legendary from quality module 3

crystal dune
#

But that doesn’t make much sense, T2 is in norbit and not on another planet

tardy quarry
#

but the T2/3 quality module unlock places makes this theory fall apart

#

yeah

tardy quarry
#

having an unlock affecting all quality factories is kinda unwanted because u can’t have aearly setups that assume theres only 3 possible quality outputs and expect it doesn’t break after u unlock more quality

#

or they could make quality jumps 1 tier at max so u have better control of what’s the maximum possible quality output

#

i.e. u have 0% chance to get >= quality_rare from normal quality input

late sentinel
#

I follow, but I don't think it actually makes it better behaved

quiet marsh
tardy quarry
#

idk how important it is practically

late sentinel
#

How does it make it behave better?

tardy quarry
#

u set specific recipes for specific quality isn’t it

late sentinel
#

yes, but I would expect to have a quality splitter for removing items, right?

tardy quarry
#

u won’t put quality modules in the assembler that takes max quality input

late sentinel
#

you'd just set that splitter to Q3

tardy quarry
#

the point is that u may not want to future proof but u kinda have to for all early quality setups

#

what even worse is that u may not know that u need to future proof

late sentinel
tardy quarry
#

if I have an assembler taking normal ingredients, with quality modules and proposed behavior, it doesn’t matter how many tier of quality is unlocked, I can expect it will only have normal and uncommon outputs

late sentinel
#

that's not true at recycler stage though

#

you might not know there is legendary

#

you at least probably know quality upgrades are a thing that is possible at that point though - but even that isn't certain (recycler is unlocked before q4)

tardy quarry
late sentinel
#

true if you use >= or >

#

but imagine someone uses = quality_rare

tardy quarry
#

why would u recycle epic item when epic is the max quality

tardy quarry
#

the point is that, to get epic item u need to put quality modules in the rare input assembler, but u won’t do that before unlocking epic if u don’t know epic exists

#

and if u know epic exist, u r probably doing fine future proof

#

this is how the proposed behavior works

late sentinel
#

that's forgetting about arbitrary quality recipe

tardy quarry
#

u r assuming that people will like to use it

#

why use it at all

#

its not even the default recipe

#

even if u don’t know future proof, u probably won’t find the ‘any quality’ recipe useful

#

devs: fxxk u if u don’t know that more quality tiers exists. Now go fix all your quality factory jamming!

late sentinel
#

arbitrary quality will be used by people that think it's smart and then it will bite them

#

but they might not realize that

stray wharf
#

At some point, on some level, you need to give people the freedom to screw up. You can give them reasonable defaults and good explanations for how stuff works. But at the end of the day, if you're going to give them powerful tools, some of them are going to use them poorly. And developers should be comfortable with that.

tardy quarry
#

if they use the arbitrary quality input then they may have jamming issue way before they unlock epic

late sentinel
errant crest
stray wharf
# errant crest is = condition even gonna exist? imo there's not that much good reasons for it t...

I mean, you could probably create designs that accomplish the same thing without = testing specifically. Like, if you want to create a splitter array so that all base quality stuff gets culled here, then Q2, then Q3, etc, you could do <= Q1 followed by <= Q2 etc.

But that's not how most people are going to think about these kinds of things. They want all of quality X to be on this belt. They want the inserter to only pick up quality Y stuff. Etc.

There is nothing fundamentally wrong with = testing. It can be bad in some cases, but it isn't a priori bad.

forest cradle
#

the quality fff says legendary is unlocked on the last planet and epic is on one of the 3 earlier ones, and making that earlier planet anything other than fulgora would be really weird

indigo fog
#

it might make sense to have it unlock somewhere else, so that if you want the most quality stuff, you need to go two planets

quiet marsh
#

Fulgora unlocks a lot of quality stuff, but it's not a great place for making quality things because you can't scale up making one thing without scaling up everything. If you don't have a huge amount of science production up but want to start getting quality infrastructure, too bad, you're limited by how fast you can burn through all the resources you're not using for that quality infrastructure. You could start voiding things in recycle loops, but that just means your quality stuff is even more expensive. Also, space is limited, and expanding mining and processing of scrap is hard. Vulcanus is a hugely simpler place to set up large scale quality production

leaden socket
#

You need a machine with base power 25MW for eff3 to be worth 2.5MW vs eff2

tardy quarry
leaden socket
tardy quarry
#

my wild theory about fusion and eff 3 modules:

-fisson cell reprocessing is tweaked, on top of U238, u also get some tritium that u can turn into fusion cell (but u can’t use them for fusion power as u need to unlock the tech on final planet) as a byproduct, which is kinda like nuclear waste but it’s higher density than fission nuclear waste so it take much longer time to fill a chest full.

-After u unlock space science in space, u will have access to eff module 3, which take the fusion cell as ingredient so u can trun them into something useful. The idea is similar to using U238 for green ammo before u have kovarex enrichment.

When u finally unlocked fusion on the final planet, u will get an advanced fission reprocessing recipe that gives u much higher yield of tritium and less U238 from used fission cell, but u will still rely on fission cell reprocessing. This means u still need the fission reactors to make used fission cells to support fusion cell production, but at this stage u don’t necessarily need to use the heat from the fission reactors as they won’t stop consuming the fuel even the temperature is maxed out. If u want, u can still use the power from the fission reactors but it will probably be negligible or need too much building space compared to fusion.

Although u can’t use beacons to speed up the consumption of fission cell, but quality reactors consume the cell faster, or we may get a new way to make fusion cell at very end game.

misty falcon
#

That sounds cool! Something that E would do for SE, but not sure Wube will do for SA

tardy quarry
#

I think Wube wanted to do some serious nuclear byproduct puzzles but vanilla was too short

#

and with the addition of recyclers (relatively early), people who don’t want to deal with fission byproducts can just void them

late sentinel
#

It's possible to make things explicitly unrecyclable, I think fish are this case.

tardy quarry
#

will they do that for nuclear wastes tho

late sentinel
#

that is a crazy theory to fit some, to be fair, really weird evidence we have.

#

Almost 'god of the gaps' level crazy :P

tardy quarry
#

lol

#

I’m so excited to see if this is correct

late sentinel
#

I'm so excited to see how it is incorrect

#

the how is more interesting than the wehter it is or not

tardy quarry
#

it kinda fits the vanilla nuclear byproduct idea

timid crescent
#

Personally I'm not keen on fusion being dependent on consistent used nuclear fuel cells.
Maybe if you need some to kick-start similar to kovarex_enrichment_process?

late sentinel
#

Dramatically more likely

tardy quarry
#

imagine u put fusion fuel in fission reactor to get more materials for fusion fuel

radiant galleon
#

are we all in agreement that the undisclosed music track from fff 406 is for the last planet

tardy quarry
#

no

#

I still think it’s Gleba

#

but the faith is not that strong

#

after knowing that Gleba is not a jungle planet

#

so perhaps yes it is for Aquilo…

#

but I refuse to accept it

radiant galleon
#

cmon those echoey synths have to be for an ice planet

#

and to me it sounds climactic and emotional in a way that seems unfitting of anything but the last planet

misty falcon
#

"What's Aquilo?"

radiant galleon
#

teehee

misty falcon
#

Yea it sounds icy to me, at least the 2nd half

#

What would be Aquilo's new name?

#

Snowball

radiant galleon
#

could be literally anything. hard to tell

timid crescent
#

I'm pretty sure it's not going to be called fireball

radiant galleon
#

well it's probably not gonna be that yeah

#

once i hear that track in game though im losing my shit

shrewd citrus
stray wharf
# tardy quarry my wild theory about fusion and eff 3 modules: -fisson cell reprocessing is twe...

If you can't produce efficiency 3s at will, then there's not much point to them. And no, using nuclear power does not produce nearly enough eff3s to make them useful.

Remember: one of the biggest reason for eff3s to be on Nauvis is that the utility of efficiency modules goes down as the game progresses. So saying that you can make eff3s, but only a few and only if you're using nuclear power a bunch, isn't really helping with that. It'd be so much easier to just make higher quality eff2s.

dull grove
#

Which is why I hope for some rework to make them more interesting

#

Because I love the idea, but hate the execution

dull grove
#

We're still missing a building to transfer circuit signals inter planetary

misty falcon
#

To trigger gleba production for lower spoilage

stray wharf
#

That's a pretty good use case. Normally, backing up is enough to stop production. But spoilage on Gleba means that you need an alternative method to say "I don't need more of this, so stop making the stuff that takes it."

dull grove
tardy quarry
#

and fission reactor is basically an assembler

late sentinel
#

I'm curious what you estimate the % chance you are right pepperbox

tardy quarry
#

30%

#

low percentage because even if the idea is correct, the details are probably mostly wrong

#

but I like my theory

#

at this point I have no idea what next fff could be about

stray wharf
#

It's one thing to allow spent fuel cells to be reused into something more useful than just U-238. But it's quite another to have a vital resource only come from burning fuel cells in a nuclear reactor.

tardy quarry
tardy quarry
stray wharf
tardy quarry
#

I think its the cool part

stray wharf
#

What you're basically saying is that, if a player wants to not use fission power ever, if they want to run off of boilers/solar on Nauvis and move much of their production to Vulcanus... then they can never use efficiency module 3s or fusion plants.

tardy quarry
#

u don’t need to use fission power to get used fuel

stray wharf
tardy quarry
#

I don’t see that as an issue

#

its basically a special assembler

stray wharf
#

It's not a special assembler. It's hundreds of red circuits, concrete, and steel, all for the purpose of making the least useful module 3 in the entire game.

#

Quality module 3's don't require that.

#

Prod and Speed modules won't.

tardy quarry
#

its still a cost problem. if each used cell give u 1000 fusion cell then its cheap enough

#

its just complex

late sentinel
#

Reactor processing is not out of the question imo.

#

Reactor processing for efficiency_module_3 is however.

stray wharf
#

Why do you want to have an entire building for making efficiency module 3s?

tardy quarry
stray wharf
#

Yeah, it's not worth that.

tardy quarry
#

it is as spoilable items

stray wharf
tardy quarry
#

u need faster platforms to get freshest spoilable products across planets

#

‘just add more’ doesnt work in this case

stray wharf
#

Yeah, it's still not worth it. You're still forcing people to build a building that they don't want to build, just to make a byproduct out of it, so that they can make a thing that isn't all that great to begin with, for no actual quantifiable reason.

tardy quarry
#

that a lot of opinions here that I don’t want to argue with

weary widget
#

more chem plants, more thrusters. plus as we now know, power can take up a much smaller space and has a much higher density. so small power hungry ships become viable

late sentinel
#

It doesn't really make any sense nuclear chemistry to me either.

stray wharf
#

I trust that WUBE aren't the kind of developers who will force players to build a building unless they want to use it for its actual purpose. The purpose of a fission reactor is to produce heat to generate power; spent UFCs are a byproduct. I trust that they aren't going to design the game to make you want to waste the primary product (heat) to make the byproduct for something completely unrelated to the actual purpose of the building.

#

That's something you might see in Py or other mods, but not base Factorio.

tardy quarry
#

this part is fair

#

which is why I suggested that perhaps later u have another way to make fusion cell withoutneeding fission reactors

late sentinel
#

What I think is that we have some really confusing evidence, and we're just reaching at any theory that works because we're desperate. None of these theories seem particularly likely to me; but it is very hard to explain the eff3/fusion core correlation.

stray wharf
#

There are two possibilities to me:

  1. There are two items that use "bluranium" as its placeholders.
  2. The fusion fuel cell item has earlier game uses. A component of eff3s, but also a component of some personal gear or power armor or vehicle or whatnot.
cobalt blaze
#

I missed it, whats the correlation?

stray wharf
#

Bluranium spikes in consumption correllate with eff2 and blue circuit consumption (with reds hidden by the blue line). That strongly suggests the efficiency module 3 recipe: 5 blues, 5 reds, 4 eff2s, and 1 bluranium..

#

But "bluranium" is also the fuel for a fusion reactor, which lives at the end of the tech tree.

tardy quarry
#
  1. is more likely than 1. I think
#

so u r mostly against the idea that blueranium strictly rely on fission reactor

stray wharf
#

The main issue is that eff3s being unlocked on Aquilo makes no sense, because that's the same planet that unlocks fusion power, which makes most uses of efficiency modules unnecessary.

tardy quarry
#

yeah I do agree with this

late sentinel
#

Let's point out 3: the correlation is not causation. We are simply being fooled by assemblers with the same crafting time.

tardy quarry
#

well yeah this is also one possibility

#

which I don’t want to admit

stray wharf
#

Now, it could be some other recipe than eff3s. But the fact that it consumes eff2s is peculiar.

vivid turret
#

16 efficiency_module_2 / minute.
That's peculiar.
efficiency_module_3 takes 5 of each component.

stray wharf
#

True, but given that the module 3 recipes now require some additional material, maybe they decided that 5 module 2s was too much.

tardy quarry
#

hummm

#

hard to tell what’s the recipe because extra buffer

indigo fog
#

I kinda hope all 4 modules will have different recipes that tie them to a specific planet. T3 Quality modules depend on Fulgora for the superconductors, after all

vivid turret
#

efficiency_module_3 being on Aquilo is a strange possibility but kind of makes sense because it's a far less attractive module than the others.
If it is the case that each planet unlocks a different module 3, they factor in to which of the middle planets you visit next. If one of them unlocks efficiency_module_3, it's clearly not as good as the other planets' modules.

#

Of course fusion power makes it look much worse, and spidertron can't require that ingredient anymore.
I still don't think any level 3 module is worth putting on the last planet, but efficiency_module_3 isn't as silly if you look at it that way.

stray wharf
vivid turret
#

Sure, but this seems to not be the case from what we know.

#

Which is almost disappointing.

late sentinel
#

I wonder what size portable fusion reactor is

stray wharf
#

The problem with putting eff3 on Aquilo is not that it's "not as good as the other planets' modules". It's that efficiency modules have an expiration date on their utility.

Speeds and prods are always useful; delaying them to Aquilo would be annoying, but you still want them. And unless you're just not going to engage with quality modules, qual3s are still very useful for making Q5 goods.

Efficiency module 3s aren't like that. They are at their most useful early on, where power is still a concern. By Aquilo, power is almost solved, and Aquilo has the final thing that basically solves power anywhere forever. The only place you might use eff3s are on space platforms, and high quality eff2s can probably do the same job.

#

It would not be merely "disappointing"; it would be clearly bad design. Much of SA's design is about making you scrounge for power, forcing you to engage with efficiency modules just to operate in some of those power constrained environments. They aren't just a pollution control measure anymore; they are a real tool that you can use to jumpstart your new bases.

But you'll eventually outgrow them. And that fact is why you need eff3s as early as possible.

late sentinel
#

they're used to craft some stuff too I think

stray wharf
#

Eff3s are used to craft one thing: the Spidertron. A thing we know that we get before Aquilo. So if Eff3s are on Aquilo, the Spidertron doesn't use them.

Maybe they could add something else that are used to craft them, but that's just making them into an expensive intermediate, not a useful module.

radiant galleon
vivid turret
#

FFF-373 has in plain text that tier 3 modules aren't on Nauvis.
Tier 2 is unlocked at the same time as platforms for whatever reason, it's clear that efficiency_module_2 is what you're intended to use for a while.

#

Hey here's a scheme:
fulgora unlocks quality_module_3 (very attractive when bundled with recyclers)
vulcanus / gleba unlocks productivity_module_3 (arguably the best module)
gleba / vulcanus unlocks speed_module_3+efficiency_module_3 (bundled together to compensate for neither being as strong)

stray wharf
#

I don't know what to tell you. Putting eff3s on Aquilo works against everything they've done with power that we've seen in SA.

cobalt blaze
#

eff3s are going to be the last tech you unlock because thats just how strong they are

forest cradle
#

could be unlocked in space

stray wharf
stray wharf
# vivid turret Hey here's a scheme: <:fulgora:1208019837889286174> unlocks <:quality_module_3:1...

Speed module 3s are very strong. Also, the reason we think eff3s might be on Aquilo at all is because of the consumption correlation between "bluranium" and other ingredients indicative of eff3 production, coupled with the revelation that "bluranium" is used for fusion fuel. So either it's on Nauvis (and fusion fuel gets produced as a uranium derivative) or its on Aquilo, or the correlation is leading to an invalid conclusion.

#

Or that "bluranium" is using the same placeholder graphic for two different things (possibly at different times).

weary widget
late sentinel
#

I do, yes.

#

I'd expect it to be a little bit bigger.

weary widget
vivid turret
stray wharf
#

Or that could just be vanilla.

compact sigil
#

couldn't that clip be vanilla 2.0 and not space age?

late sentinel
#

it is

#

You can see 750kw

weary widget
#

ah yeah

vivid turret
#

Vanilla 2.0 should still be using the new fission reactor asset. It's an old video, probably before that change was made. Or it was covered up on purpose.

stray wharf
#

I'm not so sure. If it uses the new asset, then that would mean it should use the new recipe that involves a UFC. But PFRs never needed uranium processing at all before, let alone nuclear reactor tech. So either they change that (which would be a very strange change) or they use the original picture.

vivid turret
#

Fine by me if uranium takes a more important place in the game. Especially if it's unlocked so long after nuclear power became a reality.
Tangentially, i still think PFR shouldn't be unlocked so late.

late sentinel
#

I think they reasonably say that it's going to be swapped in 1.1

#

it would be weird if they didn't.

stray wharf
#

It's more that it changes the overall flow of vanilla in a way that I think no other change does.

late sentinel
#

I think they're fine with this change though

stray wharf
#

For SA, yes. For vanilla is to be determined.

timid crescent
#

I don't think it would have that much of an affect on vanilla gameplay.

#

Adding a couple extra research prerequisites and needing to slap down uranium processing instead of it being completely optional wouldn't change my gameplay at all in fact

stray wharf
#

Skipping nuclear has consequences beyond just not getting nuclear reactors. For SA, where uranium processing is mandatory for a host of reasons, that's fine. For vanilla, it feels like a wart, a thing you have to do because SA did it.

late sentinel
#

Fusion weaponry?

late sentinel
#

Reinforcing existing crafts for many purposes is something factorio loves doing - see how all of the sciences have factory stuff in them (best example is electric furnaces in prod sci)

#

Fusion nukes will be scary

agile river
#

the ultimate cliff explosive

stray wharf
#

I feel like any "fusion nuke" is like a "Category 6" for hurricane scales. Cat5 is supposed to represent "total destruction"; you can't get more destruction than "total". So unless something can actually survive a current nuke, there's not much point to "nuke-but-more".

#

Give it longer range, and you may as well just have nuclear artillery. Or Rods From God.

late sentinel
#

Well, what do we think that blue shell is?

#

I think fusion nuke is a bad concept for it, but I don't have a better idea.

#

Aren't we missing whatever we need to take down biggest asteroid?

#

that's can't be fusion though...

stray wharf
#

It looks like a tank shell, so it probably is. But we haven't seen anything with a blue tip. It could be tungsten, but tungsten doesn't make for a better shell than uranium.

stray wharf
#

These would be shortcut routes, but they'd require the best weapons and biggest platforms to traverse safely.

late sentinel
#

Maybe. That's a reasonable idea.

timid crescent
#

One of these maybe?

#

Get rid of the really big asteroids

late sentinel
#

that's basically alfonse idea haha

radiant galleon
stray wharf
#

With target priority, there just isn't much need. You can load one Spidertron up with nukes, load the rest with regular rockets, and just let them walk over nests, with the Nukertron only targetting worms and nests.

#

Sure, it's not quite click on the thing on the map and the baddies disappear, but it's not far short.

timid crescent
#

Do we know that spidertrons get target priority?

#

I wonder if quality spidertrons also get more rocket targeting range, same for other vehicles for that matter

stray wharf
tropic basin
#

be ready to spend 1 nuke/nest though trianglepupper

radiant galleon
#

in a perfect world the devs would spoil us and give us special spidertron targeting ai for the nukes

tropic basin
#

perfect worlds are boring af

timid crescent
#

Would being considered boring not make it an imperfect world?

tropic basin
#

Nice paradox, you just proved the non-existence of a perfect world trianglepupper

late sentinel
#

Assuming we agree with your premise- (I do not)

tropic basin
#

that perfect worlds are boring?

late sentinel
#

Yeah. I don't think imperfection is what makes things interesting.

tropic basin
#

If we take "perfect" literally, it means there's nothing left to improve. In a perfect world, there's nothing at all to improve.
I believe that we humans thrive on improving stuff. so ..

late sentinel
#

but that will quickly go to #more-offtopic - I just wanted to point out this logic is far from bulletproof :P

tropic basin
#

oh, you can disagree, it's alright :)

late sentinel
#

It is bulletproof only if the first statement is true

#

If perfect worlds are boring, and boring worlds are imperfect, clearly perfect worlds do not exist.

tropic basin
#

yup. reminds me of Gödel's incompleteness theorems

radiant galleon
#

is there anything we know about the "red area" of gleba? i have a feeling it's significant

weary widget
#

all we know through that one video is that some kind of enemy is there

radiant galleon
#

i have a feeling it relates to the enemies but most of the enemy settlements aren't even on it

dull grove
tardy quarry
#

we know that the red area was still wip and were saved for future fff

misty falcon
#

Someone called "Seele" posting Eva memes?

dull grove
#

I didn't even think of that engithink

weary widget
#

any guesses for Friday?

misty falcon
#

I'm guessing some facts

weary widget
#

endgame SA items being revealed has to signify we entered a new season

dull grove
#

I expect
2-3 Enemies (e.g. rocket turret, brain biter, plasma turret?)
1 Gleba (brain plants, red sea, Benefit as first planet)
2 Aquilo (Fusion cooling, map, ore, products, enemy reveals)
1 Carbon (Prob. Gleba.)
1-2 for the new sciences rewards (e.g. spidertron)
FFFs
^ max 9 total. 12 FFF left.

tardy quarry
#

my guess:
power priority fff
1-2 combat/asteroid fff
1 space map/space platform/asteroid fff
2 Aquilo FFFs
Vulcanus pt3
Fulgora pt3
Gleba pt3
rebalance summary fff
endgame goal fff

#

juicy

late sentinel
tardy quarry
#

tbh I really didn’t expect fusion power. That one was a big surprise

late sentinel
#

me either, but in hindsight we should've been obvious on the fulgora thing being some sort of reactor, I mean, I described it as "this weird thing with a bunch of pipes around it"

#

and Fulgora had suspiciously low power infra for how beaconed it was

tardy quarry
#

yeah

serene sage
#

everything is obvious in hindsight

forest cradle
#

i thought it was some sort of power plant, but I figured it was a lightning collector, keeping with the theme

radiant galleon
#

the fools we were, thinking nuclear was the only thing we'd ever need

stray wharf
#

The existence of fusion reactors does raise the question: so, you can get 100 MW on a space platform with minimal space... what are you actually doing on those things at the end of the game?

radiant galleon
#

i think a lot of people (me included) are underestimating just how big the game gets

stray wharf
#

It's not a question of "big" really; indeed, with belt stacking, infinite pipeline throughput, beacon changes, and super-buildings like the Foundry and EMP, builds are going to get smaller, not bigger.

radiant galleon
timid crescent
#

Higher quality does not increase any draw or penalties

#

So higher quality machines draw the same power put craft faster, higher quality modules have better bonuses but the same penalties, etc.

#

It's important however to note that some 'penalties' are directly tied to the effect boosted.
Inserters draw power based on how much far they've rotated, meaning increasing their rotation speed through quality necessarily increases their power draw.
Same thing with roboports, they gain increased charging speed which necessarily increases their power draw.

#

Another entity of note is beacons, who's quality effects include reduced power draw. It's almost certain then that a higher quality beaconed build uses less power than a lower quality one with the same number of entities, while producing upwards of 10-15x the product

stray wharf
stray wharf
late sentinel
#

I do think it's asmyptotic though

#

It's an equation like (c1 + ax) / (c2 + bx)

stray wharf
#

The ratio between the speed boost and the power penalty is the same regardless of the beacon's broadcast effectiveness.

weary widget
late sentinel
#

Yes, but that boost is being added to the machine's existing effects.

timid crescent
weary widget
#

thats true lol

late sentinel
#

We also don't know how big a portable fusion is

timid crescent
#

I love it

late sentinel
#

In 1.1 btw, you actual do very quickly run into the bot dispatch limit with how crazy quality roboports are

#

more accurately quality power armor

timid crescent
#

(I understand that it's not always drawing power but it's still funny)

#

Bot dispatch limit? Is this a defined number or does it depend on how quickly robots get deployed?

late sentinel
#

It's implict. the game 'tries' 3 blueprints every tick currently.

stray wharf
late sentinel
#

current fusion is 4x4 right?

#

so it can be [4x4-7x7]

stray wharf
timid crescent
#

Yeah so it depends on the dispatch speed. Isn't that getting increased a lot with the optimisations?

late sentinel
#

Yup.

#

But just notably you really can't even test it in 1.1!

#

I was wondering if a maxxed out spidertron could build my solar fields without stopping walking

#

answer was: no, but not for reason I expected

timid crescent
#

Yeah apart from the obvious issue of bots moving too slow they can only be deployed so fast

late sentinel
#

I expected a bot throughput issue, not speed

stray wharf
#

And the PFuR probably shouldn't even be 7x7; while that's still more power-per-tile, it's not more by very much. Also, 7x7 can't even fit into a base-quality Spidertron.

late sentinel
#

I got a bot throughput issue... but I had many bots that were sitting in the spider

#

5x5 is very possible I think.

timid crescent
#

If it's not 4x4 I'd expect it to be 5x5

late sentinel
#

Agreed

#

6x6 is in pushin' it territory

#

should be noted legendary spidertron and power armor are odd, so 5x5 complements them

#

assuming we don't have even cooler armor

timid crescent
#

We need more grid items that are an odd number height

stray wharf
timid crescent
#

We have batteries for horizontal 1-tile filler, but solar panels make for a lackluster vertical 1-tile filler

stray wharf
#

I wonder if portable solar panels on Vulcanus will be an effective replacement for a PFiR, what with their 4x solar boost.

timid crescent
#

Almost certainly, yes

weary widget
#

if only a row of belt immunity equipment did something

timid crescent
#

30 x 16 x 4 = 1,680 KW

#

vs 750 KW in a forced 4x4 placement

late sentinel
#

so vastly

timid crescent
#

I suppose you'd need to replace some of it with batteries and it would be ~70% so count it as half and it's still better

late sentinel
#

welp.. legendary portable solar it is

timid crescent
#

It gets beat out by portable fusion reactor

#

Man just thinking about how much better power armour MK 1 would be if everything inside it is at least 30% better

timid crescent
late sentinel
#

The foundry making iron and copper plate virtually limitless is quite the argument - infinite logistics via pipe as well.

timid crescent
#

Yeah I jest. The utility offered in increasing base resource throughput is easy to undervalue. I know I have until recently.

late sentinel
#

think about how much time you spent building either mining or smelting, or logistics for ore/plate.

timid crescent
#

I expect the foundry to make it "easier" in it's own way.

#

But also more interesting.

late sentinel
#

being able to replace all of that nonsense with a pipe - given you have a bit of calcite, is an insane value proposition

#

green circuits are the new iron plate

#

(I expect to make green circuit from fluid blueprint)

timid crescent
#

Absolutely, although I'd be tempted to wait until getting the EMP to commit to that. Instead just placing plate foundries at the start of whatever existing circuit build I have.

late sentinel
#

both are easy

#

remember that casting plants don't need calcite routed

#

you just give them a pipe and they work

#

There are so many ways to get buffs in SA that it's really dynamic how you go at it.

timid crescent
#

I've been mulling over the value proposition of (before unlocking the recycler) just storing a buttload of normal quality stuff like personal equipment just to get all of the stuff that I use to uncommon+

late sentinel
#

tricky one

stray wharf
timid crescent
#

Problem is the value lost by buffering is determined by the efficiency of your quality build.

#

Like you said Alfonse, if you start with quality ore then you can guaruntee a very small amount of buffering, but if you just stick the modules in the last assembler, you'll end up with a lot

late sentinel
#

depends if there are more miners than machines that need quality modules

#

I expect it to, practically speaking, be difficult to actually use those quality ores.

timid crescent
#

My main worry about quality ore is the loss of throughput and the increased complexity.

stray wharf
#

There are always "machines that need quality". And using quality ore is just having a separate furnace stack.

late sentinel
#

I don't expect much increased complexity of actually collecting the ore

timid crescent
#

I don't see needing more than just a couple electric furnaces with quality modules for what quality ore you'd end up getting though

late sentinel
stray wharf
#

With a small, separate mall.

late sentinel
#

you need to place assemblers for your entire chain and manually feed them

timid crescent
#

I think if it's just for personal equipment hand feeding assemblers is fine

late sentinel
#

I play faster than that would make reasonable.

stray wharf
#

At the start, you'd hand-feed everything. But once you get logistics chests, you can build a reverse-Fulgora base.

timid crescent
#

Otherwise you'll want 2 assemblers for everything, one for rare and one for uncommon quality

late sentinel
#

or you can use the final assembler early game, and be happy with that

#

this is what I will go with

stray wharf
#

If that?

timid crescent
#

I'll want to see the effort required and output of both methods before deciding myself

stray wharf
#

Maybe 1 Q2 thruster and 1 Q2 crusher?

late sentinel
#

Well, the strongest advantage of alfonse' solution is that it lets you pick what to put all the quality items to

stray wharf
#

My plan is to leave on a platform that's mostly Q2 at least.

late sentinel
#

I'll probably be back from Fulgora by then :P

timid crescent
#

quality ore method is much easier if you have a small selection of items you care for getting to high quality

stray wharf
#

I'm not running a race. And there are plenty of infinite techs to research (which will also give me a bunch of quality prod modules and electric furnaces).

late sentinel
#

If you are not running a race, then there is no useful metric to compare on

timid crescent
#

Plus there's nothing stopping you from doing some of A and some of B

late sentinel
#

the Q is which is better for progress

#

time is the only sensible unit to measure that in

stray wharf
#

No, that's your question.

late sentinel
#

What's your question?

#

If we do not start with common and reasonable goals 'which is more effective', we obvious will get different results, even if we both have perfect reasoning.

timid crescent
#

effective at what?

late sentinel
#

progression through the game

stray wharf
#

Which one is the most likely way to do a Fulgora smash-and-grab effectively? Power is going to be the biggest limiting factor, and high-quality buildings are power-efficient.

late sentinel
#

If your goal is a fulgora smash and grab, then time to have fulgora done is the defining metric to a degree

#

If your solution gets significantly better rates at fulgora that is another story

timid crescent
#

This entirely depends on how much time you expect to spend on this "quality ore mall"

stray wharf
#

Building on a single island is key to the strategy. If you can put more production in the same space at less of a power draw, then you'll get your ~200 EMPs faster.

late sentinel
timid crescent
#

I'm pretty much only thinking about it as a method of acquiring quality personal equipment right now

stray wharf
#

Also, quality miners will be critical for making more EMPs from relatively limited resources.

late sentinel
#

so if building the mall takes 5 minutes, and saves 4, it might as well have not been done, for instance.

timid crescent
#

Yes, but we don't know what those numbers are yet

weary widget
# timid crescent effective at what?

and if you're not playing with multiple people, the time spent with quality will come at the cost of everything else not being attended to. I've played some long solo games with janky quality and I realized the time I spent screwing around with quality would've been better off just progressing elsewhere.

#

didn't mean to respond to you

late sentinel
#

7itanium is describing exactly what I am saying

#

I don't know them, that is right sticks, but we have a rough idea of the search space.

#

We'll only know once we play, but we have to at least have something to benchmark strategies against.

timid crescent
#

I'll probably set up 2-4 miners making quality ore and turning them into quality plates, I'll see what happens from there 😛

late sentinel
#

experimentation is key at first anyhow yup

timid crescent
#

Otherwise I expect spending time scaling will be time better spent

late sentinel
#

we don't know the search space entirely so we need to search it!

stray wharf
#

Why did you have to stop progressing? There's going to be plenty of dead time. Whether it's building test ships to make sure you don't get yourself killed getting to the next planet or loading up your ship with your few rocket silos. Or even just waiting for that 40th U-235 so you can start Kovarex. There's plenty of time that you'll need to spend that you're just researching some infinite tech or something.

late sentinel
#

Usually I don't have any dead time. That's almost always a sign that you need to reorder something in games like these.

#

(IE you should have did A before B instead of B before A)

#

Of course sometimes the only option is to fill the dead time - in which case such a strategy might prove essential.

stray wharf
#

Progression through Factorio is not something I'm trying to get through as quickly as possible.

timid crescent
#

I think you're using different definitions of "dead time"

late sentinel
#

I define dead time as time when you have no other good options so you must wait, or do something minimally productive.

#

You have no high impact tasks because they are blocked by a process you must wait on

#

imagine your limit is power, and you need reactor to do reasonable impact to that. you have 36 u235 and can't afford running them now.