#Speculations
1 messages · Page 5 of 1
Maybe something about the mystery building on the title screen belt
The searchlight/turret/ion thruster thingy
sToMp STomP?
yeah new enemies
maybe we'll see more about space platform scheduling and logistics
now that we have an official announcement i wanna say FFFs will be heavier on new content
but QoL is always welcome
i think aquilo should stay shrouded in mystery until release, maybe just one FFF to set the scene but no more
14 FFF left. Someone can probably do a count on current SA/Quol/... etc. ratios.
I kinda hope we can learn what the packs take/give you
If you mean science packs, we already have the general ingredients list for each of the 3 planets' packs, along with most of the synthesis chain. It's interesting to know, but note that they didn't make a production out of telling us. We had to deduce it from pictures.
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.
3 Enemy FFFs
1 circuits FFF for new circuit building
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?
How did we miss this initially?
I feel like we absolutely combed over inventories, but using the sort order did not occur to me yet.
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.
Right after announcement seems like a good time to finally reveal enemies
Well... One week after
Or it's gonna be another QOL that 5% of players care about, like FISH AI
But what if it's both? Fish friend evolve and become floppy foe
Floppy foe Friday facts
Good point. I'd be interested in some of the unique recipes still, but probably after Aquilo (if we get it at all), like looking at the endgame pack and the kind of research we can get that's not really been shown
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)
fluid system 2.1
(I honestly like fluid system 2.0 even though I think its a bit funny)
I mean Raiguard is doing something with it
I definitely wouldn’t expect a fff on the changes he made
But there may or may not be a fluids 2.1
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.
signpost!
Display panels! I'm kinda glad I was wrong!
OK that answers what's the combinator in the image ;D
here I mean
#1240418991386787920 message
i dont see any combinators in the image other then the decider combinators in the inventory
this is same topology as supercap recipe right?
JG even soft confirmed (may have been joking) that these are just supercaps
I like the new graphics for them in this case, they're much more production ready imo
Do we have an idea on the rods on the left?
aha
the holmium plate graphics also seem to be more refined compared to the old version
looks thicker
grenades for artillery shells…?
in 1.1 artillery shells need no steel or grenades
Does this count as a new circuit building?
so that solved the mystery of the strange robot object
14FFFs left!
Wow, 2 weeks until spage release, it got here so fast
its the age of spage
SpoilAge
Ace of spage
If you like to gamble (quality), I tell you I'm your engineer
You win some, lose some, it's all the same to me
save scum
doesn't work
afaik it's implemented via counter when the respective qualities appear
Since they spoke of Law of Large Numbers in the first reveal
so, no save scumming for you
... I've never heard this. Everything I heard about it says that it does a random roll when the craft starts.
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
I could have sworn a dev confirmed this since random number generation this often is quite expensive
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
the law of large numbers is about randomness
Or, you could just build a bigger factory 
I don't know how you can use its applicability as evidence against randomness
It's required because the game is deterministic. True randomness and determinism don't go well together.
Well, is it seed-based rng or internal machine clock. Each is deterministic
But seed-based rng is still prohibitively more expensive than i++
More expensive? Possibly. "Prohibitively more expensive"? I doubt it. There are cheap and effective PRNGs.
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.
"they must be running out of qol updates"
"we're getting exciting new content this week!" is becoming the new "bwuhuo this week!" cope
The CRTs were fun, but I now want it as an option for the engineer's head
"we're getting exciting new QOL features this week!"
*FFF is about fixing an obscure bug only three people have encountered*
Probably worth doing for that legendary spider and PA2
In most cases it will surely be irrelevant like uranium
I think scaling up the production gets you the
faster than save scumming.
Just throw more ingredients at the problem.
yep and run the game overnight for a few days/weeks
why did discord hide this thread in my sidebar again 😭
threads are archived after a period of inactivity
so what you're saying is I haven't speculated enough...
I kinda want to predict an enemy fff within 5 weeks
if there’s anything relatively big between Gleba and Aquilo reveal, it would be the new enemies
we could even get more than one fff about enemies
perhaps a combat overhaul
reworked resistance system
more damage type
friendly fire issues
that would be amazing
What is there to overhaul
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?
I won’t expand on details but I have my answers.. too much typing and I need to sleep for now 
So a few minor things left? That’s not a lot.
robots killed by fire
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
I have my own pet combat rework fantasies, mostly around improving engineer mobility, that I doubt will ever happen.
I don't really see a way to make damage types matter without:
- Forcing the player to fiddle around with ammo a bunch, or
- Making certain enemies virtually immune to certain turrets, forcing the player to put every kind of turret at every defensive point in the base.
On space platforms, #2 can be OK, since the defensive surface is pretty clear and player-constructed. But for general defense, no.
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
One example could be making hypothetical Vulcanus enemies highly immunue to fire damage so you cannot really use flame turrets on vulcanus
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.
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.
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.
Glad to know that my walls won't be killing any fires! 
So true
I hope bots and landmines are immune to friendly fire
bot places landmine
bot immediately sets off that landmine
:(
This is the real reason bots fly
I thought the reason tank turrets don’t exist is because tank shells can’t go “over” anything. They have to pierce everything in their way, including your buildings and walls
Also the graphic is just a placeholder, it could be anything
Just like how tungsten carbide isn’t a placeable tile despite being recoloured concrete
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)
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
I remember railgun was a popular guess
yeah, I've been chanting railguns a lot 
Tank shell is still physical + explosion damage
I hope to get something with a different damage type
Reminder: Biters are immune to acid damage, but that may not be the case for other enemies 
piercing damage when
There could be an large asteroid with high flat physical defense and percentage explosion resistance
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
But tank shells can go through the physical defense with ease
This is probably not a good example, as plastic is hard to get on platforms
Prohibitively hard
Coal crafting, liquefaction powered by nuclear steam, a lot of cracking
Biters are Xenomorphs? 
next fff will probably not be filler
what do you mean by a filler? 😠
All the fffs are “filler” because they “fill” my heart with joy 
Amen
I was looking back and trying to find an actual filler FFF - slightly hard pressed to.
"filler" FFF is just something people use to describe a post which they personally didn't find interesting.
Well, some of them are close.
I happen to really enjoy the technical ones, but I know some people consider them filler because it's not necessarily new content.
My opinion is more nuanced.
This one was technical, but it didn't actually substantiate or explain enough to actually follow imo.
Perhaps that's more of writing issue than a filler issue though
Let me show you around. That's our lab table and this is our work-stool. And over there is our interplanetary space-platform! And here's where we keep assorted lengths of wire. Whoa! A real live space-platform! We designed it ourselves. Let us show you some of the different lengths of wire we used.
I would count abstract rewiring, but it includes other changes that take it out of that.
It's also much more explanatory and well written.
While I think for sure, there are different levels of impacts with FFFs, I'm hardpressed to find an actual full fledged filler one.
I would have to agree
I speculate tomorrow will be about the 'stomp stomp' enemy/creature (maybe it's not hostile)
That's how I felt about the music posts 😅
Then I went back and actually listened to them... So damn good.
Now everything they blog about excites me
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?
418

420 
i am not sure that emoji means what you think it means
it is for when xqc hits the 720 noscope headshot on a small child through smoke
art means what the viewer think it means. you argument is invalid
the viewer or the creator?
the viewer obviously
aha, but to a zoomer the word viewer doesn't mean what you think it means

reject dictionary, embrace twitch culture
What the sigma
So...
I expect
2-3 Enemies
1 Gleba
2 Aquilo
1 Carbon
1-2 for the new sciences rewards (e.g. spidertron)
FFFs
I can give you an fff about carbon: it's a non-spoilable intermediate product in SA that is used for some stuff
It's not even Friday 
And it has an icon that resambles black hexagon shaped something
I bet it is Friday somewhere
Would you like some fries with that?
Actual carbon question: we know you can make coal from carbon with sulfur. Is there a similar process to get carbon from coal?
If you don't know that then it means I'm not supposed to answer

SA has new recipes
I mean we know there’s some way to get it either out of coal or oil, nothing else on Vulcanus could be a source. And you can get oil from coal. Therefore, you can indeed get carbon from coal, no matter what 
We've seen carbon on Vulcanus, so there has to be some way of extracting carbon from coal or some derivative thereof (maybe heavy oil?).
But you said it’s an FFF!
JG what are the considerations when creating the carbon-coal loop?
That’s why I asked. It seemed just inconsequential enough that I might get an answer.
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.
I’m expecting a solution similar to recycling to prevent carbon/coal positive loop
FFFs dont always reveal everything
bestagons confirmed??? 


They’ve been confirmed for nearly 2 weeks
The release date fff and steam page showed them
The thing that stops a loop is sulfur (and water, but also sulfur). Making coal requires sulfur. If you make carbon from coal rather than an oil refinery product, you lose the sulfur that was there. So to loop coal/carbon, you have to constantly inject sulfur into the system. And water.
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.
That’s converting sulfur into coal was my point
I was also in the process of typing that
It’s not likely useful but it is funny
I’m still hoping it’s heavy oil>carbon so the loop is less direct
And as a bonus it provides a path to coal on Fulgora
Yeah, that last part is a good reason not to do it 😉
You may be right
I was just contemplating the implications of obtaining plastic out of the tar sands
Of course you’d need water from scrap, but besides that it should be pretty trivial
and two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.
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
And it may even be desirable to do so, because oil is infinite and coal ore is not
That would be cool in a mod, but vanilla factorio usually tries to avoid such situations
So, I suppose all cope is lost…
let's be real. Any ore is infinite for all intents and purposes.
Especially with the new drill which only mines 1/6 of the time.
That’s at legendary quality, at base it’s half the time
That’s not exactly weak either, but still
Whats the output of the BMD
And it always outputs full stacks or does it depend on your research
I’m assuming it depends on research
isnt bmd 1/6 at 
oh nevermind normal is 1/2
prediction:
#3
You're in the plant #3s before Aquilo group?
yeah I suspect they'll hold off on Aquilo until near release
Interesting. Most expect AQ 1 & AQ 2 before any 3s
But Aquilo is free to break the pattern
I think it’s more likely
i'm in the no spoilers for final planet till after release camp
Wube has repeatedly stated that they intend to cover every planet.
Source?
Steam page clearly states that Aquilo remains shrouded in mystery. Might not be until release, but definitely for the thyme being.
It was in several FFFs
Including the first Vulcanus one
To be fair, they didn't say that they'd cover them all before the release 🤷♂️
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
Exactly, they might end up saving some for after the release - to avoid spoilers for the first wave of players
I would say this heavily implies they will be all in FFFs
Yeah, but this is Wube.
They didn't say when the FFFs would be 😉
What you imply by ‘this is Wube’ and what I would mean by it are the opposite though.
I was thinking more of the specificity of the "no less than 1 year" statement 😄
they never said that
Either way, I'd be more than happy getting the FFFs before or after the release
What would you even do with FFFs after release
Imagine you get to play space age in a few weeks - would you still have much to learn from the remaining FFFs?
we don't think that [the expansion] will take less than a year to develop
That had some people convinced that it would release in a year
Which the devs had fun with playing on their emotions
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
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
yeah but that only works for the fastest players(speed runners and people with a lot of free time) then they will show it here and on YouTube and reddit, so if you don't want spoilers then you have to avoid everything factorio online
so I don't think they will do that for the spoilers
I just don’t think factorio is a game that has anything to spoil 
all the tech tree are available to read right at the start
And all of the complexity is emergent anyways. It would be like spoiling chess by telling you the rules.
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)
and there will be new mechanics on Aquilo
so I see no reason ro not reveal it before release
@hexed chasm boo!
space age should come out with steam points shop items
I would love that
hoping a combat drone overhaul
pepperbox you have the weirdest hopes nowadays. Have they given you every reasonable thing you want already?
humm
idk if yellow science tweak is a reasonable request
I’m still not fully satisfied with the fact that for space u technically need only blue science but u practically need also

I think we'll need to play with this to actually appreciate it.
also they haven’t give bot immune to flames made from friendly flame turrets
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
trying to make even the most generalized comparisons between SE and SA I think is usually a fool's play.
by far I find the most similarities between SE and SA is the tech tree structure
SA has less grinding and has smoother difficulty curve so its less obvious
it kinda is a similar issue like in the old days u can reach bots with green science
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
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.
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.
But if you close your eyes…
This was absolutely hilarious to me when I realized, I’m surprised I only noticed it yesterday
And I think the last two packs will actually roughly match astro and deep space too 😭😭😭
From what we’ve seen
@tardy quarry fission pack is likely space or yellow
99% confirmed that the Aquilo machine will be covered
I guess they might be old graphics for the fusion parts?
you think aquilo machine is the same machine that will cool fusion stuff @tardy quarry ?
yes
speculation: something bad will happen if fusion reactor loses power
Yea it'll shut down, and it requires power to restart so you might black out.
nice catch pepperbox haha
ors f
🧩
see if you can find more @tardy quarry. I'm going to start merging these
i cant wait to see what you will come up with
i hope its something similar to pepperbox pfp
imagine it's the entire thing
we still have no fucking clue what that arm thing is. I keep forgetting about it.
I don’t
🫢
not sure if this is the same machine
I couldd see if it fits.
have to relearn gimp. at this point it might be easier to pay JG to put his pieces back together.

merge it anyway!
I'm about to try to merge them
idk if those are the same as it, they seem kinda weird and more rounded.
AI upscale it so it becomes an impressionist painting 😭
dont forget to resolve the merge conflicts
hard to say, but likely just because low resolution
reverse the nighttime LUT
it is likely somewhat reversible, but that is beyond my willingness with me seeing SA so soon.
Can be done quickly with a tool like PIL, unfortunately I'm not near a computer now
not really enough to see here anyway
we're at a point where this is more detailed
Less detailed than the teaser
and still more detailed than what we got today :P
the bottom part
yeah it does match with the other half from christmas gift card
almost a whole circle
why monochrome?
less light/color inconsistency
If Aquilo is cold, why do you need a building to cool stuff
Just leave it outside for a while
ENHANCE
i was right
u learn how to cool stuff on a cold planet, I think it makes sense
maybe warm/cold coolant is a more general mechanics on Aquilo? 
this feeling... i think its chilly out there.... what if... no...... but what if maybe i can make stuff even more chilly?
is the coolant made from water and lube
because it’s common
This might depend on the route they go with the coolant
Do they want it to be a proper resource along with the fuel, or more of a logistical concern
Aka can you make it wherever you use it
Because making lube in space would be extremely annoying
And even more annoying if it was with the express purpose of power generation
yeah i imagine coolant is cheap partially to encourage platform use
and isn't water expensive on platforms
so it likely doesn't use that
maybe you just toss some solids in a chemical plant and it turns them into coolant
Of course, things could be very different if basic coal liquefaction didn’t use steam
Then oil processing would be on the table
And lube would be a decent choice since it wouldn’t require any cracking either
true
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
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
yes, and if you can recycle the coolant you get a big reduction in consumption, just like kovarex for fission
factorio was made by big govt to push recycling into the public mindshare
I think coolant loop is pretty much required, u probably can’t void warm coolants, even if u can, it would be silly to do
or if the generator loses coolant... 
Perhaps it can cool or heat. Maybe controlling temperatures will be the important unique mechanic here
Aquilo might have a cryogenics theme
The cold planet? No way 😉
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
Foundry renamed to fryochamber
electromagnetic chamber
Biochamber renamed to plant plant
Wirochamber maybe? Does that work?
It’s the only one that comes to mind
Gyrochamber 
electrochamber
tbh its not even a chamber
but the cryochamber does look like a chamber
🎵 It's cold outside, no kind of atmosphere.
All alone... More or less... 🎵
(whoops, didn't mean to make that a ping reply)
that’s nuclearchamber
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
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
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
i was reading this shit thinking it was new... its from 15 days ago
Imagine the forest of generators to support this
imagine the 1M SPM base it can support
I’m not imagining it - I’ll be building it 😎
Makes sense?
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 😭
We’re not that unaware … probably
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.
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
I give it a 2-3. It makes total sense to me
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
something like carbon fiber is in one of the screenshots on the SA steam page
tbh there’s a small chance that they are unlocked on Nauvis earlier for something else 
imagine if they’re byproducts from fission
makes no sense pepperbox, that's plutonium - which is also fissile
fission and fusion fuels just have like no significant relation
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
Those green cubes look delicious
weird, I remember that in K2 there were fusion as fission byproduct
Well K2 is silly
portable fusion reactor would need Aquilo cooling tech
and probably materials from other planets
Not really, the fission reactor only needs a fuel cell, no water. The same will probably apply to the fusion one
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
I mean u need special materials for the mini reactor just like the real one
what I mean is that u need to unlock the proper fusion tech before u unlock the portable version
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
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
If we could make an efficiency module out of it, then we could also make a mini reactor out of it
And we can’t
efficiency module is clearly less powerful than a mini reactor
Is it really?
it is
I’m talking about the current one
u need a machine with base power of 5MW for eff module 3 to worth 2.5MW
u make mini fission using uranium cell not the fusion cell
why mini fission is relevant at all?
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
?? mini fission is just renamed 1.1 item
I know that
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
Because functionally a fusion cell powered efficiency module would be doing the same thing

at least not for normal quality
If it was an early tech it would still be 750 kW like it is now
such tech doesn’t exist in early stage
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
Because they require the same level of technology, the same limited use of the fusion cell to produce a small amount of power
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
I agree that both options are absurd, but I think mine is the less absurd one
hard to agree
is base power 5MW that out there?
I haven’t seen that
what's foundry eat?
iirc foundry has base power of 2.5MW
I mean u can’t compare it that way
the idea that you use the bluranium for eff 3 is not convincing to me
one is for machines and one is for equipment grid
I don’t know, the graph was pretty convincing to me
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
Eff 3 is unlocked on nauvis.
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
items in that.
bluranium is consumed at the same time with
,
and 
Exactly, and I’m using that as an argument for bluranium not originating on Nauvis
I argue that's more likely to be a coincidence
tbh it’s unlikely to be an coincidence
That seems true
the graph is precise to 0.2 seconds
the machine speed and offsets just need to match up
I'll stand on this hill: I don't believe they use Fusion fuel. We'll come back to it when we find out.
fair enough
So, all evidence points to eff3s being unlocked on Aquilo
I'm almost sure somewhere it says eff3 is unlocked by space science
@tardy quarry do you have this?
I don’t think anyone does
no
I only know T2 modules unlocked by satellite space science
It's t2 modules, that's right.
Womp womp
Okay - Eff 3 can be on aquilo
it’s possible that eff3 is by space science in space
I got t2 modules and eff 3 mixed up there
makes sense that eff 3 is unlocked along with/right after space platform
as they’re mostly useful there
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
I agree. But what good could they do on aquilo?
this kinda makes sense if we assume there’s extra input due to inserter stack size, 5:5:1:4 ratio of ingredients
yeah
I agree
Actually, looking back at it now…
There is one colour on the production graph that’s actually unaccounted for…
We don’t actually see what yellow is
Yellow!
number here shows 4:1 ratio between eff2 and bluranium, and with more than 5:5 for the circuits
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...
the rock thiny probably for prod3
SE module splits
except Nauvis is the energy planet
speed3 on Vulcanus then?
so we really don’t have modules match their planet color
Well, we haven’t had that since trash to treasure
yeah, and it’s actually consistent if so
I originally thought its prod on Vulcanus, speed on Fulgora, eff on Gleba, quality on Aquilo
I wonder how legendary and epic quality are gated - as well as on which planets
perhaps epic on Fulgora
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
idk, fulgora is already really good... maybe epic is on gleba?
Epic on Fulgora makes the most sense
So far it’s been the quality planet in almost every aspect
it doesn’t make much sense to introduce epic without recyclers
they said its on one planet
Besides, I’ve always liked the idea that you research the higher quality by studying the ancient craftsmanship of the Fulgorans
we don't discuss science crosses enough, but if it works anything like
and
there are cross techs too
that is a good point
I just want to point out that we shouldn't assume sciences are a 'per planet' thing
Every technology has a really good icon - that's why I'm asking how they could gate them
wasn't this confirmed some time ago?
It would seem weird to just be a tech to me
Wait, what does this mean for unlocking legendary on Aquilo 
But I suppose a tech is the most likely hypothesis
Don’t worry, they will render it like a big 3rd block of the icon, with a shadow and everything 
I originally thought u get up to epic from quality module 2, and get legendary from quality module 3
But that doesn’t make much sense, T2 is in norbit and not on another planet
me too
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 >=
from normal quality input
I follow, but I don't think it actually makes it better behaved
How many quality setups are you going to have before recyclers?
idk how important it is practically
how so?
How does it make it behave better?
u set specific recipes for specific quality isn’t it
yes, but I would expect to have a quality splitter for removing items, right?
u won’t put quality modules in the assembler that takes max quality input
you'd just set that splitter to Q3
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
This problem is much more serious
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
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)
u won’t recycle epic items
why would u recycle epic item when epic is the max quality
in that case u won’t get epic item
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
that's forgetting about arbitrary quality recipe
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!
arbitrary quality will be used by people that think it's smart and then it will bite them
but they might not realize that
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.
I can’t help those people if they don’t know more quality exists
if they use the arbitrary quality input then they may have jamming issue way before they unlock epic
The important thing is for them to screw up, and to feel like it was because of them.
is = condition even gonna exist? imo there's not that much good reasons for it to exist in the first place, >= is just better
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.
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
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
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
The problem is not eff3, it's eff3 vs eff2
You need a machine with base power 25MW for eff3 to be worth 2.5MW vs eff2
then u need to compare portable fusion vs portable fission, one is 0.75MW, one is 2.5 MW
2.5MW is a big upgrade from 0.75, but -50% is not much better than -40%
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.
That sounds cool! Something that E would do for SE, but not sure Wube will do for SA
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
It's possible to make things explicitly unrecyclable, I think fish are this case.
will they do that for nuclear wastes tho
I hope you're not willing to take bets, because I think I would take all of your money betting against this one :P
that is a crazy theory to fit some, to be fair, really weird evidence we have.
Almost 'god of the gaps' level crazy :P
I'm so excited to see how it is incorrect
the how is more interesting than the wehter it is or not
it kinda fits the vanilla nuclear byproduct idea
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
?
Dramatically more likely
imagine u put fusion fuel in fission reactor to get more materials for fusion fuel
are we all in agreement that the undisclosed music track from fff 406 is for the last planet
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
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
"What's Aquilo?"
teehee
Yea it sounds icy to me, at least the 2nd half
What would be Aquilo's new name?
Snowball
could be literally anything. hard to tell
I'm pretty sure it's not going to be called fireball
well it's probably not gonna be that yeah
once i hear that track in game though im losing my shit
It definitely has ice world vibes due to the instrumentation and textures
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.
Which is why I hope for some rework to make them more interesting
Because I love the idea, but hate the execution
We're still missing a building to transfer circuit signals inter planetary
Why do we need one?
To trigger
production for lower spoilage
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."
Why do we need anything circuit related? Mostly shit'n giggles.
that a cost problem, u can make each used fuel give a good amount of fusion fuel depending on the processing method
and fission reactor is basically an assembler
I'm curious what you estimate the % chance you are right pepperbox
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
No, it's not a "cost problem"; it's a fundamental problem of the concept. The entire purpose of efficiency module 3s is to get more out of whatever power source you're using. But you want to make producing them consume more of the fuel you use to make power. That's backwards logic.
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.
I don’t think this argument stands because
- each cell have finite enrgy, eff module give constant power reduction which eventually payoff.
- even if u have nuclear power, eff 3 are still important in specific places such as space platform, as they are still what u need to make the platform the most space efficient even with fission /fusion power on board
note that I suggested an alternative late game route where u can get fusion fuel more effectively
But one that still relies on using spent UFCs. Which is the entire problem.
how does that matter
I think its the cool part
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.
u don’t need to use fission power to get used fuel
You have to put down a reactor and put fuel in it. That's "using fission power," even if you waste all of it.
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.
its still a cost problem. if each used cell give u 1000 fusion cell then its cheap enough
its just complex
Reactor processing is not out of the question imo.
Reactor processing for
is however.
You aren't really engaging with the point I'm making. Why do you want to make efficiency module 3s the hardest module 3 to make in the entire game?
Why do you want to have an entire building for making efficiency module 3s?
to have fastest space platform
Yeah, it's not worth that.
it is as spoilable items
... what are you talking about now?
u need faster platforms to get freshest spoilable products across planets
‘just add more’ doesnt work in this case
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.
that a lot of opinions here that I don’t want to argue with
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
It doesn't really make any sense nuclear chemistry to me either.
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.
this part is fair
which is why I suggested that perhaps later u have another way to make fusion cell withoutneeding fission reactors
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.
There are two possibilities to me:
- There are two items that use "bluranium" as its placeholders.
- 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.
I missed it, whats the correlation?
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.
- is more likely than 1. I think
so u r mostly against the idea that blueranium strictly rely on fission reactor
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.
yeah I do agree with this
Let's point out 3: the correlation is not causation. We are simply being fooled by assemblers with the same crafting time.
It's possible, but every single consumption spike with eff2s and bluranium correlates with consumption of blue and red circuits. It's not just one assembler doing it; it's several assemblers.
Now, it could be some other recipe than eff3s. But the fact that it consumes eff2s is peculiar.
16
/ minute.
That's peculiar.
takes 5 of each component.
True, but given that the module 3 recipes now require some additional material, maybe they decided that 5 module 2s was too much.
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
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
, it's clearly not as good as the other planets' modules.
Of course fusion power makes it look much worse, and
can't require that ingredient anymore.
I still don't think any level 3 module is worth putting on the last planet, but
isn't as silly if you look at it that way.
Sounds like a really good reason to put it on Nauvis then.
Sure, but this seems to not be the case from what we know.
Which is almost disappointing.
I wonder what size portable fusion reactor is
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.
they're used to craft some stuff too I think
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.
they're putting quality 3 on fulgora so i find it highly unlikely none of the modules will be locked by then
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
is what you're intended to use for a while.
Hey here's a scheme:
unlocks
(very attractive when bundled with recyclers)
/
unlocks
(arguably the best module)
/
unlocks
+
(bundled together to compensate for neither being as strong)
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.
eff3s are going to be the last tech you unlock because thats just how strong they are
could be unlocked in space
Technically, all module 2s are unlocked "in space" since they use space science.
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).
I'd assume both that + portable nuclear are the original size. do you think they would change that?
https://cdn.factorio.com/assets/blog-sync/fff-380-blueprint-spidertron.mp4 this is from FFF #380. but of course (new) fusion could've possibly not been added yet
It's even showing an output of 750KW there
Or that could just be vanilla.
couldn't that clip be vanilla 2.0 and not space age?
ah yeah
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.
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.
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.
I think they reasonably say that it's going to be swapped in 1.1
it would be weird if they didn't.
It's more that it changes the overall flow of vanilla in a way that I think no other change does.
I think they're fine with this change though
For SA, yes. For vanilla is to be determined.
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
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.
Fusion weaponry?
Or, it makes uranium less optional in 2.0
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
the ultimate cliff explosive
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.
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...
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.
Well, it is possible that there are routes post-Aquilo that have the most dangerous asteroids on them.
These would be shortcut routes, but they'd require the best weapons and biggest platforms to traverse safely.
Maybe. That's a reasonable idea.
One of these maybe?
Get rid of the really big asteroids
that's basically alfonse idea haha
im personally praying for an orbital superweapon that you can put on your space platforms
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.
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
Well, it'd be weird if rocket turrets got a power that the thing you make from rocket turrets doesn't.
I like that, and it makes sense.
be ready to spend 1 nuke/nest though 
in a perfect world the devs would spoil us and give us special spidertron targeting ai for the nukes
perfect worlds are boring af
Would being considered boring not make it an imperfect world?
Nice paradox, you just proved the non-existence of a perfect world 
Assuming we agree with your premise- (I do not)
that perfect worlds are boring?
Yeah. I don't think imperfection is what makes things interesting.
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 ..
but that will quickly go to #more-offtopic - I just wanted to point out this logic is far from bulletproof :P
oh, you can disagree, it's alright :)
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.
yup. reminds me of Gödel's incompleteness theorems
is there anything we know about the "red area" of gleba? i have a feeling it's significant
all we know through that one video is that some kind of enemy is there
i have a feeling it relates to the enemies but most of the enemy settlements aren't even on it
we know that the red area was still wip and were saved for future fff
Someone called "Seele" posting Eva memes?
I didn't even think of that 
any guesses for Friday?
I'm guessing some facts
endgame SA items being revealed has to signify we entered a new season
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.
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
We know some of these are here for sure.
tbh I really didn’t expect fusion power. That one was a big surprise
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
yeah
everything is obvious in hindsight
i thought it was some sort of power plant, but I figured it was a lightning collector, keeping with the theme
the fools we were, thinking nuclear was the only thing we'd ever need
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?
i think a lot of people (me included) are underestimating just how big the game gets
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.
does higher quality increase power draw as well as speed? i feel like legendary quality builds offering insane amounts of productivity would need more energy to sustain it, not less. that'd just disincentivize scaling up energy
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
Note that higher quality beacons also increase the effect they transmit. And those effects also include the penalties of modules too. So a high-quality speed beacon will boost the power draw penalty from its speed modules more than a lower-quality one. Power-per-craft will remain the same however.
As for "disincentivize scaling up energy"... have you met Factorio players? We don't scale down power; we build more stuff.
Are you sure about that power per craft claim? speed and power usage both get added to the base level, so I think it's not actually true.
I do think it's asmyptotic though
It's an equation like (c1 + ax) / (c2 + bx)
The ratio between the speed boost and the power penalty is the same regardless of the beacon's broadcast effectiveness.
you can ask the same thing of the added power from personal fusion reactors. it probably isn't just to use more personal roboports at once.
Yes, but that boost is being added to the machine's existing effects.
Have you seen the power draw of quality roboports 
thats true lol
We also don't know how big a portable fusion is
They're very silly haha
https://cdn.factorio.com/assets/blog-sync/fff-375-assembling-machine-tooltip.png
I love it
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
(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?
It's implict. the game 'tries' 3 blueprints every tick currently.
It can't be more than 7x7; anything more than that, and PFiR will produce more power per tile.
Yes.
Yeah so it depends on the dispatch speed. Isn't that getting increased a lot with the optimisations?
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
Yeah apart from the obvious issue of bots moving too slow they can only be deployed so fast
I expected a bot throughput issue, not speed
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.
I got a bot throughput issue... but I had many bots that were sitting in the spider
5x5 is very possible I think.
If it's not 4x4 I'd expect it to be 5x5
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
We need more grid items that are an odd number height
That'd be a good size. Big enough to technically fit into a base quality Spidertron, but it pushes you to get at least a Q2 Spider.
We have batteries for horizontal 1-tile filler, but solar panels make for a lackluster vertical 1-tile filler
I wonder if portable solar panels on Vulcanus will be an effective replacement for a PFiR, what with their 4x solar boost.
Almost certainly, yes
if only a row of belt immunity equipment did something
so vastly
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
welp.. legendary portable solar it is
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
Honestly I find this a more convincing argument to go to Vulcanus first than anything else 
The foundry making iron and copper plate virtually limitless is quite the argument - infinite logistics via pipe as well.
Yeah I jest. The utility offered in increasing base resource throughput is easy to undervalue. I know I have until recently.
think about how much time you spent building either mining or smelting, or logistics for ore/plate.
I expect the foundry to make it "easier" in it's own way.
But also more interesting.
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)
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.
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.
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+
tricky one
For one-off personal equipment, it's just too easy to stick some quality modules in miners, which will give you all of the base materials you need.
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
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.
My main worry about quality ore is the loss of throughput and the increased complexity.
There are always "machines that need quality". And using quality ore is just having a separate furnace stack.
I don't expect much increased complexity of actually collecting the ore
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
but then how do you craft with it?
With a small, separate mall.
you need to place assemblers for your entire chain and manually feed them
I think if it's just for personal equipment hand feeding assemblers is fine
I play faster than that would make reasonable.
At the start, you'd hand-feed everything. But once you get logistics chests, you can build a reverse-Fulgora base.
Otherwise you'll want 2 assemblers for everything, one for rare and one for uncommon quality
or you can use the final assembler early game, and be happy with that
this is what I will go with
Be happy with what? 3 Q2 chemical plants?
If that?
I'll want to see the effort required and output of both methods before deciding myself
Maybe 1 Q2 thruster and 1 Q2 crusher?
Well, the strongest advantage of alfonse' solution is that it lets you pick what to put all the quality items to
My plan is to leave on a platform that's mostly Q2 at least.
I'll probably be back from Fulgora by then :P
quality ore method is much easier if you have a small selection of items you care for getting to high quality
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).
If you are not running a race, then there is no useful metric to compare on
Plus there's nothing stopping you from doing some of A and some of B
the Q is which is better for progress
time is the only sensible unit to measure that in
No, that's your question.
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.
effective at what?
progression through the game
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.
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
This entirely depends on how much time you expect to spend on this "quality ore mall"
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.
my answer to that is whichever gets me to my goal sooner with less hassle.
I'm pretty much only thinking about it as a method of acquiring quality personal equipment right now
Also, quality miners will be critical for making more EMPs from relatively limited resources.
so if building the mall takes 5 minutes, and saves 4, it might as well have not been done, for instance.
Yes, but we don't know what those numbers are yet
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
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.
I'll probably set up 2-4 miners making quality ore and turning them into quality plates, I'll see what happens from there 😛
experimentation is key at first anyhow yup
Otherwise I expect spending time scaling will be time better spent
we don't know the search space entirely so we need to search it!
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.
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.
Progression through Factorio is not something I'm trying to get through as quickly as possible.
I think you're using different definitions of "dead time"
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.
, don't be cheeky
