#Speculations
1 messages · Page 6 of 1
My overall point is this: in your first run of SA, there's going to be plenty of time spent sitting around experimenting with new things, figuring out how they work, and maybe grinding away on some infinite research. Why would you not also have some quality production happening in the background?
Both options offer quality production
I do expect to try the strategy you describe, I just doubt it will be opoimal
I actually imagine i'll be more overloaded with stuff to do than even in 1.1
always so much to do in factorio that is high impact, and SA adds tons more of those things
finding the 'best' path almost seems like a joke with the options to invest time in
the search space is uncomprehendably huge, yeah.
the idea is really to find a better one than you have found before, sorta.
global optimal has almost certainly not been found in 1.1 - but the speedrunners are trying
but if strategy X takes 2x as long as strategy Y, for no benefit (same reached state), we can say X is 'worse' than Y - loosely speaking, no?
There are more metrics to compare on than time, but usually for most X, X is also higher effort
if its that black and white, then sure
I would note I'm not a speedrunner, but I am conscious of effectivity, I try to stay effective when I play by prioritizing my tasks somewhat well
Everyone does that to some degree, I think. But making it a concious task/decision is a different thing.
I have a friend I play with that struggles with that when we play haha
Constantly wanting to do things that we aren't in a position to achieve yet
Like yes, it would be great if we could build this crazy beaconed smelting setup, but we're running on 100MW of boiler power right now...
you develop a sense for those things with enough hours. its the same thing with my younger cousin starting to play.
Yeah a big one is wanting a massive rail network before we even have bots
I cri every time
Most of the time I just tell them to run a belt/pipe. We don't need trains yet
Hearing that is still a bit annoying, when I suggest A is more optimal than B, and I get this 'but you're measuring by speed' ... almost ever time - I do get a little flustered, because everyone is measuring by speed to some degree, they just don't admit it.
For example, why is this bad?
Because decent rail intersections takes 5x as long when you don't have bots and cliff explosives
it's the speed argument again... the problem is there is really no other good way to compare these things, right?
I also just find it mind numbing
So I could probably use mental health as an argument 
very probable
I mean, I certainly do that. I'm effectivity concious, but I am not playing at speedrunning speed because it is exhausting and mechanical.
There are certainly secondary aspects that do come up
I keep on reading that as effectively concious and keep thinking "well yeah, most people are silly" 
To me, it's not "the speed argument"; it's "the fun argument". Laying down rails manually may be slow, but it's also boring.
you can also use maximization of spm. having a rail line go to some new resource patch achieves that end (assuming you have the infrastructure to turn it into science). building out a big rail network that you're only using 15-20% of doesn't in that time
maximization of spm is a time argument as well
Fun is definitely the argument I'd go with over speed. But most people find slow tedious and therefore not fun so there's a lot of overlap
I also just generally like doing things well. I have a growth mindset and if I can improve, I like to do that.
I can agree with that for sure
so if I see a way to swap two things I am doing and get the same result with less effort, I usually take it.
There are obviously exceptions - I do value my sanity too :P
its a broad statement, but doing things the right way reduces headache with them down the road as you scale up
the other side of the coin, and what I think is a primary skill at getting good at this game- is knowing the setups requiring 20% of the time or resources that gets you 80% of the results, and understanding the nuances of the design to understand its inherent weaknesses and how it can be expanded/improved later on
I usually prefer to take the route that takes less effort in short term. Don’t get me wrong, I do like to plan for scalability or using ‘space inefficient’ like city blocks or bus designs to save my sanity, but I wouldn’t do that when I still not have a large enough bot network and infrastructure production to make the construction easy enough. (do note that u need to dedicate some effort for the supply production for infrastructure too)
I don’t like to set a too large goal and just grind through everything to reach there
something like, manually lay down 8 yellow belts smelting columns at red/green stage
That's why I underground pipe oil and red belt my first ore expansions
I took the simple train pill, just do a 2-way 1-1-1 train from mine to smelter
no signals
i.e. the tutorial 5th map strategy
it's fun because you can still reaaaasonably scale it with multiple mines
Hmm... ignoring stone, rails are actually cheaper than underground pipes
I drag 4 yellow belts for my first ore outpost 
I actually never thought about this
but u can’t compare iron ore directly with iron plate as they require different amount of infrastructure to produce
It's all static numbers
The important part is that they are cheap and easier to build
red belts are not as easy to produce as yellow belts
They are as easy to produce as yellow undergrounds
2 yellow belts cost 3 iron and can store 16 items when compressed, for a total of 19
1 red belt costs 11.5 iron and can store 8 items, for a total of 19.5
the difference is there, but not massive and doesn't take into account higher processing for red belts (and uncompressed belts)
forget that, yellow belts are cheaper
2 yellow belts needs 3 iron plates, 1 red belt needs 11.5 iron plates, the difference is 8.5 iron which is more than the iron ore u save by having less buffer on belt
We're talking about belts from ore patches, they are supposed to be compressed
oh wait, yellow belt recipe gives 2 belts
Red belts are easier to build at this stage of the game, pre-bots
belt dragging is easy enough that 2 vs 4 is negligible
tbh manual belt dragging is faster and easier than early bots
What are you gaining by using yellow belts here?
I’m saving infrastructure cost with affordable manual building time
red belts are not cheap to make before u get the first iron outpost
yellow belts have most of their cost in the ore sitting on the belt
red belts have more than half their cost in the belt itself, so the material has to go through your base first
yellow belts are much cheaper, remember that each craft gives u 2 yellow belts but for red belt u only get 1
2 yellow belts: 3 iron plate cost + 16 iron ore on belt = 19
1 red belt: 11.5 iron plate cost + 8 iron ore on belt = 19.5, and u also need more infrastructure to make red belts
the other day I heard red belts called "n00b trap" 
latency doesn’t matter at this stage that much as u build slowly, by the time u finished building the smelter the ore will already arrive
I don't think it's much of an issue though, unless speedrunning
Blue belts are a noob trap, red belts are not
the real downside for yellow belts is that u need to spend more time deconstructing them later 
Upgrading
->
and
->
is perfect
upgrading yellow to red is not the discussion we're having right now
I do 2x24
with
. Otherwise it doesn't have enough throughput
2x24 I mean 2x12x2
ok
basically 12
to fill half yellow belt
anyway, I do use red belts early sometimes, but not always. For some of my save I only started automating red belts until I have a bot mall
Speculation: tmrw is some small QoL
I'm guessing something with combat - maybe biter optimizations with a little bit of content, focused on nauvis
August will be the Month of Combat
Fair!
We at least saw one new weapon (rocket turrets) and new ammo (blue shells)
we will get one machine. just the one. but it will be one hell of a machine
I'm keen for a "smaller things for 2.0 two: electric boogaloo"
Stuff like artillery remote area selection, reordering of research queue, mark for deconstruction in blueprints for super force build, etc.
but with lots of previously unmentioned details in screenshots
There's pleanty of time
It's still a devlog, not a "Comprehensive expansion overview before release™️ " blog
Artillery remote area selection is huge. Last time we heard it didn't exist though, so it would be a new development.
It would be an excellent QoL change for offensive artillery use.
I don't even care that it would probably be horribly shell inefficient. I just want to carpet an area and see nothing left once the dust settles.
I mean - explicitly saying no to this feature is basically saying that clicking 1000s of times is intended, or that manual range should only be used a minimal amount. Both are quite unsatisfying answers.
They would be very unsatisfying answers.
Then almost the only logiical conclusion is that it should be removed, or area select is a feature that should be added, or some alternative.
we have RTS spider remote, so artillery area selection seems reasonable
What would be a good follow up to fusion reactor? Could it be something related to high power use?
I don't think they're linearly related like that.
it can be something completely unrelated
but if its up to my hope, I hope to see how correct/wrong the fission-eff3-fusion theory is
Technical/QoL
Hoping QoL. Will be satisfied with a well written technical.
just something with a lot of text, so I can avoid working for as long as possible
I predict it's entirely wrong.
fission, eff3, fusion are 3 features that do not depend on each other
excited to know how it will go!
Pretty much what I expected. Nice FFF but nothing groundbreaking
my solar blueprint is ALREADY out of date.
is this my proposed combined color signal??
there’s color component option and packed RGB option
is it possible to compute a packed RGB from RGB components using combinators
yes
it is possible using an arithmetic and a constant.
do you know what it means by 'packed' pepperbox?
Basically bit shifted
R << 16 | G << 8 | B
Oh, you need to or them
for some reason I thought addition would be sufficient.
Actually, it addition not sufficient? none of the bits overlap so it should be the same as or
if you want to be overly correct:
((R & 0xFF) << 16) | ((G & 0xFF) << 8) || (B & 0xFF)
yes but why bother with the cost of calculating addition when you can just use a bitwise OR
Addition is free in factorio.
it is in factorio yes, doesn't change that everywhere else when you "pack" something you don't add shifted values together
Simply each<red> << each<green> -> 'your signal' will directly do it if you put {r:16, g:8, b:0} into a constant combinator.
I read that as "Addiction is free in factorio." and it was also right
The cool part about the packed signals (and actually component as well), is that you can use many different signals for your lamp array
As many signals as there are
So addressing is easy
12 more FFF's :)
The expansion will release in 37410.2 uranium fuel cells
The expansion will release in 448388400.0 ticks
The expansion will release in 22.6 radon-222 half-lives
The expansion will release in 36929.1 uranium fuel cells
The expansion will release in 12214821.7 inserter swings
The expansion will release in 1.620 dog years
shower thought:
ASMs can now be controlled via circuit signals
does that apply to Chemplants as well?
If so, would "deleting" the recipe be more UPS efficient than using circuit controlled pumps as overflow valves? (e.g. for balancing the cracking)
It applies to most things that use the "assembling machines" prototype. Machines that auto-detect their recipe based on their inputs probably can't have their recipes set, and you almost certainly cannot set machines that have a fixed recipe. But other than that, sure.
As for "deleting the recipe", the UI shows a convenient "enable/disable" setting, so it'd be better to use that 😉
As to UPS-efficiency... who knows.
didn't remember that. for balancing fluids that's certainly more convenient
afaik crafting machines with fluid connections are always active and thus always draining some UPS
it might be more efficient to not have a recipe set
Do we know if that's still true with the new fluid update?
(don't know why it would have changed, just hoping that it did)
I imagine the activity of assemblies is low priority addressed. Similar how the roboports have been treated.
They prob. have a list sorted for UPS sinners.
wdym 'low priority addressed' ?
probably not because "it depends"
Should have worded better. 1) They know the problem exist & 2) Its impact should be very minor. Compared to what we've seen improved.
Given the roboport fix, I imagine they already addressed the above in a similar way.
The improvements featured in the recent FFFs turned out bigger than expected and not a real problem in the first place iirc.
I'd assume a machine with full buffers could be sleeping
with spoilable buffers tho
Special cased
just saw this film and it's giving me so many ideas of what they might do on gleba 
https://www.youtube.com/watch?v=9dajBhMSd00
Opening in theaters and VOD on September 30
After the collapse of Earth's ecosystem, Vesper, a 13-year-old girl struggling to survive with her Father, must use her wits, strength, and bio-hacking abilities to fight for the future.
Directors: Kristina Buozyte & Bruno Samper
Starring: Raffiella Chapman, Rosy McEwen, Eddie Marsan, Richard Brake...
a really large and fascinating design space for the creatures there, or what we can do with the bio tech
i always thought the renaming of the spidertron remote to "rts tool" was kinda weird and bad because you need to understand what an rts game is beforehand and it only really made sense in the context of what the remote used to do
but i just had a thought. what if they renamed the spidertron remote because it doesn't control only the spidertron anymore
I think it was confirmed you could control the car and thank with it, or maybe that was also a speculation from somebody
hmm I don't see it in FFF 404 so maybe it was a speculation
the tank is outclassed by the spidertron, not because of lack of firepower, but inferior mobility.
adding more shells as seen in the release date FFF doesn't help the tank
unless we can do a Blitzkrieg against biters
would very much appreciate a remote controlled tank army
that might be it
with quality tanks they might start to get more even footing. but legendary spidertrons also exist obviously
Tanks just get stuck too often
which just begs the question as to why they wouldn't have shown that off by now. maybe it just wasn't ready
I hope turret rotation of higher quality tanks gets improved. that's the main issue I have with them
And getting stuck means death is seconds away
yeah that swivel speed will be your ass sometimes
dealing metric craptons of damage is only helpful if it's directed at biters 
higher quality tanks slow down less when they hit an object making them more effective rammers
maybe we won't be able to RC cars and tanks (they have no brain), and the RTS tool is renamed for the mysterious excavator arm instead
man i gotta stay more in touch with these things. what excavator arm 👁️👁️
There is a glimpse of it in one of the foundry gifs, iirc
well we never did find out what the metallurgic science does right? foundry and big drill are both pre science pack
also pics or it didn't happen
in a foundry gif and an FFF thumbnail
If you want me to search it for you, you'll have to wait around 4-5 hours before I can do such a thing
nah i figured you didn't know which one. was just a general cry for assistance
Thumbnail of FFF#389 has a mysterious figure staring at us:
https://cdn.factorio.com/assets/img/blog/fff-389-thumbnail-choochoo-MF.png
OHHHHH THOSE BASTARDS
Good filename
THAT'S A MECH. 100% A MECH
you thought you'd just be bugging around on the MAP???????? REMOTE VIEW???? FIRE UP THE AUTONOMOUS ENGINEER ROBOT AND LIVE VICARIOUSLY THROUGH IT MORON
you may want to slow down a little
yes yes
The tooltip still only refers to spidertrons specifically
And the sprite is still spider adjacent
i want to believe
RTS = Real-time Spider

I don't remember the specific FFF either. There's a gif showing us a GUI window that's halfway over a Foundry.
At the edge of the GUI there's an excavator arm peeking out.
That's as much as I can help you with finding it yourself.
That's the mech arm
noted. the hunt begins
ah, beacon FFF
Nop, lightspeed circuits
ok, "superfast foundry" tricked my memory
i see this as i come up on it
i hold this gif close to my heart and i know it top to bottom. where's the arm
yep that's the arm for it
didn't think they'd ever make a spidertron successor
unless it's not a successor and it's actually earlier technology
We don't know if it's autonomous or a vehicle/armor
could be both. spidertron's both
shrek drone
I assume that's like a remote avatar you can send to other planets, so you can 'be' on other planets without only being in remote view
but it's way bigger than a regular player
I don't see how that precludes what I said
im also personally of that theory but i feel like something as large as that might be inconvenient to lug around and squeeze where normal players can
If there's going to be some kind of remote avatar, it needs to be less capable than the player or otherwise have some unpleasant limitations. Like, maybe it can't hold weapons, but it does have inventory, so it can use combat drones.
Switching into/outof it should probably require that you go to a special building that does the remote control access. Returning requires returning the avatar to its version of that building.
Personally I see little point in a remote avatar other than "because they can"
There isn't really anything that can be done with the character that can't be done with bots and spidertrons
That depends. If the Spidertron is saved until after all 3 initial planets (but pre-Aquilo), then there's a lot of design space open for a way to expand on planets without being there.
Even then, is it really that much of a hassle to take a space platform back to another planet when you didn't think enough into the future to set up more outposts for base expansion?
... yes. Especially if you haven't set up a rocket silo and rocket part production yet.
...so you've been gone for what, a few hours? and the base already needs attention that can't be given through remote view?
Yes. People make mistakes. It happens. The question is how much are you going to punish them for it?
I don't think that SA strictly needs a remote avatar. But I do think it would fill a particular niche and serve as a good anti-frustration feature.
It would also permit consistent gameplay experience between the planets without resorting to teleporting. I know the devs have seriously improved remote view, but I kinda doubt it is intended to play the 80% of the game after nauvis is through remote view
Whatever the solution though, I know it will be well thought out and playtested before it gets into our hands
Expanding to a new island on Fulgora requires the player before Spidertrons or Foundation Landfill are unlocked.
unless we jury rig an excavator arm to the compilatron
lol nice detail
This is not related, but it got me thinking. Having a completion bar at such crafting speeds feels kinda useless. It could be interesting that when you go over a certain threshold instead of displaying a rapidly-blinking bar UIs should display some other info, it scales up to tracking the production of a whole stack, or displays the number of items per second, or something like that
I hope it is
Even if it isn’t I’m going to do it that way
an avatar with its own power armor and equipment on other planets would be cool, but otherwise I'll enjoy making a fleet of quality spidertrons on the different planets serving different roles
I agree, I thought it would change to a number instead of a epilepsy inducing progress bar
the use is that it shows you just how hard you've broken the game
the goal is to get it to flicker fast enough to transition into different shades of green
I was thinking about the crafting speed being faster than 1 craft a tick now, i wonder if there is some sort of inherent limit to it anyways
Having a limit of 1 craft per tick makes sense given a certain (high-performance) implementation of crafting. But once you change the implementation specifically to alleviate that limitation, it's unclear why you would implement it in such a way as to impose a new limit.
I'd set the limit to 0.5craft/tick or even 0.2. I very much doubt the end-user will notice the difference visually
Alternatively machines could dynamically switch to hidden higher cost/yield recipes.
Why would either of those be helpful gameplay? What behavior are you trying to encourage or discourage?
Also, in SA, I'm pretty sure the end-user would notice that they don't get a bonus from spending a bunch of resources to get a Q5 beacon, two Q5 speed modules, and a Q5 Foundry.
just shaving off computations by making machines artificially sleep. Hidden higher cost/yield recipes. K2 has these as default to account for its speedy assemblies.
That sounds like the kind of hack someone implements when they don't have access to the engine.
It doesn't work if you try to heavily beacon an Advanced Chemical plant's plastic recipe.
Explain
You still run into the 1 craft/tick problem because the recipe wasn't scaled enough if you throw enough beacons and singularity beacons at the machine.
What's stopping them from adding more scalars? As I said: the recipes should be hidden from the player. They'll be none the wiser.
So instead of an engine change to allow multiple crafts per tick, you want an engine change to invisibly allow multiple versions of the same recipe, thereby forcing every mod author to create multiple versions of any recipe if they think that a machine can be sped up to craft more than one per tick? And if they don't think that this particular recipe on this particular machine will get that fast, even though it can (possibly through the action of a different mod), then it breaks.
What exactly are you saving here? What's the upside of not fixing the actual problem?
Is it an engine change? K2 didn't require one. Why should SA need one (for this)?
It should be a minor script that multiplies prod,input,output of a given recipe if machineSpeed/recipeSpeed exceeds some limit. Save that recipe in a local variable. Reference it when the MachineSpeed substantially changes (more beacons) and recalculate a new one for the new set of possible speeds.
Inside the machine the recipe will have the same icon, the asme cost text and will link to the original recipe
Lua can't do that; the engine isn't designed to allow it.
Well that just sucks
Does it need to interact with Lua? I thought it only includes stuff for modders to interact with. This shouldn't need any meddling
If it's not "Lua", then what would this "minor script" be?
🐍
C++, Python,... idk everything they're currently using
I also used script and algorithm interchangeably above
Yeah, Factorio doesn't work that way. The engine allows mods because it is built to allow mods, and it allows mods in the particular way it is built to allow them. That modding interface is through the Lua scripting language.
Python can do a lot of stuff, but if a program isn't written to expose itself to Python (or via more generic interfaces that Python can speak), then Python can't do anything special with the program.
It doesn't need a modding interface. Does it still not work?
... Does what "still not work"?
It should be a minor that multiplies prod,input,output of a given recipe if machineSpeed/recipeSpeed exceeds some limit. Save that recipe in a local variable. Reference it when the MachineSpeed substantially changes (more beacons) and recalculate a new one for the new set of possible speeds.Inside the machine the recipe will have the same icon, the asme cost text and will link to the original recipe
That sounds like it needs to interact with the game engine at runtime
The only way to do that is via the Lua API
Besides, you can't make data changes at runtime
You'd have to preload all of them and switch between them at runtime
Mods can adjust what recipes are in a machine, but what you're talking about requires getting some kind of callback every time anything on (or affecting) a machine changes.
Space Age ran into the same issue as Krastorio did with reaching the 1 craft/tick limit due to insane bonuses. Krastorio had to work around the limitation because mods can't change fundamental engine behavior, but in Space Age we just fixed the behavior so it works like you would expect.
Care to hint how you solved it?
I didn't do it myself, you'd have to ask Rseding.
How do pings work for people outside of threads...
They add the person to the thread
already pinged in #friday-facts
divmod
if progress > 1: Output = floor(progress) Progress = fract(progress) If connectedToCircuit: Circuitnetwork.append(output)
This week will be nice, because I'm not at home
Thank you for your service
welcome to the golden state
Shits on Fire
i didnt even know it
TBF this year kinda slept on their fires.
If california continues to burn at the rate is is, we can eventually say it is well cooked and rename it the golden brown state
They should rename California into the Fire Nation
place your bets for tomorrow
August: month of combat.
I really want more information on why we should choose Gleba first...
I want to be as excited for it as I am about the other planets.
But I'd also be ok with another technical blog ^^
Buzz shelf gif
I'd be happy if they push other "hidden" (like the burner inserters..) optimizations behind the release.
We prob. learn why Klonan got fired this week
i just skimmed every fff since space age got announced to weigh how often things are talked about. my count said 21 were about content, 24 were about qol, and 16 were about technical stuff and the dev process
with some overlap of course there are not 61 space age facts
i pray for more content. there's only 12 more and there's still so much we don't know
I think it'll be almost entirely content as we get closer, unless there are some big optimizations that haven't been announced yet
Temper your expectations. We're not going to know everything (or even most things) before the game releases.
I thinks we will know about most things, maybe not the exact way they work but at least that they exist
one concern is that there actually is not that much more we don't know, and SA is not 'that huge'
well I don't think theres 100 more items, but I definitely believe they're keeping a lot of cool stuff close to their vest until near release for maximum hypage
There's a lot we don't know.
We have no idea what Vulcanus does besides molten metal and green belts. We have no idea what Fulgora produces besides quality module 3s. We have no idea what Gleba gives us. We know that there are certain things (artillery, cliff explosives, rocket turrets, etc), but no idea what else is on these planets.
And we have no idea about any planet's enemies.
is suspect that all the new planets have about the same amount of 'new content'
I'm saying one possible theory is that there isn't more on those planets
I don't believe it, but I could see someone having it as a concern
Under that theory, you go to Vulcanus, do a bunch of trigger techs, research green belts, calcite from asteriods, maybe artillery and/or cliff explosives... and then you're done?
I feel like each planet will have at least… 10ish? Techs unlocked by their planetary science
Gleba seems like it would need to have more researched tech, unless they force you to ship science packs off-world to use them.
Yeah 💀
yeah no there's definitely more. we don't know anything about what metallurgic science does
and it absolutely does not do nothing
Also probably artillery
feel like artillery would be reserved for a planet where you can actually use it
So Vulcanus 
there's probably no enemies on vulcanus
the best evidence we have for that to my knowledge is "yeah there's probably nothing here... but who knows!!"
vulcanus would be too OP IMO, if it had no enemies
its already a 10/10 place for mass producing iron/copper hungry stuff.... which is a lot
we have a lot of evidence of enemies on Vulcanus
I still believe only Aquilo will be enemy-less
Enemies this week?
I'm not feeling it
weapons/military before enemies, or vice versa?
Personally I would rather see literally anything else over enemies
They don’t interest me much
Maybe so hot QoL? Like max production per machine, or warnings on bad fluid connections....
It doesn't make sense for the last planet to have no enemies after the middle 3 unlock a bunch of new weapons for you.
you cannot tell me there is a speck of life on fulgora
and why would the last planet be the only one that doesn't make you engage with the combat
my belief is gleba and aquilo have enemies and vulcanus and fulgora do not
that's 3 planets you need to defend and 2 planets you don't. that seems like a good number
Are the
on Vulcanus a decoration then?
yeah maybe
I didn’t say life, I said enemies 
but why would they make nearly no mention of the vulcanus enemies but be so open about the existence of the gleba ones
they did hint at something on one of the vulcanus FFFs
386 ...but who knows what might awaken in the depths of Vulcanus.
i think gleba set the precedent that they'll tell you about the enemies wherever there's enemies
Meh, the intent of the Vulcanus tease always seemed pretty clear
... you don't set a precedent with the third planet out of four.
you don't cool down coolant for the sole purpose of heating it up again but here we are
sorry
... that's literally what coolant is for.
alright but like where the hell is an enemy spawner supposed to fit here
don't say the ashlands or im gonna kill you with my laser
Enemy spawners are pretty small
And they can fill out irregular space efficiently
And for all we know the enemies might come out of lava or something, we don’t have an idea of how much they’re mixing things up with new enemies
they took out plants specifically to make the planet look less hospitable
The FFF talks about an enemy waking up from the "depths". That could easily indicate burrowing enemies, with burrowed nests of some kind.
seems like a very literal interpretation
Um... yes?
again, the most compelling evidence we have is literally "who knows!!!" and to me it really reads like there's nothing there and they just wanted to keep it mysterious
The compelling evidence are:
- The presence of actual weapons in many, many screenshots on the planet.
- Direct statements from the developers suggesting something hazardous is there.
but why would they reveal the gleba enemies and only imply the vulcanus ones
The evidence against it seems to be that they haven't shown any on map shots, and that they removed some trees from the planet?
if there were no enemies, I think they'd just say no enemies outright to not ruin expectations. and thats something they've tried hard to prevent in the past, especially earlier on in SA development
They haven't revealed Gleba enemies. They merely revealed red blips on the map.
revealed that there are gleba enemies i mean
I mean, those are enemies, but we don't know anything about them.
they said in some early FFF "most planets have unique enemies" which is another piece of this puzzle
Most, with 4 planets, most likely means 3/4
Absence of evidence is not evidence of absence. There could be many reasons why they showed us that there were enemy structures on Gleba. Vulcanus enemies may not show up on the map like that. Or maybe they wanted to get them out of the way for demonstration purposes.
have we seen any turrets other than laser turrets. i feel like vulcanus enemies would be largely unaffected by lasers if they were made of rock or something
having enemies emerge from lava/big drills/whatever could be interesting - interior defenses rather than a wall
but they clearly have surface structures if artillery is useful on the planet
My guess is that they’re resistant to flamers first and foremost
And giving them two resistances would have been a bit much, so they left it at that
Why would they have to be "surface structures"? Artillery might be able to damage underground bases.
it would be a wonderful place for the rocket turret but by extension that'd probably also mean you get spidertron there too
Also, there are laser turrets on the Vulcanus shots. So you can either imagine that the game developers don't know how to play their own game, or that whatever the enemies that come through that area are, they're something laser turrets can somewhat deal with.
i take it all back they're real
i fondly and distinctly remembered a line about using lava against enemies back when i was a vulcanus enemies believer but i could never find the line
im not so easily swayed by their little marketing setpieces but this is the second time they've mentioned it in text
so this sorta implies they're not immune to lava? which is unexpected
why did nobody bring up the unwanted company thing anyway
Because nobody really took it seriously, especially compared to the other stuff 
explicitly referring to enemies seems a little more significant to me than "i dunno there might be something"
Probably influenced at least a little by the “cursed rings of power” right next to it
And this one also has a “maybe even”
"Who knows what might awaken" and defensive structures on many screenshots also are very explicit references to me
But why write that and put turrets in bases other than to mislead people? And that's just a thing that wube wouldn't do from my experience
most of my belief was based on the fact that they've had like 10 months to show off or at least confirm the enemies and nothing has happened while the gleba enemies were confirmed right out the door
and also the planet was characterized as an unlivable shithole like fulgora
But there is life on Vulcanus
Less than there was going to be initally, but there’s still some
*the most pathetic barebones excuse for life in the whole game
sorry vulcanus trees
idk how you see turrets, "I really like putting turrets in the craters", artilleries zooming about, statements of "who knows what might awaken" and conclude "yeah idk man, doesn't seem there are any enemies here"
Like, clearly we're not sure, but we have a lot of datapoints and they all seem to be saying that there probably are enemies here
I don't think we've seen Wube hint at something and then end up not happening
how else you can interpret everything Dylan said
it just didn't seem like they would sit on that secret for a year. again gleba was my precedent
'it just didn't seem like they would sit on that secret for a year.' have we been reading the same blog?
Sitting on secrets for far longer than you'd expect almost defines FFF to me
I mean it’s up to interpretation. Who cares who was wrong or right on what was in the game just as long as the game is good
Remember this 😭
I hope Fulgura has enemies and it still may but doesn’t seem like; that doesn’t mean I’m going to be upset or feel bad about not being right
well in your case you want to be wrong
lol how do you remember that?
But also you made your point let’s get back to speculating
we're out of stuff to speculate on ... for precisely this reason:
I hope it’s about a new doodad
A singular new thingy
We sort of had a streak of those going until last week, maybe there could be more
last FFF was still solid imo
Last FFF embodied a good technical FFF to me
and it has that slight touch of new content with the roboport radars :) and rgb circuit lamps.
I’d say there’s plenty of more things to speculate on:
- the ion engine/turret
- new enemies
- new ai systems/processes/optimization
- new combat mechanics/weapons
- end game goals
- end game content
- Coolant recipes/ how Aquila effects precious planets
- Nauvis/tech tree changes
- Blue wires
- Spoilage outside biological
- Minimal new lore
- Compilatron companion quest
Blue wires 😭
the ion engine/turret
w'bout it? We have no evidence.
new enemies
They likely exist on Vulcanus, Gleba, and maybe Aquilo; but again - we have no evidence.
new ai systems/processes/optimization
No evidence.
end game goals
Minimal evidence.
end game content
Nothing we haven't explicitly seen
Coolant recipes/ how Aquila effects precious planets
We have discussed this quite a bit, specifically coolant. For aquilo affecting other planets we yet again have minimal evidence.
Nauvis/tech tree changes
We know about these, there is little left to speculate on here.
Blue wires
This is just superconducting wire. We know this crafting chain.
Spoilage outside biological
Could you elaborate?
Minimal new lore
Could you elaborate?
Compilatron companion quest
Could you elaborate? (like a lot for this one, what is this?!)
We have the ability to guess about many things, but they haven't given us many leads like we had in the past.
😭
Notably, guessing is not speculation - I class them as two very different things. You need some supporting evidence for good speculation - but still an aire of uncertainty.
Is speculating not just guessing with initial conditions?
Yes, but we don't have the sufficient initial conditions. Speculation is semi-informed guessing.
We know these things maybe exist, but there's really not much to go on, if anything at all.
i know i was wrong about vulcanus enemies but fulgora is dead as all hell
Evidence does point to no enemies on Fulgora. Only remaining question there is what are the big white blocks
They're something 'on' a the deep ore deposits, that's all we know.
they're not single big structures because most of them aren't perfect rectangles
That is not dead which may eternal lie
my speculations list:
- what sciences will give on
,
, and 
- benefits of early game pre-science
(so it can better compete to be first to visit planet) - new enemies
- new endgame goal
- more information about space routes and platforms
- aquilo FFFs
isn't that just a list of things you want to know more about?
pure coincidence 
speculation
/spĕk″yə-lā′shən/
noun
Reasoning based on inconclusive evidence; conjecture or supposition.
yeah you have to look really really close but there's like single pixel discrepancies
Or in this thread, wish casting for things with just a thread of evidence
show me
any of this FFFs may or may not happen - there's no conclusive evidence for them to even be disclosed before release in the first place
note the bumpiness on the left side and rounded top right corner
supposition
/sŭp″ə-zĭsh′ən/
The act of supposing, laying down, imagining, or considering as true or existing, what is known not to be true, or what is not proved.
that's weird.
I think that might be encoding and not really there.
simmilar thing as secret wood
I think it’s been mentioned before. Might have been placed manually was the supposition.
Dead asleep can be roused.
side view:
j5drops are you the one who thinks they're mechs 'because it would be cool'
I still think (wish) it’s sleeping defenses for greater resources and it hasn’t been revealed because it ties in with enemies as a whole
i forgot who that was
yes thats me
lol I didn't know you then
it being cool is the only reason i think the white rectangles are giant mechs
cuz it would be cool 
i feel like such a tall structure would be tall on the minimap as well but all the rectangles are horizontal
Having enemies only be triggered by trying to get resources is a neat way to expand combat mechanics and prevent new enemies from being just reskinned biters
As much as their is a large faction in the community that dislikes biters, I believe they are an important game mechanic (putting in resources to prevent being overrun/pressure to get technology/barrier to expansion)
*there is
Having new gameplay via spoilage and recycling implies the same feature twisting for combat
Just as recycling is producing backwards (final products -> intermediates instead of resources-> intermediates-> final products)
Combat should be not about just a wave enemy but maybe a singular enemy that is in place but can be roused to move by player action (or inaction)
I'm not sure how much design space there is for enemies.
It would compliment the factory gameplay features we’ve seen already
And I think not having one combat FFF yet is evidence that there will be some sort of new combat design
I may be wishful in how expansive it is but Dylan4812571 has to agree that there’s some evidence for this conjecture
confused what to agree with here
looking closer; yeah, I agree, we have plenty of evidence to suggest that enemies on other planets will be quite different, but I have the same concern @vivid turret has about the design space being quite narrow to begin with.
I agree here too
Klonan confirmed at some point that we're guaranteed planet #3 FFFs
Fair, you know me, very wrong most of the time.
But I don’t let failure stop me from dreaming.
I think the new features have been imaginative, and combat is too simple to be regulated to nothing new in the expansion
lol
I was there when it happened, it was pepperbox who said it and klonan said it was a 'damn good feel'
based on how hints have become reality in the past, I consider stuff like that confirmations until something a dev says that deviates from that pattern
to me, enemies is incredibly important pillar of modded factorio and (to lesser degree) vanilla too, and one of the big selling points in comparison to games like satisfactory
lol it’s so hard to tell with Klonan what is hints and what’s just trolling, but maybe that’s why the FFF and post discussion are so much fun
Yes I feel that this is what Satisfactory is lacking and why I always come back to Factorio
I always have fun just playing unmodded deathworld
prediction: today's FFF will be ||posted in four hours and three minutes||
No way that's gonna happen
yeah now it's 3 hours and 3 minutes
These FFF theories are getting too crazy
calling them theories is a bit of a stretch
yeah, theories need evidence and broad acceptance. these are wild hypotheses.
I’m very surprised that it’s nearly been a full year with nothing about biters
I’m very big into biters and am surprised that they haven’t shared anything about them
They probably removed them altogether
Nah
It's the right thing to do. Violence is never the answer!
I do recall them mentioning enemies of Gleba I think
That’s the only logical conclusion from all this
The rocket turret is clearly just for clearing trees
the FFFs mentioned "military targets", not enemies iirc
Misinformation is the new enemy
why the distinction? asteroids are military targets, but not enemies
it’s probably not going to happen in the game but I want to see a animated scene of a rocket carrying the space platform starter pack, and transition from ground to space, then the space platform unfolds itself
I somehow feel today is gonna be reasonably exciting, like not the biggest thing but 1 or 2 new buildings
they are slowly running out of FFFs, and there are quite a few things to talk about
They can keep releasing FFFs after the expansion releases
and since they're currently working on more QoL/technical stuff, it means the actual content is pretty much done
and FFF-able
Oh they are NOT running out of things at this rate, we've seen very few intermediate recipes, let's hope it stays that way tho
I meant running out of actual fridays until release
Not that few
We know pretty much all of the Vulcanus and Fulgora ones
Including science packs
The Gleba ones are still mysterious though, we don’t even know the names of most
I do not remember any science packs recipes
Orange: Tungsteel, tungsten carbide, molten copper
Pink: Electrolyte, supercapacitor, holmium solution (unknown if it’s an input or maybe a byproduct), (there is possibly another solid ingredient)
Lime: Nutrients, jelly coated cooked brain (name pending 😭)
Speculation?
That explains why we got the Fusion Reactor 2 weeks ago
aaand it was a turret
last paragraph might read as "this is not the 4th tier turret for huge asteroids" 
artillery
That would be hilarious if they made us do that though
Just point blank those things with artillery shells 😭😭😭
imo all we’d really need is steam-less coal liquefaction in some form
Either that or some non-nuclear non-burner way to make steam
change liquefaction to require water instead 
Or just make us use basic liquefaction
And have basic liquefaction not require steam
Interestingly, Vulcanus is the planet that gives us the ability to make plastic in space, and at the same time the one most likely to unlock artillery…
basic liquefaction already doesn't require Heavy Oil. no need for steam would remove all liquid inputs.
imagine nuclear for steam on space platform
I mean, replace it with water
Steam is readily available at Vulcanus, where we unlock Coal Liquefaction. Using Water instead of Steam would be weird.
Would be really annoying for fusion powered platforms, that’s why I think there’s another way
Advanced liquefaction would still use steam
Didn’t we see a nuclear reactor on a space platform already?
for liquefaction
Yup. I think they even mentioned nuclear reactors specifically in one of the space platform FFFs. The "lack of easy water is a problem"
imagine that
Just send some barrels of water up in a rocket. Ez. 
next fff is probably filler
last 3 have been big, and theres like a dozen left to go
no more Filler Factorio Friday Facts
I’m expecting more content as we get closer to release
and the last two fffs are not really content heavy
they were more focused on technical/development
Last FFF will be "game released!" and teaser for something big (like Spidertron in 1.0)
fff about how they make the final trailer
Oh yeah I'd love seeing the Spage trailler. My speculation is that it will start like the 1.0 trailer, and will quickly get to the rocket, platform, planets, enemies etc
I wonder how they gonna do for surface transition scenes
For the game or for the trailer?
trailer
For trailer it'll just be a moving character and the background changes around them. That's the classic approach.
well in the game idk if there need to be a smooth surface transition
Well I'm pretty sure we will fly up with the rocket like when putting a car in there. And likely there will be some nice transition, background fading to black etc
I said that 4 months ago. Now that we're 11 FFFs away I don't believe it anymore.
it’s still possible that the hype zone is after the final planet reveal
Final planet will be revealed on October 21
And what do you believe now?
I expect the content cadence from here forward to remain roughly the same, until the hype zone pepper talks about.
I don't think there's significantly more to be unlocked on Fulgora; I think we've seen it and this is about how much a planet has.
Seems likely yeah
So after almost an hour of setup, and possibly making a new space platform for interplanetary shipping, each planet has only 6 techs to research. Yeah, that seems likely. /s
there are likely a couple more researches, but there have to be some (pseudo)infinite researches tied to each planet
otherwise you need a fixed amount of science, and afterwards it's just exporting infrastructure
Each planet could be associated with a different infinite military research and have a prod research for one of its own intermediates. For Fulgora, laser damage (you can get a couple more levels on Nauvis, but not the infinite range) and maybe superconducting wire.
If Vulcanus is where we get those super-tank shells, perhaps that's where infinite bullet research is along with tungsteel or tungsten carbide for productivity.
Gleba would be the place for explosives and one of its other intermediates.
It can craft wire, circuits, electric poles, accumulators, lightning rods, supercapacitors, the new science pack, more electromagnetic plants, various tesla items, a few other things, and last but not least, modules.
NB: we only have two tesla items, so we might not have seen all of them. We've yet to see the "a few other things"
We have seen at least some of the "few other things". They didn't mention beacons and solar panels, but we know they can be made at the EMP.
I wonder if the EMP recipes have to be researched or can you get them just by having the EMP.
I assume they would have mentioned them in the knowns
No, we know those are at the EMP; we saw evidence in a later screenshot.
yes, I meant it's more likely they forgot to include those in the list in the FFF, as opposed to including them in the "a few other things" category
we've already entered the lower levels of the hype zone IMO. fusion reactors, endgame/megabase optimizations, new powerful weapons. 🔥
We do?
Have my prayers really been answered 🥺
Would be neat, but I’m not so sure. This part from the space platform fff sort of makes it sound otherwise
I understand the reasoning though
@crystal dune what FFF did that come from out of curiosity
I was just in the middle of editing that in
Yes. There was a map-view picture of several quality cycler loops for multiple materials. They were taking from the same parameterized blueprints, but there were two sizes of them. The size used for quality cycling modules and accumulators was also used for solar panels and beacons.
The EMP is a bigger building, so it would need a bigger quality cycler setup than if you used an assembler. And you'd never quality cycle modules without the EMP, so...
I sincerely hope that’s it
I even made a post on the forums’ suggestions board asking for beacons in the EMP
I’m not the biggest fan of solar power so I’m not as excited about that, but it’s still cool
Would have been a little odd to have accumulators but not also the building they’re so commonly paired with
now I wonder if this is really the full recipe list for foundry
Personally I was more curious about the comprehensiveness of the “exclusive recipes” list
Because tesla turret fff sort of made it sound like the tesla will be an exclusive recipe
“has to be made on Fulgora”
And that seems to set a bit of a different standard for what gets exclusivized and what doesn’t, compared to what the Vulcanus factoriopedia page led us to believe prior
same standard isn’t it
some ppl believed that exclusive recipes means they’re made from planet exclusive resources, but I always thought it means the recipe is only available on specific surface
We know that’s what it is
also we saw
being quality grinded on Nauvis
does it mean its not an exclusive recipe?
We saw
s and
s too
although its using
exclusive resource
yeah
so exclusive or not doesn’t fully depends on if it contains exclusive raw resources
it’s more like an environmental requirement
say need high temperature on Vulcanus to process heavy metal
or need electrostatic field on Fulgora for tesla items
I still don’t know how to thematically makes sense that green belts, BMD and foundry are exclusive, but tungsten processing is not
pretty sure it's not
dear god, that's 5 ingredients already :/
thinking about the Foundry ingredients, it needs Refined Concrete.
Regular Concrete needs Iron Ore, which cannot be automated on Vulcanus.
Either the recipe for regular Concrete has been changed, or Iron Ore is one of the things we need to ship between planets.
That same picture shows a Foundry recipe for concrete from molten iron. That's how you automate concrete on Vulcanus (and later everywhere else).
technically I'm right, the recipe has been changed 
thanks for pointing that out :)
Right now, I can't see myself going anywhere other than Vulcanus first
It won my heart, and nothing else has come close so far
Fulgora is nice, but I'm a sucker for a gloomy industrial setting.
vulcanus is the equivalent of "eating your vegetables" lol
you get the infrastructure to stretch out your resources and spend less time babysitting different planets
(as you work on other ones)
Those all seem like good reasons to go to Vulcanus last. I can hand out EMPs and whatever along the way, but if I'm going to reorganize the infrastructure on multiple planets, I only want to do it once.
Liquid metals
thats fair Alfonse
at least how I currently see it, I'll be upgrading every part of all factories 3-5+ times anyway with increasing technology unlocks and as higher quality stuff gets produced in sufficient quantity
some leaps will be taken so its not too maddening (ie straight to rare quality for some stuff) but its going to be continuous upgrades
it also depends if you're just trying to beat the game, or if the end is just the beginning 😎
nah, beat the first three planets all without helps from other planet so u only need to rebuild all the factories once before going to Aquilo 
You mean, don't use the EMP to make circuits cheaper on other planets even if you get access to it earlier? Never.
Or go Vulcanus first and reorganize the infrastructure on only one planet 
now add
into the consideration 
factory blocks can be designed with
in mind, so it can be a straight inplace upgrade
upgrading your BC block from ASMs to EMPs will be a bigger effort
for me
How many and which kinds of platforms do you expect to build?
Like of course we'll have our first colonizer platform. But do you plan on building a second one, to haul stuff, at the same time or near that time?
I expect to have a personal chariot, but ultimately I think there will need to be at least one platform from/to each planet.
Will it make sense to build the second+ platforms on another planet which isn't
?
depends on what its made out of
We don't know their rates, so it could make sense to do a star pattern
Like
->
->
->
->
->
-> 🔁
if nauvis is already built out, might as well take advantage of the existing infrastructure and make a handful of basic platforms that are good enough for the time being
Probably not. Nauvis has plenty of resources, and so long as the most critical parts can be made on Nauvis, I don't see a need to shift the shipyard stuff to a different planet. If a platform needs additional, planet-exclusive stuff, it can be shipped to Nauvis for installation.
Also some platforms will need nuclear power, so Nauvis is a good choice as a starting point.
hopefully platforms have interrupts then, so they can refuel on a certain planet, versus shipping the fuel to that planet, and paying for a rocket launch twice
I think it'd be easier to just have them regularly go to Nauvis to refuel. For most planets, that ought to be a fairly easy trip. Indeed, there may not be a direct way to go from Fulgora to Vulcanus, for example.
destination will play a big part too, even if its early/mid game and you're leaving nauvis for the first time. for solar, vulcanus yes, fulgora maybe not, gleba probably yes
or rather it could work on fulgora, but you'll either need a lot of higher quality ones, or its a less efficient platform from less sunlight. 🤷♂️
they use the train schedule system afaik, so that should be a "yes"
Like Alfonse said though, there might be some limitations in where you can go from a given planet. That is a crucial piece of this that we don't yet know.
there are some limitations to the possible routes
proof
Vulcanus connects to Nauvis and Bwuhuo only, not to Fulgora.
Aquilo we can't say anything about, because it might be omitted for spoiler reasons.
Thats true. One thing to consider is that those images are from #397. Fulgora FFFs are #398-399. For the same reasons Aquilo could be hidden, the same could apply here.
that's a fair point.
counter argument: Did we have the planet icon of Fulgora back then?
I don't think. At that point, the best we could've had was this:
Might be true. I don't want to do the proper research to find out.
Vulcanus FFF was before the Factoriopedia, so we had that icon. others I dunno
That's an odd measure of time. Why 4 weeks?
I kinda expect it to be prior to the Aquilo reveal
its too much teasing for me if they don’t show the space map before Aquilo fff
oh and I also want to see the full platform construction animation
so far they have the scaffolding animation
but no animation for the buildings
also my ear reveal when
its been there for so long
I think 'too much teasing' is just how FFFs are now.
this tbh
I’m starting to believe that they are not actually hiding anything
but still hoping that its to buildup for the hype season
I get called crazy for that opinion so be careful 😉
"a few other things" is accumulators, solars, and beacons.
Where did we see them making
?
I just realized that this base bothers to quality cycle labs. That suggests that there's no end-game lab.
Here's an oddball question. We know that the Foundry has a recipe for making holmium plate. But is that a thing you have to separately research, or does it come along with the trigger tech for making plate in a furnace? That might be interesting as it could require both Vulcanus and Fulgora's science packs.
In particular, it should be noted that the Foundry's recipe uses holmium solution rather than ore.
I would not be surprised if recipes like that require both planet's science packs
I don't know the answer, but its nice to have 2 steps to boost prod for holmium. I was afraid the best we could do is smelt it in an electric furnace with the best prod modules you could
I already believed there was no end-game lab when they showed us the lab setup in FFF-417
Cleanly fitting 13 belts around one lab sounds like quite a challenge
Bots sound far easier 
plus you can feel less guilty because of the optimizations
Especially when it comes to getting spoilage out.
Doing half belts instead of full belts also sounds way better, only need 7 belts then
Yeah that's the one I was thinking of
Just couldn't be bothered to find it this time 
none of those are Fulgora exclusive – how can you tell that they were the few other things and not some more holmium-based recipes?
Because we know that they can craft them
So they would be classified under "a few other things"
Modules and circuits aren't Fulgora exclusive either, so I don't really see your point
my point was that the science pack doesn't really do anything until the very late game and there's little reason to export it to Nauvis.
I'm mostly thinking about something for platforms to ensure you can reach Aquilo safely
if you aren't doing quality then all you do on Fulgora is set up a rump EMP production and and that's it, no science researches except for one batch for the turrets
but eh, then again, maybe that's okay with Aquilo and the post-game probably requiring mass science packs for something
we might also get some new bonus research tiers, like an extra robot capacity research or, as someone mentioned previously, laser damage
you can also use 1 belt for sushi since you can read the whole thing and no more combinator magic to count stuff.
I'm really unsure where these takes are coming from. Yes, if you assume that there's nothing on Fulgora we haven't specifically been told is there (or where there's some likelihood of it being there), then the planet consists of at most 8 researched technologies.
But even those consist of:
Known researches
- lightning rod mk2
- Tesla turret
- Tesla handgun
- Quality Module 3
Possible researches
- Foundry recipe for holmium plate
- copper extraction from asteroids
- Personal roboport mk2
- Personal battery mk2
8 researches doesn't sound like a lot, but... that's more than you get from just purple science in 1.1. Throw in the EMP and recycler, and that's easily comparable to purple science packs.
If you're talking about the take that there's not much else to unlock on Fulgora, I'd be referring to new stuff, not stuff we already know about that would require a research on Fulgora like (potentially) holmium plate, Mk2 equipment, etc.
And that's without considering missing stuff like why do you need copper in space (maybe Fulgora has an answer for that) or infinite techs.
piercing ammo is the first thing that comes to mind
As in I wouldn't expect anything that would blow open a whole new production chain on Fulgora that we don't know about
I was mostly talking about what Skandus was referring to, basically only getting one or two techs from the planet and moving on.
my understanding is we dont get copper in space? cause missiles lost circuits due to a lack of copper
that's fair, I forgot about the roboport/batteries/copper
for building missiles on the go
You can get copper in space later in the game, rocket changes were to make it more accessible early on
The devs said that you can extract copper from space. But rockets already require a full production setup for explosives. Adding onto that copper refining and circuit processing was too much for a mid-game thing.
my issue wasn't with what Fulgora gets you, but rather what the science pack gets you. and what you mentioned above is plenty
The thing I'm most curious about are multi-planetary science techs. I mentioned the Foundry recipe for holmium plate, which sounds very much like a thing that you'd have to research with both science packs.
Multi planetary techs are a really interesting design space. From what I remember the only real hints we've gotten for it's existence are holmium 'casting' and Gleba shipping various spoilables to 'other planets'
There are some items and recipes with spoilable ingredients which need to be crafted on different planets, so on top of optimizing the production chain, it'll also be meaningful to make a fast space platform to deliver them.
Especially because the design space multiplies with the number of planetary science packs
The only specific hints. It'd be really difficult to imagine a fusion reactor without superconductors.
I think Aquilo fits outside/on top of that space. But I get what you mean
It's the culmination of everything that came before it sort of thing
I should be clear I’m not making a value judgement of if we’ve seen ‘enough’ stuff from fulgora, just that we’ve probably seen most of it.
Tesla items would be more than 2 weapons. But intermediates make sense too. Personally I'm predicting a K2 tesla charger
How many techs do we assume each planet has? (With and without triggers)
I don't think the devs are looking to fill a particular count of techs. It's likely more about how meaningful those techs are in aggregate.
However, Fulgora's known trigger techs include (some of these may well be bundled together):
- Recycler
- lightning rod mk1
- holmium plate
- holmium solution
- EMP
- electrolyte
- superconducing wire
- supercapacitor
- science pack
Gleba is still weird imo. Most planets are more trigger than unlock heavy, and gleba seems to have no significant triggers… something isn’t right there.
Do we really know that stuff like the science pack and intermediaries are trigger techs? Obviously whatever is needed for the emp and recycler would be so I guess it just depends on what their recipes are
Remember: in the early versions of the game, trigger techs were just for things you need to get started on the planet. You weren't allowed to put Foundries or EMPs on other planets. It's just that Gleba's main building was so intimately tied to its production mechanic that other places couldn't really take advantage of it.
has triggers for Agritower, biochamber, fruit mashing, mash into nutrient, mash into things, science pack
That is kind of the point of trigger techs: to allow you to get to the point of producing science packs without having to produce science packs.
But you're already producing science packs back on Nauvis
Not saying that it wouldn't make sense for all those things to be trigger techs, just don't think that all of them have to be trigger techs
And so you research a bunch of buildings and recipes you can't use until you go to that specific planet? The whole point of trigger techs is to avoid throwing a bunch of stuff at you that you can't use right now.
The intermediaries, not the buildings
its to allow u to gradually unlock things at the planet without using Nauvis science (as u don’t have to visit the planet to unlocke the tech then)
Obviously the intermediaries that need the buildings to be processed would be gated by the building trigger techs
Same difference. What does it mean to research "holmium plate" or "fruit mashing" when you're not on either planet?
You couldn't because the building trigger tech would gate it
Neither of those recipes require a special building. Holmium plate would undoubtedly be made in a furnace, and we've already seen fruit mashing happens in an assembler.
I believe intermediate and buildings are separate trigger techs
iirc there isn’t much tech in vanilla that puts buildings and their ingredients together
So? why wouldn't it be gated behide the recycler? you need the recycler to automate holmium in the first place
behind it yes
Same with fruit and the agricultural tower
I’m saying u don’t unlock holmium processing and EMP at same tech
You can chop down trees manually.
Then the biochamber, whatever
u can hand recycle the scraps at the beginning tho
... you need to mash fruit to make seeds to build the biochamber.
I feel like you're not reading what I'm saying
And I feel like you're not understanding that I specifically picked two recipes that are in no way gated by buildings.
How do you know that all of these are definitely trigger techs?
because those are the least u need to make local science
Because we know that the recipe for the science pack requires an EMP, super-capacitors, holmium solution and electrolyte.
And why couldn't the science pack need to be researched before you can make it?
I don’t think it makes sense to unlock those tech using Nauvis science
... how would that change anything? Here's a recipe that you don't have the things to make.
I think Alfonse just means they’re gated behind a trigger tech and do not use that planet’s science pack.
You couldn't research it without first unlocking the recycler
You would already have the things to make it
it doesn’t matter, the first tech is trigger tech, if the following tech until planet science isn’t trigger tech it would be weird
If he means that then they should say that instead of saying
"However, Fulgora's known trigger techs include"
Why would it be weird?
well, the point of this whole discussion is to split it into pre-planet research and post planet research
Green science needs red science, red science is a trigger tech, I don't see what's weird about that
because u can just mine a piece of scrap, unlock the gate and then researchall the way up to the science pack using Nauvis science without producing anything
red science is the first science on this planet, and all the tech before it is trigger tech
Red science is the first science at all, there are no sciences before it. Of course it's a trigger tech
Whether it's "weird" is irrelevant; it's not what the devs claim to want:
The alternative would have been that the science pack is made available immediately on arrival, but then it couldn't really be too interesting as it wouldn't include any of the processing you have discovered past that point.
Electromagnetic science has at least 4 sciences before it
What you've described is basically that.
How? you'd still need to do all the stuff to unlock and make the ingredients?
That's hardly having it available immediately on arrival
Currently we have a few technology triggers that unlock research:
Mining an entity Crafting an item/fluid Launching a rocket with a certain itemThis means that each time you land on a planet, you discover and exploit its new resources in a way that feels quite natural, as everything happens while you're actually there.
Nothing the developers have stated about any planet's initial techs suggest that they intend to force you to do planet-specific research to get a planet's science pack going through any means other than trigger techs.
Thank you for actually answering the question
Is it possible that they won't do that, that there will just be the one or two early triggers but everything else will be pre-planet research? Yes. Is there any evidence for it? No.
exactly, the point is that every unlock happens while you’re actually there
You're still completely misunderstanding what I'm saying
There's no reason the science pack can't require research while also being gated behind trigger techs unlocking it's ingredients
Besides the fact that this is against the purpose of trigger techs, yes, the devs could do that.
A dev statement claiming that "everything presented above is obtained from trigger technologies" is an actual reason why we would know that the science packs are trigger techs
well yes, but I think its natural that everything from planet landing to its science pack is trigger tech, and its save enough to assume so.
So was the devs telling us how they were using trigger techs to begin with.
The difference between them is not meaningful.
I never claimed that it wouldn't make sense that the packs are unlocked through trigger techs, I just wanted to know how you knew
there’s no 100% solid confirm
And you're just arguing that I have to be wrong with my question instead of explaining how you know
The real important thing is there is some science there that is gated behind triggers (likely entirely) - and other science is gated behind the planet’s science pack
and there’s been running discussion that we’ve seen very little of the latter.
There was an entire FFF explaining trigger techs and the philosophy behind them. I assumed that this was common knowledge.
Which has lead some people, such as myself, to speculate the amount of them that we’ve seen is about how many we get, and there just aren’t as many planet researches as we mostly imagined.
What's interesting about Gleba is that it probably has the fewest trigger techs of any planet. Or at least, the least consequential.
Gleba buts heads with everything we know in a very holistic way.
I guess having the least consequences is interesting in it's own way haha
If SA is mostly trigger techs, wtf is 
gleba has to have lots of good non-triggers unless we’ve been fundamentally mislead about this planet
But we haven’t seen those either.
I'm extremely interested in what spoilable intermediaries we'll have to ship around and to what planets
If it's just Aquilo then I think their statements are misleading
I'm talking about how its resources are structured. Fulgora and Vulcanus only have 1 unique resource, and that resource is only used to make all of their special stuff. Gleba not only has 2, but they're used to make a variety of items, some of which are just the same stuff made a different way.
tbh not really. It still has two new machines and some processing chains. Just that the two new machines are not used for Nauvis recipe
We know almost all of the Gleba science pack's ingredients. You need nutrients+green sphere to make the pack. Green sphere comes from baked pinecones+green cubes. And Baked pinecones comes from pink pinecones. The only thing we don't know is where green cubes come from, but they're likely an alternate processed version of red apples (otherwise the pack would only use one fruit).
The other difference is that a lot of the low-level intermediates on Gleba seem to be entirely made from it's two unique resources. Tungsten and holmium I expect to quickly be combined with other resources like iron, copper, petrochem
probably rocket turrets, carbon sulfur crushing, spidertrons
Because of this, you can get the science pack without needing trigger techs for any of the oil processing intermediates. Or for bioflux (unless that's what the green sphere is called) or carbon fiber. Basically, Gleba's packs don't seem to use most of Gleba's new intermediates.
What this means is that, where Vulcanus and Fulgora research likely doesn't involve non-trigger intermediates, a lot of Gleba's research likely will. So Gleba probably has more on-planet researches than other planets.
This also gives the player time to get used to a spoiling science pack.
I dont get why this is the cas, can someone explain?
Well, if we argue that most impact comes from triggers, gleba has no meaningful triggers, and that the planets are roughly equal, gleba has to make up for that with good science unlocks.
ohh I understand. like there's currently no revealed reason to go to gleba because all its buildings are gleba specific
The basic idea is that the EMP and the Foundry trigger techs are themselves quite useful in your base (however, it is entirely possible that this isn't the case immediately). Indeed, you could say that for those two planets, the most important things you get from them are their trigger techs. But Gleba's trigger techs are all about agriculture production that cannot be used directly on other planets. So what you research using its science pack has to provide a similar impact to your base.
we don't know that agriculture cannot be used directly on other planets though, only that they don't use Nauvis recipes
That's true; it is theoretically possible that you can get agriculture going on another planet and have (non-exclusive) recipes manufactured there.
But... why?
Fulgora doesn't need oil products much.
Nauvis has infinite crude oil, so agriculture-based oil processing holds no value.
The only planet that struggles with oil processing is Vulcanus, which is the least likely planet for doing agriculture on.
Though if you ignore the fact that plants don't generally grow in a volcanic hellscape, being able to export low-water-consuming (relative to coal liquefaction and cracking) agriculture to Vulcanus would be interesting.
And the only planet more obviously inhospitable to life than Vulcanus would be Aquilo.
probably various productivity researches will need planetary sciences
I very much doubt the notion that we'll be growing things on other planets. Mainly because of the statement from FFF-417
We also allowed the usage of planet specific producers to be exported to other places, which greatly increased the motivation to expand, and also made the progression faster and more rewarding, as these machines are strong.
The only reason we can use the foundry and EMP on other planets is because they speed up progression, are a great milestone of progression, and they slot in nicely to existing production
Now thinking about it, it might be possible that the ore melting recipe is only available with metallurgic science unlock
also the EMP circuit recipes
The agri tower and biochamber do none of these things
as u mainly do recycling for circuits on Fulgora
Yeah the off-planet uses needing research makes sense
Specifically so you don't just smash and grab things
Welp, there goes the Fulgora smash-and grab 😉
at least we still have recyclers immediately useful
but not as useful before u have quality module 3
You'd need to at least bootsrap yourself to some science, a slow trickle would eventually get you enough
Quality beacons seem like such an important thing throughout a base, thinking about it
I think pepper box has found a solution of sorts. Things we thought were free are actually researched
Just getting some EMPs and recyclers for quality beacons would pay off a lot I'd imagine
Yeah, but the more holmium you use for science, the less you have available for the EMP. Not only that, there are a large number of things the EMP makes; it could very well be that you have multiple such researches:
- Make circuits
- Make modules
- Make beacons
With qual module 3s gated behind "make modules".
BMD are still immediately useful 
Gating circuits/beacons/etc. from being made in the EMP until you research them would be a new unlock type, no?
Because afaik it's still the same recipe, and when you unlock a recipe it's immediately available to every machine that can make it.
Sure, but the attraction of the Fulgora smash-and-grab is that rocket parts basically fall out of the sky. To smash-and-grab on Vulcanus, you have to build significant infrastructure.
I don't know what the rules are with regard to the engine. They should be the same recipe (unlike ore melting in the Foundry, which is a totally new thing), but if the engine doesn't allow you to separate the researches, then they could just be copies of the same recipe.
Copies of the same recipe would be 😵💫
Yeah, it'd be weird, but if they wanted to make you have to research various assembler recipes in the EMP, then it would be a viable solution.
Yeah it would work, but the weirdness makes me think it wouldn't be done that way
Might create bug reports from mods 
"why are there two of the same recipe" type thing
yeah… can research gate recipes that already exists in a particular machine?
I don't think so, at least I've never seen it in a mod
Which makes me think it's not possible (currently)
or they could be slightly tweaked so they're not exact duplicates
I think that would be less intuitive. If it's different it should be different for a good, noticeable reason imo.
the tweak would be just to allow the research to unlock it separately
Then that would just be the duplicate we were talking about
for instance, 1 x
is 3 x
, 1 x
for an assembler.
the fulgora research unlock would be something like 2 x
: 5 x
, 2 x
, EMP only
EMP has built in prod already tho
we do however have the foundry LDS changed to molten version 
LDS appears to use the same recipe in the foundry in FFF387. Copper plates, plastic bars and steel plates; and no fluid inputs. It's probably the exact same recipe but benefiting from the foundry's innate +50% productivity.
this image is outdated according to devs in discord
based on the discord discussion foundry LDS now need molten iron and copper instead
New theory just dropped...
"Shovel Knight Dig Theory"™️
According to this, Aquilo may be the origin planet of the fish 
Most unhinged thing I have ever made 
Honestly here for it. The
creating
but also accidentally creating
and wrecking the solar system would be fitting lore
shovel knight dig mentioned
#friday-facts message possible FFF before release
you think there will be many things the devs will intentionally not make an fff on to have us discover it as we are playing after space age release?
maybe a few tech
like spidertron is just a single tech example
and if SA has similar content as base game, there probably won’t be much for them to hide
I think the FFF will continue for a bit after release too, showing some cool stuff
Good point
iirc the spidertron was introduced in fff after its release?
It was a surprise feature
My point was that we had just one surprise feature for base game. If SA will have similar amount of content as the base game, I think it’s reasonable to assume that we won’t have a lot of surprise content in SA 
on the other hand, the base game had early access, so we got to personally experience the vast majority of features before the game was released. this is not the case for Space Age.
I'm still surprised they didn't go the 2.0 first, then Spage, but I also understand it, to combine the launches, hype cycles, coverage... They don't want 2.0 to overshadow Spage.
unless they give SA one more year 
It's really more about the engine. The main reason 2.0 is getting all of the QoL changes is so that the devs don't have to support 2 separate codebases.
It would be the same engine, with the flags disabling the new features
I'm not an expert but it seems like 2.0 will be different enough to call it a new engine, also shipping the new features early might cause a lot of leaks from data miners 🥬🥬🥬
I'd think calling 2.0 a different engine to 1.1 would be like calling UE5 a different engine to UE4. Not entirely inaccurate, but I don't think it's particularly clear.
i.e. it's still the same engine, just a newer version with more features
Tomorrow is efficiency module rework/buff 
it'll be interesting to see if T3 module recipes will change. that'll greatly shift whether you can mass produce them all together on your planet of choice (with the exception of quality modules requiring fulgora)
I don’t see why quality modules would be some special case. To me the change of its recipe meant the change of every T3 module recipe in some way
Also we have already seen them being quality cycled on Nauvis
that's true. based on other items that are considered exclusive recipes (see factoriopedia FFF), it definitely seems to diverge from Wube's philosophy on that if you can just import a bunch of superconducting cable to make them somewhere else. look at the recipes locked to vulcanus. the quality module is arguably more powerful than all of them (in terms of what it can do), which seemingly is a main driver to make recipes planet exclusive.
its strange
It may be due to the telescopic nature of modules
People could already have T2 module production set up
Belts are telescopic too but they don’t have quality, and are just a lot easier to make than modules
The Vulcanus list we saw is probably not comprehensive, because it would spoil what Nauvis techs were moved there
Like the commonly guessed artillery and cliff explosives
seems to me like the devs would just want people to ship the T2's to the appropriate planet, just like everything else. the benefit would justify the cost. 🤷♂️
Well, it’s a good thing you can still do that
Besides, as long as there is one key set of exclusive recipes (science, building, an extra or two), that will sort of “push people over the line” because they already need a base there for those
So any further recipes they will seriously consider making on the planet, since the hard work has already been done
I agree with what you've said, but its still a mystery to me why T3 quality modules don't fall in that category
Because if they did, the most optimal thing to do would be to tear down your Q2 production on Nauvis and rebuild it on Fulgora
Sure you could ship them through space, but you could lose all the rocket costs of that if you made them on Fulgora instead
The way I see it, it doesn't take too many exclusives to keep a world from becoming just a resourcing operation. Sure, you can make qual module 3s elsewhere, and you could do that by shipping superconducting wire there. But what else are you going to make there from that?
Also, they didn't say that they never wanted you to ship intermediates. It's just shipping intermediates that they wanted you to avoid.
That makes sense.
We've already seen quality modules take some new ingredients so not changing the other modules will look very off
We're also almost certain eff3 take bluranium
If efficiency 3 is an Aquilo unlock, perhaps productivity and speed are too
That doesn't make a lot of sense. Why have quality module 3s so early relative to the others? Because they're new?
you can ask the inverse of that as well, why are just efficiency 3's put in so late?
I don't think eff3s will be on Aquilo though.
it would make more sense of all 3 of them were together
From what we’ve seen so far, Q mod is supposed an equal to the old three
Unlocked at the same level at every stage
if efficiency T3 uses bluranium like soul burn said, it would have to be aquilo
Unless bluranium is a Nauvis product.
Or a deep space product?
Um, what would that mean? That you have to fabricate it on a platform or something else?
Yea in specific places in space. Just tossing ideas.
BTW we think the bluranium requirement because of this. See how the consumption of
and bluranium are correlated on the consumption graph
https://cdn.factorio.com/assets/blog-sync/fff-408-quality-graph.png
I'm guessing GUI changes for tomorrow
this wouldn't make sense because that would mean the cells are being consumed at very uneven rates and are produced the instant another one is consumed. i think those 4 ingredients are involved in one recipe together
I'm guessing space platform scheduling and related GUIs
Still waiting on that planet settings FFF
Yes, that's what Soul Burn is saying. What recipe would take 4 eff2s, 5 blue and red circuits? Sound familiar? Because whatever it is also takes bluranium.
klonan has been teasing it multiple times
He has?
Specifically: I think this FFF will be about the system chart view, showing the different surfaces/planets and such
Maybe with visual representations of different platforms, their speed and the routes they're taking
i just hope its not a "how we optimized more", like i ❤️ the work and really appreciate pushing the engine as far as it can go for bigger bases but i really prefer the content side of FFF.
Well, as long as there are more combat-related FFFs in August than others, I'll consider my "The month of combat" prediction confirmed.
unless the optimizations are gameplay ones. like the bot algo, pipes, trains etc
i kinda hope they don't spoil the biters, tell us about the guns but not the enemies.
if we get a nuclear mirv gernade, were going to imagine what kind of enemey needs one
i like them when playing but i prefer to learn about new content when hyping the release
post launch look at all the cool ways we made your factory faster is perfect
Previous optimizations FFF was golden. If it’s like that I will be super happy. Optimization FFF before that not so much.
I wrote that they are consumed in the same recipe. Like, that's the whole sentence I wrote.
my dumb ass

foundry dumping excess molten iron
we've seen this much from boskid before, very very long ago.
Remember, foundry recipe makes molten iron and copper in lockstep.
It almost has to produce excess iron under science load if you ever want to be able to afford belts
another day, another QoL update. surely they're out of them by now
they could just add more
unless you're loaded with quality intermediates or just don't care, you're much better off just quality looping it so you can slowly fill up a box of rare+ gears or plates
nah quality cycling intermediate is probably a complexity trap
not for this, its just iron plates
what do u need quality iron plates for if u don’t quality cycle other intermediates
also recyclers are not that fast, u would need a lot of power and space to recycle all the plates
specifically, copper based intermediates
I meant for that immediate area, it wouldn't be a complex thing to design. If its valuable enough and you don't have any quality processing with copper on vulcanus, you can just ship it somewhere that does.
as for power, assuming you're able to and not in the bootstrap phase, just build more. doing this is a long term investment to start a slow trickle of high quality ingredients. get a few of these going where appropriate in different places, and sooner than later you'll have full chests of it that can be used for whatever will benefit you most.
the point is that u still need non-iron quality intermediates from other places, and quality cyling intermediates are typically more infrastructure heavier than just quality cycle the end products that gets actual quality bonus. Plus that u need to solve the complexity of quality cycling all the required intermediate for specific end products
I understand your points and what you're saying, its just not an issue to me. You can quality loop the iron to save only epic+ or even legendary, which at the cost of material efficiency (incremental upgrades when using quality), this makes it simpler to manage.
Actually, quality copper and steel are easy to get on Vulcanus: recycle quality LDS produced from quality coal (because the Foundry LDS recipe has plastic as its only solid intermediate, all you need is quality plastic). The real question is how difficult it is to get quality tungsten intermediates.
And speaking of quality coal, you can use that excess molten iron to make quality coal and iron via quality cycling grenades.
if I'm not importing quality plastic from gleba (or not enough), thats a good secondary way to obtain it. as for tungsten I could see it coming down to how calcite hungry the smelting process is. these are key areas for your best productivity modules if you're scaling up production here.
I mean frankly this one was miniscule
10 fffs remaining
they can't all be bangers, meh ones make the good ones better.
They totally can be. We only had 11 FFFs remaining and so many things we 'will learn about later'
'meh ones make the good ones better' is such classic fallacious reasoning I will not address it
so like most tv i can't even be bothered to care about any calamity, cause they got plot armor thicker than a tank in a knife fight.
if everyone is better than the last they're going to run out of material very quickly or spoil everything
I never said every one of them needs to be better than the last 😅
fair
They're at negative risk of running out of material currently.
they would need to double to quadruple the biggest FFF sizes to adequately get through just the stuff we know we don't know.
A lot will be left to the player

