#Speculations
1 messages · Page 7 of 1
It has to be some combination of the three of these given how much time is left
#3 is likely the most solid pick, as there are many things we know we don't know.
i do hope they spoil what ever that excavator arm was.
wdym spoiler?
still waiting on the squiward reveal that was teased 3 years ago
It seems to be some kind of tree-sized humanoid mech. You can see it in FFF-389's thumbnail if you zoom in the middle of the image: https://cdn.factorio.com/assets/img/blog/fff-389-thumbnail-choochoo-MF.png
Interesting i wonder what they’re for
the arms dont look the same tho
but maybe its just the size difference
to be fair his arm is like 2px wide
Oh bro that is a nice spot
I count 26 things:
F, my list do not fit in Discord messages

-
The flying ennemy of #367
-
"Some upcoming feature will help you [build more quality-mini factories]" #376
-
"[Increasing lab-productivity] will require the end-game resources" #376
-
"Some yet-undisclosed Space Age content require" [to put things in a rocket silo manually] #381
-
"There are quite a few more things to try [about specialisation of space plateforms], but more about that some other day..." #381
-
"[The "import from planet x" option] will be important later" #382
-
[What we will throw in lava] "Outdated gadgets, cursed rings of power, maybe even unwanted company." #386.
Cann we really throw/push ennemies? -
"But who knows what might awaken in the depths of Vulcanus." #386
--> definitiely ennemies on Vulcanus -
"There were some additional forms of vegetation [on vulkanus], but those were later moved to a different planet" #386
--> where? Probably not gleba due to style, hence it is 5th planet imo -
"What you could unlock with the Metallurgic science pack... Perhaps some other time!" #387
-
"There is some very specific case where this [interrupt in train interrupt] is a crucial thing to have, but it is on a planet we didn't reveal yet, so more on that later 🙂 ." #389
--> This is strange. What on Nauvis would need that? #399 -
"fancy new noise functions that we'll reveal along with a new planet later." #390
--> For me, this is not about Fulgora nor the "new" Nauvis. Vulcanus was already revealed back then. Hence it is either Gleba (did not see much of the map yet) or 5th planet. -
"there are now machines with an even more complex sound set [than the foundry]" #396
-
There is a pixelised pinned in second image of #400
-
There is a barely noticable excavator arm moving in the superfast foundry. Look at the place where speed modules should be. #402
-
The music of a secret planet #406
--> the 8-minute samples seems 1. Full of life 2. Ethearial.
Imo, it fits with the energy of the flying ennemy. It could be Gleba or 5th Planet, but I cannot really know. It fits with the music shown in #413 though -
"There is another part […, other than asteroids] where target filtering will play a crucial role" #410
-
There are walls on a space plateforme, but we have never been told about any use of them there. (And it as legendary ammunitions, meaning this is a post-5th planet space plateforme) #411
-
"Interaction [of the car] with not yet published mechanic" #412
--> it could be the stun of the electric turret, maybe some pushback, maybe some alien attack -
"A trumpeting scream […] followed by an earth shaking stomp Stomp STOMP" #413
--> definitely tanky ennemy on Gleba
-
"[Bioflux, ]but more on that later" #414
-
"There are some items and recipes with spoilable ingredients which need to be crafted on different planets" #415
-
"There are many interesting possibilities with [fluids 2.0] that we did not predict, and we will share some of our stories in future FFFs." #416
-
"There is one more building typically combined with foundry and electromagnetic plants, which will be covered later." #417
-
"There's a special machine for [cooling], but we'll save that for another FFF." #420
-
"We have some ideas which could help [performances a] lot, so stay tuned, and hope that these would be success stories" #421
That's all formally hinted I got from reading FFFs
Please send me ideas, corrections, or anything I missed either via @-ing me or DM ☺️
Compare above with hinted but already answered things:
-
"Other ways to improve productivity [than quality]" #375
--> Foundry, Electromagnetic plant, … -
"[Asteroids] will need even heavier weapons" #382
--> Rocket and Tesla turrets -
"A new system for how entities can play sounds." #383 --> #396
-
"There are new things entities do with circuit network" #384
--> #394 assembler circuit control, #404 pump filters -
"Tesla items" #399
--> #422 Tesla tower
I don’t think tesla turrets will see use in space
I think there is another turret we haven’t seen, that possibly uses the mystery shells from the title screen
What you mean? I love electrocuting rocks
The blue tank shells?
Yes
Also walls on the space platform are… Just walls lol. They absorb impacts so turrets aren’t destroyed
I think I missunderstood something from asteroids
Is anyone aware of a similar list somewhere else?
Maybe on reddit?
I had the feeling asteroid could inpact anywhere, not only at the border of the plateforme
But that was my feeling, proved wrong by examples of asteroid collidings, all at the border
if you move - they mostly come from the front, if stationary - from all directions iirc
We also know Norbit is safe from larger asteroids but know not about other orbits or paths.
biter love triangle 😳
there may be some cool new content on Friday based on the previous pattern of the last few
what pattern are you even seeing here
heads, tails, heads, tails, heads, tails
but sooner than later it'll just be straight SA content I'm sure
I spend too much effort speculating on this stuff... I just want this game to release lol
soon™
I'd like to add an observation that's not in your list. In fff 417 in the early Gleba image a new building can be seen 3 times, it looks like a 3 by 3 flare stack and has fluid connections on the center of each side
I'm sure it was spotted before but I couldn't find it in your list
it might not be in the game anymore
That’s what I assumed…
I thought it was obvious
Especially because when I made a diarrhea joke about the brown fluid, JG said it was fertilizer
And in my defense, it turned out that fertilizer was actually made of shit
i made that shit up
JG is lying to us
🌎🧑🚀🔫🧑🚀





"wait... it's all spaghetti!"
its all pasta, some pasta is just better organized than others.
noodles 
My thanks! Heading to add that to my brand new reddit post (https://www.reddit.com/r/factorio/comments/1eqokhr/more_known_fff_unkowns/, if I may)
Of course you may, no need to ask permission about open information
The "if I may" was more about copypasting the link, could be not welcomed in discord 😉
I am happy to make my first edit of the post, hope I will see many
Considering that the building is surrounded by trees, it's likely a placeholder for the Ag tower.
I don't think it's the AG tower, this wierd building has 4 pipe connections and the AG tower doesn't look or sound like it needs any let alone 4 pipe connections. Also the wierd building is not a grey box meaning some effort has been put into the temp art, and I think they would make it look more like an AG tower if that's what it's supposed to look like
The tower has a fluid connection
And it doesn’t need one because there’s no longer a plant that makes it output lube
And there’s no more fertilizer (at least in the situations we’ve seen)
But I suspect there will be fertilizer, and that’s what the one pipe connection is for
Also it’s pretty obvious this is a “harvest lube plants for lube” recipe icon
I probably should have started with this 
Oh that makes sense
Can your corpse spoil in SA? would be funny if it did
It "spoils" in vanilla by disappearing after a time.
speaking of corpses, I wonder if there will be some kind of way to grab their stuff without having to run up to them with your character. perhaps with a spidertron or having construction bots pick up the stuff
you make it sound so bad
its just robots scavenging it
Plus, where do we respawn?? 🫢
The expansion will release in 29555.8 uranium fuel cells
That does make sense
Even though I liked the idea to have respawn always on Nauvis, which makes death exteremly punitive
But depending on travel tine, this would have been too punitive ig
Vow do you know though?
dev message somewhere in ff chat, but i dont recall when i read that
its also why aquilo can soft lock you
That does make sense
it seems aquilo might be missing some key ingredients for getting you back off the planet
so if your logistics stops sending resources you could find yourself stuck
Okey yes
So you need to make sure at least one of the other planets is resilient enough (and producing enough of rockets amd what is missing)
and who knows, maybe they changed their mind since then and wil give us better tools to deal with such situations
from my understanding, it's missing the resources to get you back to making rockets - it hasn't said whether it's missing the stuff to make rockets directly
tomato , to-mat-o
I’m guessing power
I guess its similar for modules
Interesting. For modules it makes even more sense, considering the icons now how the request mark when they are requested
FFF#393
One of our concerns was that if transport belt throughput multiplies, you might never need to use more than 1 or 2 belts worth of throughput for almost any item, reducing the logistics challenge drastically. With Space Age adding planets, we can now easily lock things quite far in the technology tree, which is the case for both the Bulk inserter and the faster belts, with each being unlocked on a different planet.
FFF#410
Unlocked on one of the three initial planets.
notice that one emphasized ‘initial’ planet, and one did not. Now I suspect more that
is unlocked on Aquilo
What would be the point of having belt stacking research then? If the stack inserter is found right before the final endgame, that's 2 extra researches that don't really feel like significant researches; they'd be busywork, like bot capacity upgrades.
Aquilo might not be right before the end game
But at least bot capacity upgrades require additional science packs.
also more belt stacking could be post end game
took the words out of my mouth pepperbox
There are only 2 levels of belt stacking; the stack inserter gives you a stack of 2, so that's 2 researches. What's the point?
Now if it's on one of the initial 3 planets, then you can research stack 3 on Aquilo and stack 4 in the endgame.
It's the reason why Fulgora doesn't give you Q5.
stack 3 and 4 both post endgame with different cost
that’s how DSP belt stacking works
That's just busywork.
u really don’t need belt stacking 3 and 4 before post endgame
do you think anything is wrong with some research/tech being more relevant past the main game?
no
One upgrade post-endgame is fine. 2 upgrades post-endgame is redundant, unless it's an infinite series.
theres already some tech in vanilla thats only relevant post endgame
It was specifically said that stack 4 is very late game
How do you define "relevant"?
And that makes sense. The stack inserter is on one of the early planets, doubling belt throughput. Belt stack 3 is on Aquilo. And belt stack 4 can use the final pack.
its also worth noting nothing is gating these research items behind winning the game, this is just a matter of what someone would reasonably need while attempting to beat the game in a reasonable amount of time
That gives you plenty of time at each level of belt stacking.
increasing belt capacity 2x is already a huge jump in throughput
why do u need plenty of time at each level tho
looking at stack inserter bonus
also train speed bonus levels using the same science pack cost
similarly damage upgrades
why not just merge multiple levels
Yeah, and those aren't great techs.
They should be merged into fewer, more significant upgrades.
different people has different opinions on that
and that’s probably your preference
not as a reason why Wube will do that
I played when personal logistics had like 20 tiny, annoying techs that didn't all need to exist. Now it's 1.
Well, the design we've seen out of SA seems to be spreading upgrades around a lot more. Module 2s are now space science, and module 3s are off world, possibly scattered to different planets. Same goes for all of the Mk2 techs.
Except 
looking at early infinite upgrades
imo it is totally fine that two consecutive upgrades need the same science packs (higher level need more packs), as u can still decide how deep to go for the upgrade or instead spending the time on other unlocks/upgrades
looking at lab speed 3 and 4
both at blue science
How does that change what I said about the apparent design of SA?
SA seems to be spreading things out. Things that were closer together in vanilla are much more spread out.
The only cases where this isn't done are explicit "crutch" technologies. Basic vs. advanced coal liquefaction, lighting rods vs. collectors. Techs where the lower-end version exists to get you through to the higher end version.
it doesn’t change what u said
belt stacking upgrade is more of a bonus tech rather than a new toy tech. SA do spreads out new toy techs more, but early infinite research is an example that bonus techs are not spread out
I have my suspicions that the black post-endgame pack is for infinite researches only, like current 
probably yes
Toy techs imo: nukes, distractor/destroyer capsules, 90% of circuits, lamps (except you need it for solar), nuclear fuel (except you get it with kovarex). These are all funny features but better/cheaper options exist, except circuits wich are very useful in very few places but you can make really fun stuff with it
tech that gives u new items to craft and utilize as end product
under this definition, belt stacking bonus is not new toy, but stack inserters is new toy
also, quality level unlocks are technically new toy as different quality items are considered as different items?
think about it this way: if theres never belt tiers, but instead factorio has tech upgrades to increase belts speed (like how shapez belt upgrade works)
then no one will say that a tech to increase belt throughput is considered “new toy”
which is why I won’t be surprised even if stack inserters and belt stack 3-4 are unlocked using the same science
just like how bulk inserter and inserter hand stack size are unlocked by separate techs but at same tech level
something like: 200 packs to unlock stack inserter and belt stacking 2, 1000 packs to unlock belt stacking 3, 2000 packs to unlock belt stacking 4
when other new toy techs are all 100-500 packs, a cost of 1k-2k pack is a good reason to leave the upgrade for later
I don't think anybody was confused as to what you were suggesting. The question is why is this good design? Why would this be better than putting the stack inserter on one of the earlier planets and spreading the upgrades out, the same way that quality or many other upgrades added in SA are spread out?
the concern is that stack inserter is too early that people end up never needing more than two belts of each item
the fact is that stack inserters are very powerful
even with just 2 stacks on the belt
... are they, though? Are they really?
Consider the mid game. You're about to leave Nauvis. Maybe you decided to delay your trip to get 10 levels of mining prod and a couple of levels of item productivities. But you don't even have module 3s yet. Maybe you invested in some Q3 prod 2s and speed 2s, but without recyclers, those are going to be pretty scarce.
So... can you even max out blue belts? Maybe. But not in massive quantities. Most processes just don't spit out enough stuff to fill up a blue belt.
But the thing you're most likely to fill up a blue belt on is the base of your resource pyramid: ores. And stack inserters themselves don't help; you need the stack inserter and the BMD. So if you want to use stack inserters with a furnace stack, you also have to make the furnace stack take multiple belts of ore, since the ore can't be stacked (unless you put it in a box and stack it).
So I would argue that stack inserters aren't that powerful in the mid game. They are pretty strong, but their strength is that they allow you to use lower-tier belts for higher throughput materials. You can promote a yellow belt into a red belt, or a red belt into a green one.
But even then, they're not the same. Especially in the context of spoilage. If a spoilable is on a belt, a 2-stack red belt is not equivalent to a green belt.
I like the idea that you can go to Vulcanus first and pick up green belts, or you can go to Gleba first and pick up stack inserters. Both increase throughput but in different ways, and each one is actually more useful on the other planet.
Also, note that from the videos we've seen, the Ag tower on Gleba seems to spit out resources in volume all at once, with delays between tree harvesting. Stack inserters would be beneficial in that case. Similarly, nutrient manufacture seems to barf out a bunch of them all at once.
my impression is that u r expected to already have BMD when u unlock belt stacking
it makes more sense that stack inserters are unlocked after green belt stage
I thought we get Belt STacking on Nauvis
level 2 Nauvis, 3 Vulcanus, 4 Aquilo
(not sure about where 3 was)
stack inserter+ blue belt gives 45/s extra throughput while green belt gives just 15/s extra throughput
well at least it’s confirmed in fff that stack inserters is a new planet unlock
so not on Nauvis
But green belts matter more on Gleba, where raw speed is more important than throughput.
that was before the inserter name swap, right?
What's the basis for that impression?
Stack inserters are definitely made on some other planet
It’s just a question of which
Either Gleba or Aquilo
Ugh it was already answered 😭
I keep letting this happen to me 
Also, there was that picture of a bunch of bulk inserters being launched from rocket silos in a Nauvis desert to be fuel for making high-quality stack inserters. So not only is it not on Nauvis, they're likely exclusive to a planet that doesn't readily have the resources to mass produce bulk inserters.
its rather my own feeling that it would feel weird if u unlock belt stacking before BMD. u probably don’t expect BMD to output two stacks. But it could also be weird the other way around for some people
The BMD has 5 times the speed of an ordinary miner, 1 extra module slot, a much larger radius, and has a built-in depletion bonus. The BMD was made before belt stacking was a thing. So it seems unlikely that people would see belt staking as the reason to use a BMD.
Especially if the meta goes the way the devs suggested, where you direct mine into Foundries.
The BMD was made before belt stacking was a thing.
this is your strongest evidence
it doesn't need belt stacking to function
the stack inserter does
the stack inserter is not unlocked on Vulcanus
We know that because they said green belts and the stack inserter were on different planets. The question is will they put it on Aquilo or will it be one of the other two.
It would be logical that the first belt stacking level is part of the stack inserter research, similar to how it is with the bulk inserter
At first along with the
bulkstack inserter you just get +1 bonus
I'd place the stack inserter on Fulgora, but that's because it's the most fitting among the middle three. I don't know enough anything about Aquilo to make a guess whether it's there or Fulgora.
it's the place for fancy electronics after all
and inserter ingredients are mostly gears and circuits
I place it on Aquilo because it's fancy
(and busted)
but I have very low confidence here.
could be gleba, fulgora.. just no vulcanus
It should also be noted that Gleba seems to have a decent number of processes that output a lot of items all at once (nutrients from biochambers, Ag towers, etc). So being able to more quickly get that stuff out would be helpful thanks to spoilage.
I just think it’s most fitting for carbon fiber
Since the whole "Month of Combat" thing for August didn't pan out, I'm hoping to see a new UI for the tech tree. Specifically, I want to see how it integrates with Factoriopedia as well as giving us an "accidental" look at various parts of the tree (like the Factoripedia FFF told us a lot).
was month of combat based on any actual analysis?
Nope: pure guess
well, not so fast! so far its 50% combat and there are still 3 more FFF's left in aug
no more UI this week otherwise I’ll be mad

if there’s any UI this week, why not merge into last week fff
I'm betting new SA content 🤞
I’m hoping new SA content 🙏
I'd love to see a polished technology GUI. I expect trigger techs to help a lot with organising techs, but being able to reorder the research queue would be a nice QoL update. Sometimes I'd like to see more of the tech tree at once as well.
Rai wanted to integrate URQ, but for now they only succeeded in pushing the ETA
duality of man
iirc reordering the research queue was confirmed already. Too lazy to find source
content is overdue
major QOL is fine too
for example something as impactful as logistics groups
Well, the reason it wasn't in the other pin FFF is likely because the feature didn't exist yet.
But I 100% agree the last FFF was not substantial enough to be a standalone FFF
Yeah 2.0/SA is still under quite active development.
For example, stack inserters were posted roughly 2-3 weeks after being invented
I’m expecting something as major as train interrupt
my expectations are entirely coded by the previous FFF so I am expecting 2 sentences about pixel color adjustment
new factorio merchandise
no way
or as big as diminishing beacons or stack inserter
diminshing beacons maybe
i intentionally paced my expectations last week because we had gotten a more substantial update the week before so im gonna go in expecting planet 6 today
imo its very likely today will be big as last week was kinda small
maybe it is afterall
Things are looking good for spidertron in gleba believers
rockets are important it seems - makes sense that the rocket turret is from there
(not done reading though)
And flame
100% spidertron is on gleba, rocket turrets and leggy enemies are there
I'm interested in what those "spidertron improvements" are
Would be very cool to see the normal maps and new sprites for an improved spidertron
Probably better pathfinding, as they mentioned for the enemies
inferring from the station names on the spore map the harvestable plants may be called yumakos and something -ynuts
Have spidertron improvements been confirmed?
Thanks to a lot of upgrades by StrangePan, we can now have these wonderful creatures and some spidertron improvements too.
Presumably graphics upgrades, maybe pathfinding
nice, i missed that
Pathfinding was mentioned for enemies
The enemies clearly are using many sprites, maybe normal maps, whereas the current spidertrons just stretches like inserters do. I'm kinda expecting a significant improvement to how spidertrons legs look
Turns out, I was wrong indeed
now the question is when we will see Vulcanus enemies. Probably not next week, but then there are not that many FFF's left
#friday-facts message putting this here
I wonder how accurate my biter biology speculation was…
It was sort of based on eusocial insects (wow)
“biters” are females, and worms are males of the species
And then spitters are males mutated by pollution
Well, not really mutated, but more like the pollution triggered some dormant genes
And please try not to think about the implications this could have for their “acid” 
Might also be that the biter nests aren't structures, but living beings. Specifically, females.
Jellynut is my guess
since pollution on Gleba is different from Nauvis, I think Vulcanus pollution will be noise level
which probably comes from miners
I suspect Foundries will also produce significant vibtrations too.
the FFF mentioned that gleba pollution is produced by farming, not regular production. i.e. only specific parts of your factory
If it's similar on Vulcanus, it'd have to be something related to noise. Seismic activity? Doesn't really linger around.
vulcanus is far and away the most seismically active planet so i doubt whatever's on there will mind. not every planet needs its own kind of pollution
Not sure about that, seems like that's the direction they want to go.
Could see electricity being Fulgora's "pollution" and probably have heat exchangers/pipes used for "heat pollution" on Aquillo that maybe impacts where you can build
Just like the different mechanics of spoilage, lava resources, and recycling are planet tied, think the different pollutions will make interesting game decisions, which is what it seems the devs are trying to go for.
(For instance, maybe mining makes alot of noise pollution, which attracts enemies, so lava pumping is good to get around noise but you can only mine the tungsten which probably allows for artilllary production)
seismic activity was just something that would not be emitted by regular assemblers, unlike noise
If digging up the ground "awakens" the Vulcanus enemy, it'd still be primary resource production under threat, not the processing (just like on Gleba)
which would be a pattern ..
so I expect it to be more than a reskin of Gleba smells
Calcite and coal also have to be mined
Oh right, that reminded me
If Gleba has leggy enemies that path over cliffs
Then what the hell will Vulcanus enemies do about that terrain
Ah, they definitely need to be stopped by cliffs at some point, because of those mini forts inside craters
I just remembered those
the nice 2x2 laser fort? :)
I knew that 1984 Dune movie was weird
now I wonder if there will be biter eggs
and if that’s how biters got onto the space platform in the music fff mp4
Either that or those were placeholder wriggler remains
Those turrets are in a strange spot to defend against asteroids.
They are there to solve spoiled eggs
I think rockets are a bit overkill for wrigglers however.
maybe they're the red ones
I suspect the turrets are there to deal with the case of planets that have dangerous asteroids in orbit.
on the back?
When not moving, asteroids come from all directions.
yeah you can see one floating in from the back at the start
I'm going to be bullish and predict SA content from here on out. any optimizations will be something major
feels like wrigglers outside of the platforms' atmosphere should be a self solving problem
the little ones are not dangerous though
Why ship eggs?
Good question. We'll know in 9-10 weeks
we can't disable enemies because we need the eggs for biochamber, but at least we will probably still have the peaceful mode
I mean they could just have the egg sack things be there
I call: Vulcanus will have slug enemies
Agreed
Especially with the whole “take inspiration from freaky Earth stuff” design philosophy
Maybe their thing could be that they approach very slowly but have crazy health
Possibly a damaging lava puddle on death? But stompers already sort of do that with spawning wrigglers on death, so maybe not
And it does sound like the perfect place for a cannon turret to shine, if Vulcanus is getting that
Maybe they could even be so slow and so tough, that they would be targeted by artillery as they approach
In case artillery is the only “turret” of Vulcanus
On that note: it's the perfect chance to make red wrigglers be volatile a la small boom
Lava doesn't really fit the volatile theme
if there's anything the pentapods taught me it's that i have no idea what to expect from the new enemies so whatever the devs come up with will be way cooler than anything i could come up with
We had speculations for burrowing or swimming enemies, but spider enemies is just so natural I'm surprised it wasn't speculated more.
If we're going with that, a vehicle i.e. car/tank enemies for
makes sense
FFF said rocket turrets are unlocked there, and spidertron using a rocket turret as ingredient... (and 4 exoskeletons, and fish)
mecha biters
I even speculate we'll get thick spidertron
the spidertron getting recontextualized in space age as learning from the enemies and using their own designs against them is just the coolest thing
Same with coal liquefaction
Power from lightning. It's a bit of a theme in SA.
We were referring to 1.1 features specifically…
Cliff explosives?
and they said that it’s a theme
i dont expect it but how based would it be if they just reveal the enemies of all other planets in the following 3 fffs
we have 9 prerelease FFFs left
Doesn't make sense to do 4 enemy reveals in a row until unless immediately before the release
I don't think
has enemies, and we won't know about Aquilo until likely after release
So there would only be one more FFF about enemies
Fulgora certainly doesn't have the vibe for enemies, but the tesla turret has to have a purpose, no?
Bad game design if there's nothing on Fulgora to use it on.
I just want enemies on Fulgora because I think they would have cool designs 
Whatever their behavior ends up being
dormant robots defending the former inhabitants stuff
if its killer robots, the previous statement of "nothing is living on this planet" still holds true
well, if we get bot enemies, it actually quite align with Earendels SE theme
there are lot of things from SE roadmap thats being implemented in SA
He was more ambitious about it though
iirc he was planning like a whole faction with its own factories
Planets should have stuff on them that's useful on other planets. While Spidertrons are always useful, they are more useful to Fulgora than they are to Gleba. Tesla turrets can be like that. Also, if there are stationary enemies (fortresses), the handgun would still be useful even if the turret isn't.
Planets should have stuff on them that's useful on other planets
Yes. But what's the point in placing a weapon on a planet where it cannot be used? If it's only use is to be exported.
Depending on the order you visit the new planets, and how much you rush to the end, the Tesla turret is one of the things that you might never use and still complete Space Age.
That suggests that it isn't inherently useful to Fulgora in the same way that the rocket turret can be integral to defense on Gleba (imagine your defenses trying to take down a T2 stomper or strafer without rocket turrets). No matter how quickly you rush on Gleba, you're going to need better turrets.
Aren’t rocket turrets more for strafers
Ah, now I’m at the other end of this thing that happens to me so much
I edit a lot
I imagine Stompers have enough health and defenses to not care about bullets or lasers. The focused damage of a rocket is a different story.
Lasers have rather decent damage compared to rockets; not nearly as high, but hp alone wouldn’t invalidate them
Laser resistances on the other hand easily could
Highly evolved Pentapods may have substantial laser resistance, but the devs aren't trying to out-right kill you. The minimum you can go to Gleba with are gun turrets, laser turrets, and flamethrower turrets (the latter of which may not even have ammo on Gleba). So they can't make threats that render all of your current weaponry instantly irrelevant.
T1s can probably be stopped with your initial gear, but T2s will require rocket turrets. And T3s will require more rocket turrets (possibly with infinite explosives upgrades on Gleba) or possibly some off-world help (uranium ammo, etc).
shipping light oil for flame turrets will still be op
prediction: there will be at least one more train FFF.
hopefully we get a mk2 wagon
I think throughput with trains is a largely solved issue now. with
you can move an 8-32 train through your base without interfering with any other rail traffic (or multiple)
molten metal w/ fluid wagons is a game changer as well
we already have wagons for items, fluids, and democracy. we could get bot wagons, but using those to build the rail network would require more new behavior than I'm comfortable predicting. accumulator wagons would be... interesting, but not in Factorio. any other ideas?
some kind of means to build over water would be nice, whether a dedicated vehicle or some way to implement an equipment grid into a wagon (along with new equipment that serves as a radar) as well as logistics functionality like the spidertron. the spidertron is very useful, but it fails on maps with a lot of water, and especially with SA if you want to build an elevated rail line to some island/continent. you would be forced to do it manually.
actually a dedicated wagon for this would be better, it can have a little roboport entrance on top and similar in shape to a normal wagon. this way you won't have all of this unused functionality on >95% of your wagons that are just serving as basic item transport
plus, if you're playing over a larger area and building stuff, it would be nice to get to it faster than waiting for your spidertron(s) to walk over there
They did mention that they didn't "need" to add the Tesla turret
But I do think the early teased flying enemy looks like it's from Fulgora
Or you could use coal liquefaction to get it
This has to be like, the 4th Gleba Vulcanus synergy already
tbh u can probably get light oil from Gleba fruits or pentapod eggs
if not then there will be alt recipe of rocket fuel directly from fruits
i’m not
Vulcanus: Cast LDS
Fulgora: EMP blue circuits
Gleba: Nothing changes about rocket fuel?
The rocket fuel assembler recipe itself is definitely the most substantial part of making rocket fuel. If they plan to improve one part, I think it will be this one
Well, the LDS recipe in the Foundry was changed to use molten metals. It's still good and still something you want to do, but it now relies on you having set up calcite shipments.
Also, even if Gleba did make rocket fuel in an alternate way... you still couldn't export that recipe anywhere, unlike Foundry and EMP processing. So it doesn't matter all that much, outside of how many assemblers you need to set up.
Lastly, rocket fuel need to be recyclable so that you can quality cycle it, since quality fuels can make trains go faster. If you give it a completely different recipe (ie: not just swapping light oil for a different fluid), then rocket fuel would need to be made non-recyclable.
Time for my daily attempt to manifest my hopes into reality by repeatedly writing them into discord messages
🙏
I really hope we get to export Gleba agriculture
And therefore the rocket fuel recipe with it
The Aquilo building might take over for giving us a 50% prod bonus on rocket fuel. It would also give us a reason to use it on Gleba.
I’m still overall skeptical about the concept of a super chemplant/refinery
It seems very hard to make interesting
Would the Foundry be useful if it didn't have recipes to melt iron and copper ores? Would it be an interesting mechanic and building if it couldn't replace furnaces on other planets? I think it would.
Is this about the biochamber
I was talking about Aquilo's building. If it can replace chemical plants, that doesn't mean that's all it does. It's not just a chemical plant but bigger; it's going to have its own recipes and mechanics that you engage with on Aquilo (and possibly elsewhere).
Being a chemical plant replacement would be a bonus, not the marque feature.
I guess that could save it
think about EMP
EMP has its role in quality cycling many important finished products
That’s its key attribute, besides the circuit productivity
I think of the EMP as more of a reward for successfully engaging with Fulgora's scrap mechanics. You go to Fulgora, invert your production hierarchy, do well, so you get this thing that makes a bunch of expensive infrastructure way cheaper.
Anyway I just think agri tower+biochamber is already a very interesting way to put a spin on chemistry, and I would be a little disappointed if it didn’t get the opportunity to perform this role
But as always, we are all talking about things of which we don’t know the whole truth 🤷♂️
So maybe there’s no point to feeling this way when things could turn out differently in the end
This really goes back to that statement from one of the FFFs where they said that they changed things to allow you to use buildings on other planets. SA was not initially designed so that you'd use the Foundry and EMP on other planets. That is, other planets were as land-locked as Gleba.
It turns out that (especially with Fulgora's makeover) doing so helped the game a lot. But Gleba's mechanics are inherently bound to a completely different resourcing structure, one based on agriculture, which doesn't really feel transferable (especially in older versions with many more fruits). It would certainly be hard to justify why you can harvest a crop on Vulcanus, a volcanic world with basically no liquid water, for example.
That, coupled with the fact that the oil processing setups on most planets don't use resources that run out, makes the value proposition of growing stuff elsewhere pretty low.
Yes, I’ve heard this one before
But I remain hopeful, somehow 
Oh, regarding that last part, I decided to do this just for fun:
Nauvis: Oil is infinite, water is infinite
Vulcanus: Both coal and water are finite
Fulgora: Oil is infinite, but water is not
So, it wouldn’t be entirely right to say “most”, because only 1.5 out of 3 are infinite 
Funny how it lines up that way, I wonder if Aquilo will act as a tiebreaker
its key attribute is crafting tesla items
Foundries key attribute is liquid metal crafting
no other crafting machine can do either of those things
everything else is the bonus
If this is true, it breaks the pattern, yes. Wube has a thing for breaking patterns though 
Tbf, liquid metal crafting can be done by furnaces and assemblers, just with a little less liquid metal
Same items come in and out, just in a different number of steps
show me the fluid input of electric furnaces
“just with a little less liquid metal”
the liquid metal part is the game mechanic that the Foundry is about
not that it's the only crafter that can make iron plates
Its primary functionality is producing plates and simple intermediates out of ores
Which is something other machines can do as well
More or less directly, but it’s still the same function
The main thing about Fulgora is that, because of the scrap mechanic, you don't need oil that much. You don't make plastic from oil, and you don't need sulfur at all. The only thing that needs water is light oil for rocket fuel, and that doesn't take much water at all.
No no, I really meant that “just for fun” part
I wanted to calculate this theoretical ratio, and the result being 50/50 was amusing to me somewhat
Do we know that the EMP makes tesla turrets and handguns? It might, but it might not. Many planets have recipes that go in an assembler rather than their special building (apple mashing and pinecone baking on Gleba, tungsten carbide on Vulcanus, etc). I doubt the Spidertron or rocket turret is going to be made in a Biochamber.
Ehh
In case of the tesla turret, it's pretty obvious that it's a EMP exclusive recipe
if not, then the tesla intermediates
I mean, “those tesla items” seemed pretty on the nose to me
It's a Fulgora exclusive, not necessarily an EMP exclusive. Some of the holmium derivatives are EMP recipes, but not even all of them are.
“the EMP crafts various tesla items”
“now, let’s talk about those tesla items”
It’s even more direct than I remembered
Fair enough. Though the recipes are likely to take into account the 50% prod bonus, so I don't feel like you'd be saving much.
Also I actually kind of expect the biochamber to make machines in it 
That would only be useful if it had a prod bonus. Otherwise, you could do it in an assembler.
Also, remember that the biochamber is a burner device.
Given that the biochamber uses bespoke recipes, those could just be baked into the recipes themselves. Granted, that would multiply with prod modules rather than add, but it'd work fine.
Biochamber being a burner device only means it takes burner fuel to operate, no?
Does that prevent the use of modules/electricity though?
(I know that's a question only the devs can answer)
Foundry recipes seems pretty bespoke to me, and yet the bonus persists
yeah, but you can account for the prod bonus when making the recipe
There's nothing in the engine that prevents a burner device from using modules or being affected by beacons. The power systems work correctly, in that increase power usage means using more fuel.
That's because it has recipes that are either the same as assembler ones (Foundry, LDS before it was changed) or are directly comparable (molten metal casting, concrete).
Most biochamber recipes aren't like that.
I predict...
StEaM lOcOmOtIvEs.
Next FFF I shall predict the same thing.
I SHALL NEVER STOP PREDICTING!
try to predict steam tank 
steam locos have been added with 0.1.0 
Steam car 
I predict release of SA
The expansion will release in 2.256 milligenerations
Yes, but in 8 weeks or so
+expansion
The expansion will release in 702.5 galactic picoyears
The next FFF will not be SA-specific. The one after that will either be another planet's enemies or Vulcanus's turret (I'm also calling artillery on Vulcanus).
arti is probably aquilo
Vulcanus is more likely
I’m still thinking about the blue shells from the menu
I'd say even Nauvis is more likely for arty unlock than Aquilo
Artillery was confirmed as off planet
rereading fffs, back in 383 they said "These both put together make stamping down steam engine or reactor setups so much nicer and less worrisome.", i wonder if waifu was legitimately up in the air when they wrote that
Artuillo
devs mentioned that all vanilla unlocks will be relatively early in SA, so I won’t expect it on the final planet
FFF 383 was back in November of 2023. As I understand it, fluids 2.0 wasn't even on the table at the time.
The fluid rewrite started in March
... I think I had changed my username by then
The what from what?
The kind that hits the player in 1st place
This means they are adding a racing minigame
Factorio Kart™
The "Space Age" Logo picture in the to-left corner. The full-sized version shows some blue shells.
You can see the full thing on the Steam DLC page.
My thanks
The most interesting bit about them is that the shell casing has a glowing section on it. What's that about?
Could it be Fusion-artillery shell?
Tesla ammo
It probably makes no sense from physical point of view
It’s way too projectile shaped to be an energy canister or whatever a tesla gun would use
And it is on a belt with other munitions
That belt sort of has everything on it, in the full picture
Anyway, I will add that to my list (https://www.reddit.com/r/factorio/comments/1eqokhr/more_known_fff_unkowns/) tomorrow
It could, if it's a railgun shell. It would make a lot of sense to shove a pre-charged capacitor into those things, given how much power they use.
You could add the existence of tesla ammo to your list too.
We've never seen it
Isn't the tesla tower just using electricity?
I do not get your idea
The gun
tesla handheld gun
maybe it doesn't need ammo at all - can't remember if the FFF said and can't check right now.
They made no mention of it iirc
Both options are kinda weird, right?
Aha yes interesting point
Well one could add a capacitor as an equipement
Oh, would you look at that
I think JG sort of "un-confirmed" rail guns at once point
yes but JG has unconfirmed JG, kittens, and unconfirmations
I still think they would use literally anything other than a cannon shell for it
Even a cannon shell with the top erased would fit better
my bad, what actually happend is that JG unconfirmed that the fancy new shells are railgun ammo:
#friday-facts message
pretty sure he meant that unironically 
I am not quite sure what you mean
But, if you speak about a communitiy maintained list of all things we know we do not know, I try my best to keep an updted version in my list (see link above)
Aga yeah I see
“Did you know: Wube will be adding 7 new planets in upcoming Space Age update!!!”
Readers added context they thought people should know:
Wube will be adding 4 completely new planets and revamping the original. There will not be 7.
- Vulcanus
- Fulgora
- Gleba
- Aquilo
- The mysterious one they said they would add in the Nauvis fff
- Bwuhuo
- Bacchus
Smh smh
looks like the fact checker became the fact checkee
today we will know if we’re in the hype season or not
for hype season, it will probably be another enemy fff
it won't be another enemy FFF
there's 2-3 enemy FFFs left and they won't burn through them all in the beginning of the end of pre-release FFFs
might not even be 2 if there's no enemy on Fulgora
fff about nauvis biter revamp
why are you so sure they wouldn't do the enemy lightning round in 4 fffs in a row
too much repetition
including today, theres 9 FFFs left
-Vulcanus enemy
-Vulcanus science unlocks
-Fulgora science unlocks
-Gleba science unlocks
-Aquilo intro/mechanics
-Aquilo science unlocks
-Aquilo enemy
-Endgame goal
-Fulgora enemy (maybe not exsist)
-Space map
that's 10 
I hope that none of the pre-release FFFs will be about Aquilo, so "we" are down to 7
it means they either don’t cover all of them or we will get huge fffs
I hope the opposite
that we will see Aquilo mechanics before the release
I think we got all Fulgora science unlocks that Wube wants to give us.
u mean tesla items that might not be used at all
Mech suit fff
yes please
Exactly
Anyway, I will be very surprised if I see Fulgora enemy today
(and if there will be enemy on Fulgora at all)
really looks like it would be from Fulgora tho
Do you guys think the brain guy can have been scrapped completely?
possibly
Fulgora is described as "lifeless and desolate planet". The expansion brain looks very much live (and fleshy).
However, somebody had the idea that robots are not alive, so they wouldn't contradict the description.
if there are enemies on fulgora they're definitely gonna be robots but they did say most of the new planets were gonna have enemies which is rather critically not the same as all of them
and i really doubt the last planet is gonna be the one without enemies
Unlikely
It was the first thing we saw from the expansion. Even if they completely revamped it, it'll still be in the game
Wube likes to only show stuff that's done or almost done, so I think brain guy is real
but it’s concept art done
not the final art
I won’t be that underwhelming if Aquilo has severe environmental challenges instead of enemies
I know, it's very confusing, I think lightning will be the enemies on Fulgora but also brain guy looks like a fulgorian
Vulcanus enemy teased for next week…
Last week we announced two entirely new enemies [..]: Stompers and Strafers
Wrigglers: Am I a joke to you?
"it's about time I check on my Vulcanus factory. I've been getting a bunch of alerts from there, so I sure hope nothing is disrupting my foundries... "
So i think we can predict next week...
Good call!
I am in shambles 
One precious fff slot sacrificed
to be about QoL?
better alert system to know when you can ignore them and when you need to check on your factory? 
Yeah, next week seems almost locked in
I predict...
Steam locomotives.
OK: why? What do they do that a regular locomotive can't?
Vape tricks
My idea:
Steam locomotives will what you 'start' with. Uses both water and coal.
It can haul more than a standard diesel locomotive (which would require liquid fuel in this case)...

So you have two locomotive types: one that needs water+fuel, and one that just needs fuel.
OK: why? What does this meaningfully do for the gameplay? Because it feels like an irritation, nothing more.
Also, there's a UX problem: upgrading trains is very hard. It's not a thing bots can do. This is one reason why the devs have been leery about making quality locomotives or wagons do anything useful (be faster, have more storage, etc).
Quality fuels make locomotives faster because it's way easier to swap out quality fuels than it is to swap out quality locomotives.
Also unless I misunderstood, you start with the better locomotive out of the two?
Hauls more, and is easier to refuel
what's the point of the worse locomotive then?
I think Kev was saying that you start with a locomotive that needs water+solid fuel, then you research a locomotive that uses just a liquid fuel. Honestly, I don't know what the point of the second one is, aside from being more difficult to fuel.
But the second half of the message
“it can haul more”
That means what I think it means, right?
yeah, I read that as "2nd one is inferior" as well
while Wube usually does "higher complexity for higher efficiency"
Also, the idea that diesel locomotives would be less effective than steam ones is... bizarre.
well, if the 2nd one is inferior, the paradigm is not broken
the unlock is useless though
Only upgrade I can think of is an electric train, and I'm not keen on that either
With quality fuel now affecting train performance, even if you could easily upgrade locomotives, an electric train looks like a bad idea. Unless it always has acceleration and speed comparable to the highest quality, best fuels.
speed record for an electric loco is 357 km/h
show me a diesel loco that can get anywhere near it
they're a cool concept, it just doesn't fit in with the rest of the game that well. you bypass the entire fuel production/logistics aspect and simplify it to sufficient power = max speed trains
Reminder that most diesel locos are electric, with diesel just as fuel for an electric generator
thats why I wish factorio locomotives could have an equal amount of power regardless of direction. thats how it works with modern IRL locomotives, no transmission or gears. just really strong electric motors that don't care which direction they spin. this would redefine in-game train layouts, especially for two-direction trains
tbh why the code can’t be that locomotives consumes fuel and contributes to acceleration regardless of their directions? The train head direction only used to decide if the train can head in the direction
so single head trains still can’t drive backwards but double head trains can go both directions with both locomotives contribute to acceleration
doesn’t that also simply the code because the locomotive doesn’t need to check if it need to consume fuel or not 
They probably could do that, but why would you ever use more than one locomotive in the same direction? The way it stands now, if you need more pulling power, you use more locomotives in that direction. If you want reversing power, you have to accept that your train will weigh more and lose something relative to a double-engine, one direction train.
it would no longer be an issue of differing propulsion for a given direction, but rather simply the location of the engines when stopped at a given station. I know the point of the game isn't for it to be a 1:1 model of reality, but this is in line with how trains work in real life.
irl trains can provide the exact same torque forward and backward
but you'll typically use the one facing the direction of travel as the "leader" and the other ones will be providing power
generally for safety yeah, but the orientation of rest of them have no effect on the performance
well, the typical approach is to have all locos provide the same amount of torque, meaning each one works less than it would have to if it were alone, thus saving on fuel
lower maintenance costs as well. plus having them distributed throughout the train allows for much longer trains, since the power is distributed, and not all needing to be pulled from the front (distributed power units)
my father was a railroad engineer so I'd hear about this stuff almost daily from him as a kid
haha indeed
What was your idea?
that's because IRL locos don't have a "forward"
(technically there's axle numberings and driver's cab 1 and 2)
Getting Vulcanus enemies next week means we'll also get one more Vulcanus song next week
I speculate one of Vulcanus
enemies is the Neobuthus factorio (https://en.wikipedia.org/wiki/Neobuthus_factorio)
alternatively, Fulgora could have roboscorpions protecting scrap nests
omg it's called factorio because a wube dev's parent was one of the researchers that described it
Imagine having a scorpion named after your creation and a uranium treatment process named after you

I'm seeing an evil genius using nuclear powered roboscorpions already
The evil genius in question: 
Any speculations of what the vulcunus enemy's could be?
armored worm
I think an underground creature would fit, but idk if it's doable in factorio
I’m thinking about long underground enemies similar to this
perhaps it splits into multiple sections when a section is destroyed
yeah that would be very cool
unlikely I think bc that's already a thing with gleba enemy's
larger target splitting into smaller targets is not only on Gleba but also for asteroids tho
oh yeah I forgot about the asteroids
would be more rewarding if either of the sections would just die
penalty could be that the dying section collapses and deals damage
Shai-Hulud!
the idea is that no matter what, u would need to destroy all sections one by one, just if u break the middle ones first, the rest can still move independently
Yes, and I don't like that idea 
humm… how about, if it breaks in the middle, the shorter section dies? 
that works
I was thinking everything behind the broken segment, but the shorter one is fine too
a double head worm?
where does the 💩 go?
the thing is, why not just kill the head
bad aim?
maybe the head is underground most of the time
was just thinking of that
there’s limited time window to shoot the head
maybe this is where target priorities become crucial ?
if the remaining length would limit how long the head can be underground, ..
can force it overground eventually
Worm enemies being drawn to vibrations makes a lot of sense actually
Shai-Hulud Balrogs
They are drawn to Jesus
You read fast
or reading the last line first :P
the 'analyst' types (cough @tardy quarry ) read the FFFs very differently than average

it's the "build backwards" approach applied to reading comprehension 
for clarity and directness of communication, you start with the punchline
to take someone on a journey and let them explore the side-passages in ways you can't foresee, start from the beginning without thesis
well actually what happened was I scanned through the entire fff quickly looking for
and skipped the technical parts
and the first
I was able to quickly find was at the end
i predict they’ll wreck your stuff
DAMN
thats a really nice drawing
they should use this as the thumbnail of the fff (even if its something else xd)
but damn this fits the theme so well
those slugs are about to recieve rapidly delivered love letters
I predict an auto turret to complete our set of space platform defenses
Auto turret as in rapid fire?
I think guns already fill that niche
Cannons would be the more standard spaceship projectile weapon
If those blue cannon shells are an indication, then either we'll get a "cannon turret" (that fires tank shells) or a "railgun turret" on Vulcanus. Possibly with an emphasis on armor penetration.
If artillery is on Vulcanus, then it would actually make some sense for a Vulcanus enemy to switch from being a mobile enemy to being some kind of "artillery worm": long range, but immobile. And thus, susceptible to artillery itself.
Tank shells work a little differently from other projectiles, they detonate on the first thing they hit rather than what they're actually aimed at.
This poses an issue for our hypothetical cannon turret; it can't shoot over walls or other turrets.
ballistics? 
Unless they rewrite cannon shells for that specific purpose, of course
Same applies to missiles and they seem to go over your walls if they're launched from a rocket turret
No, rockets don't work that way when fired either from a Spidertron or a rocket launcher. They hit the thing they're aiming at. Unless you aim them at a wall, they won't hit the wall even if its on the way to the target.
?
Now I'm wondering if it is some mod thing. Since they do hit every rock and tree, just like all the other projectiles. Which go over walls.
Or was this a case of a specific tank shell interaction with the walls? Although I still remember using the tank cannon to shoot enemies over a wall
well shotgun does that so it’s probably something easy to mod in
they detonate when they have run out of penetration damage
JG might be shitposting as usual, or hinting that railguns won't be a thing
#friday-facts message
Why not both?
two turrets that serve the same purpose?
No, JG is both shitposting and hinting that railguns won't be a thing
Slugs! Slugs! Slugs!
2000 items per rocket is possible
means items can be less than 1kg
we gonna export some light weight items from Gleba
maybe plastic
Very interesting that the LDS casting recipe changes the ratio to be even more copper heavy
2 less iron, 5 more copper
steel casting needs 3 molten iron tho
LDS also stacks 5x higher now
Oh right LDS is stack 50 now instead of 10
did we already know this?
note that nutrients rocket capacity is 2000, which means it is 0.5 kg
so it’s possible that plastics is 0.5 kg or lower, making them feasible to export from Gleba
imagine if plastic is 0.2kg
that’s 5000 plastic easily made on Gleba exported to other places
per rocket
maybe they also buff the stack size of plastic to 200
So jelly-yum come comes from.... jellynut?
humm
what
oh
Well, I’m glad this fff is what it is instead of Vulcanus enemies
Especially glad to see another item name reveal
So it looks like the jelly orbs aren’t bioflux afterall
Unless it’s placeholder, of course
well it’s probably made from bioflux
which is the green cube
That has been my speculation as well
I’m still wondering if Gleba will be a good candidate to export plastic
I know
now we know that items can be lighter than 1kg
so technically we can have an item that weight 0.1kg
which means a rocket can send 10k of the item
It will be good to export quality plastic
what do u need quality LDS for
0.1? We saw just 0.5
if 0.5 is possible then I would expect 0.1 is also possible
But do you think we'll see such items?
maybe 0.2
so 5k per rocket
which is still reasonable
remember that each train wagon can carry 8k 
I wouldn’t be surprised if we will be able to send 10k plastics per rocket
but thats only if the design intention is Gleba being a good plastic export
That makes even less sense now that we know that jelly/yum (green sphere) are the 3rd nutrient recipe. Why would you use a bioflux derivative for nutrients?
Granted, I'm really unsure why you would use jelly-yum to make nutrients. Sure, it's a 4:50 ratio, but that's a tier 2 intermediate at least compared to using red mash, which is tier 1.
Maybe it’s just more yield overall 🤷♂️
More efficient
You progress from spoilage nutrients, to mash nutrients, to jelly yum nutrients
it seems like u might be able to turn most of spoilable bio products into nutrients, maybe they are too spoiled so they give u better value if u turn them into nutrients, or the more advanced intem give u more yield of nutrients
We only saw three nutrient recipes
The handcraftable one, one from something orange, and one from something green
For lots of things. Quality equipment, quality PFiRs, etc. Also, you can use quality LDS to make quality steel and copper plates in a recycler. So while the exchange rate is 5:1, if you can get quality plastic, you can get quality copper plates through the LDS recipe.
Maybe mash has a very short spoil time, like 2-3 minutes or so. Whereas jelly-yum could be 10 minutes. Thus allowing you to ship this pre-packaged nutrient farther.
I just realized this isn’t lube
That being said, Ag science is made from jelly-yum and nutrients. Maybe the nutrients from jelly-yum recipe has to be researched, whereas the mash recipe is a trigger tech (similar to basic/advanced coal liquefaction and lightning rods/collectors elsewhere).
That’s what I meant by progress
And the mash recipe could still be useful for making plastic, where you need nutrients for biochamber fuel, but you also need red mash for the plastic itself.
That way, you wouldn't have to import/manufacture jelly-yum on-site.
is it easier to quality recycle LDS using foundry with molten metals from lava, or quality recycling plastics with just recyclers 
Jelly Yum naming is a bit too silly for me
The problem with LDS quality cycling is that you only get the Foundry's 50% prod bonus once. Once you recycle it, you're back to using the assembler to craft it again.
I would suggest quality cycling grenades to get quality coal for quality plastic. That also gives you quality iron plate, so the whole process gives you all of the base components at whatever quality you like.
Just quality cycle
considering it's cheap on 
Coolant?
Neither of the coolant icons we've seen is green.
We don't know what it takes to make green cubes.
The coolant itself is almost exactly this color.
it seems like we're primed for something big next week
Vulcanus enemies?
that was supposed to happen this week
it could be from the wiggler egg multiplier
Egg multiplier? What are you talking about?
u can multiply wiggler eggs
Egg duping
Yes, there's a recipe for making eggs. But what does that have to do with green cubes?
Yeah, that sounds really unlikely.
What is the impetus to think of green cubes as some kind of special intermediate with a complex or unusual synthesis pathway instead of just another fruit product?
I don't see this speculation around the orange blob thing we haven't seen since the initial FFF reveal.
wiggler eggs are green, so does green cube, easy
orange blob is probably made from orange mash
Eggs are inherently dangerous to work with, and green cubes are used in many critical recipes on Gleba (plastic, Ag science, high-yield nutrients). It is highly unlikely that they're going to force players to continuously risk hatching a bunch of wrigglers in order to make vital recipes like that. Using them for the Biochamber is one thing; that's something you want on and off, and you can build some simple logic to say "make Biochambers now" and "I don't have enough seeds, so don't make eggs anymore".
That sounds like something Krastorio: Space Age would do, not the base game.
I personally hope eggs are part of the long term process on gleba.
You need them for Biochambers. And given that they only seem to have 2 module slots, quality will be even more important for those. Which means quality cycling, which is pretty dangerous, given that one of its ingredients spoils into wrigglers.
Adding an intermediate that is only used for 1 thing is unusual.
Removing an intermediate that is only used for 1 thing is usual. 
(yes, I know it's actually used by 3 other things)
I'm not saying that eggs won't be used for anything else. But being a fundamental part of most of the critical processes on the planet? That's a lot to ask of a new player.
There's a pretty big difference between "has only one use" and "you must risk killing your own base to even function."
I found this interesting few sentences in #151 The meaningful possibility as I see it would be to make proper expansion. That way we could implement the ideas like the space platform, biter farms and more with energy and time it deserves. I wonder if
will have some version of enemy farms
if eggs are required to make biochambers, it’s already kinda a basic component
also wigglers are not as dangerous as strafers and stompers
and killing them does not attract enemies
or does it?
them hatching out of the belts is honestly funny to me
tbh it’s probably easy enough to just keep producing eggs non stop and convert the excess into non egg products/nutrients/fuels and burn them
having a dangerous spoiling result is a strong lesson to learn, and ensures that players understand how to deal with spoiling mechanics well
Id imagine the eggs will have relatively long spoiling time
at least 10min
I don’t think if u hatch some wigglers in your base they will spontaneously attack the factory, as they’re still just attracted by spores?
it would be amusing if instead of quality lengthening their spoilage time it instead shortened it, raising the stakes for making whatever
products it uses
quality egg spawns quality enemy 
I really hope that becomes a thing lol
Isn't damage to your factory the whole threat of having them spoil into enemies? Take that away, and it would actually be better for them to hatch into something benign than to turn into spoilage (that you must dispose of).
I can't think of a thing that would make Gleba more irritating than to make crafting quality versions of its unique building (which, remember, is only useful on this one planet) even harder than it currently is (ie: quality cycling on two seeds whose stockpile you have to manage and a spoilable that spoils into an enemy).
I enjoy suffering in my factorio games, what can I say. If it was a particularly powerful item it could be used for, a niche challenge for something like that would be fun IMO.
bioflux better be pretty awesome if the biochamber is a pain in the balls to make
easy solution: surround your egg multiplier by turrets and just keep hatching enemies 
wigglers has no reasons to attack non military/agriculture units tho
unless they are in the way
That doesn't actually address the point: what is the downside of having spoilage spawn enemies if they don't do bad things to you? It's just a regular spoilable, but better since there's no spoilage to clean up.
So while regular Wrigglers may be passive to buildings, it's rather likely that hatchling Wrigglers will be.
It should also be noted that the main thing we're talking about is whether eggs are the source of green cubes, which represent a critical resource for most production processes on Gleba. This is what the developers have said about egg usage as a resource:
Destroying an egg raft will yield some of the pentapod eggs it contained. Pentapod eggs are a key ingredient needed to make the Biochamber - an important bio processing machine on Gleba. Make sure to use the eggs quickly though. Like many biological items on Gleba they're on a timer, however, they don't "spoil" in the normal way. Wait too long and you may find yourself face to face with a hungry hatchling pentapod...
You will need quite a few biochambers in your time on Gleba. More importantly though, Gleba might need more biochambers when you're not there. So, of course, just automate everything. With a bit of technology you can turn a limited egg supply into a fully automated but somewhat risky production cycle.
If eggs are the source of green cubes, a key intermediate in basically every recipe we've seen on Gleba, isn't it odd how the devs only talked about egg usage in biochamber production? If eggs really are a third resource equivalent to the two fruits, wouldn't they take the time to point that out?
I’m still on team “green cube is Gleba’s green circuit”
literally or figuratively?
This question is really more about how you get them. They're clearly used in a number of places, but the idea of them coming from eggs is just... no. That makes the process of setting up Ag science really hard and quite dangerous, let alone something like making plastic.
Specifically in the sense of “it’s made of the two primary resources and used in pretty much everything”
Possibly, but consider the (possible placeholder) name of the green sphere: Jelly-Yum. As in, what you get when you combine Jellynuts with Yumako fruits. To me, that strongly suggests that the green cube is a pure Yumako-derivative of some kind, since we know that the other ingredient to Jelly-Yum are baked Jellynuts.
Jelly-Yum seems more likely to be the "green circuit" of Gleba in terms of its crafting.
Especially since Jelly-Yum is used for bulk nutrient generation (and Ag science).
so plastic is made from both yellow mash and green cube
tbh the main reason I don’t believe the green cube is from either of the fruits is because of its color
we have yumako fruit with red skin and yellow mash, and pink jelly nuts
it doesn’t makes sense that we make green gel out of them
while the wiggler eggs have perfectly matched color
What if the yellow mash is actually the gleba?
wat

remember, if u need to automate egg production, theres no way to permanently store the eggs, so u have to keep producing eggs and turn them into something that doesn’t hatch (or hatch them and kill the enemies). You cannot just stop producing eggs because the only automatic way to get more eggs is by multiplying eggs
not hard tbh. The essence is just to produce eggs non stop at a reasonable rate and convert them into something that doesn’t hatch (green cube) and then they are save to spoil. If u want to automate biochamber production, u must keep some eggs in the cycle. You cannot just shut the egg multiplier down when eggs are not needed as u need to manually grab some eggs to restart it if it fully stops. You will always need to deal with excess eggs if u decide to automate biochamber, so the eggs must be able to be processed into something generally useful, and green cube is the perfect candidate
And I think it would be boring if the egg is not involved in the Ag science production
Problem:
The output of a recipe inherits the freshness (or lack of it) from the inputs.
An "eggs->more eggs" recipe doesn't stave off hatching.
the egg multiplication can be an exception otherwise the concept doesn’t work at all
something like:
egg -> green gel
green gel + nutrient-> more fresh eggs
Also it doesn’t makes sense if you can produce an egg that immediately hatches
thematically
because eggs are not “spoiled” but “hatched” thematically
so it doesn’t makes sense if spoiled items can produce an egg that hatches faster
This is really all Krastorio: Space Age stuff. Kovarex your eggs and maintain a constant supply of fresh eggs or else your base gets ripped apart and you have to replenish your supply from nests. Constantly produce eggs for vital intermediates but don't let them spoil or else your base gets ripped apart.
It's not bad gameplay, but it's not Factorio gameplay. Stuff like this basically requires circuits which is not something the devs want to force you into that much.
Gleba has plenty of complexity already. Spoilage, seed management, and then dealing with Pentapods. We don't need high-risk farms incorporated into the science production setup too. That's the sort of thing you might put on a player at the end of the game, but not the middle. And certainly not before they can do anything useful on the planet.
Speaking of the end of the game, maybe the end-game science pack requires each of the planet-specific buildings. You wouldn't be required to ship eggs, but you would be forced to engage with more continuous egg production.
And since the packs might be only sporadically consumed, you'll have to deal with stopping the process without spawning wrigglers.
My gleba base has zero circuits.
Impressive
deliberate self-imposed goal or circumstantial?
and how much
are we talking?
stuff like that doesn’t require circuit tbh and I see no reason its not ‘factorio’
how do think peopel control oil cracking in base game
they don’t and is still works
same on Gleba
u just let everything flow constantly
and filter out spoilage’s and use some priority splitters
... are you seriously comparing a minor issue like possibly jamming your fluid network to unleasing a group of enemies into the middle of your base and having to go personally fight some more just to replenish your egg supply?
base game and SA are not suppose to be the same difficulty
my whole point is just that circuit is not needed
Yeah, just do this thing perfectly and it'll be fine. It's not like part of your base is likely to be destroyed if you're wrong.
I've looked at the totality of the recipes and intermediates that we have either seen exist on Gleba or that we know have to exist in some form (ways to get sulfur, etc). And you're talking about a good 20 or so new recipes and the like the player has to contend with, alongside this new spoilage mechanic that can already completely stall a system unless you have a setup for dealing with backpressure and restarting nutrient production.
u need to figure out how to fail proof a section of your factory I don’t see that as a too harsh requirement
So on top of all of that, you want to take this already complex mechanic and tell the player, "OK, if you do any of it wrong with this part, then part of your base gets destroyed and you have to go fight some mobs to start over"?
And the player has to contend with that before they can even do actual research.
the egg automation is if you want to automate production of the biochambers, players can do it manually if they don't want the risk
what if the base is not destroyed and u just spawn more enemies constantly heading to your farm
We're talking about Pepperbox's notion that green cubes come from eggs, and therefore egg production must be a part of many Gleba production lines.
I thought the FFF said it was only for-- alright o.O
I figured they just had some alternate recipe the eggs could be used in entirely optionally where they'd spoil safely
The FFF didn't say that it was "only" for Biochambers, but there's no indication that eggs are on the critical production pathways. This is purely Pepperbox's speculation, based mainly on the idea that eggs are green and so are cubes.
well, one possibility is that, u don’t have to use green cube to make plastic and there’s alternatives using fruits with less yield
Jelly-Yums are used for bulk nutrient production. So they're going to be on critical production pathways.
imagine alternative recipes for Ag science
Right. Because when dealing with a planet that already seems to have 2x the number of recipes and intermediates as other planets, the best thing you can do is... make more alternative recipes?
This is not Krastorio: Space Age.
I can't wait for Aquilo to really lean into something absurd if this is your response to multiple bio pathways 😅
the whole ‘this is Krastorio not Factorio’ argument is just 
if something makes the game fun, why not
I get not wanting the game to emulate mods but I think there's a place for a DLC to start to explore some concepts that were previously only in mods
Gleba is my favorite planet because it really forced me to change up how I build factories so I could deal with these things. New challenges are fun.
also alternate recipes really makes me think more of Angel's
the original developer said he'd keep doing playthroughs and find new pathways to add so that each one could take a different route
in a sense, that's going to be abstracted out to picking a different planet to go to first
Sure, but I think from what we've seen of Gleba, it's already doing that and is complicated enough. It doesn't need mass production of things that spoil into dangerous entities, nor does it need multiple alternate recipes for everything like this.
You've got seed management, Biochamber production, spoilage, and some seriously dangerous enemies to deal with that want to kill your fruit production.
It looks pretty complicated already.
does seed spoil?
do u really need to manage your seeds
oh, how about this, because green cube production is not agriculture activity, so its actually a safe way to make bio products without attracting enemies 
The alien artifact farm at home:
safe only if u manage it properly 
but u probably have enough time to make a desgin for that
That all depends on one question: does baking a Jellynut return seeds?
My assumption is that there are two initial processing steps for each fruit: one that returns seeds, and one that doesn't. Yumako can turn into red mash+seeds, or it can be made into green cubes but with no seeds. So if you're making plastic, you need both, which is good since you'll return some seeds to the farm.
But making green cubes doesn't return seeds. Presumably neither would baking jellynuts. Therefore, making a Jelly-Yum is a great way to get nutrients, but you can't get seeds from it. So you can't always be doing that.
one question, if green cube is from jelly nut, why its not pink cube?
So you'd have to balance out how many of the seed-bearing intermediates you're creating to make sure you don't run out.
For the same reason baked jellynuts aren't pink.
I think the green color matching is a strong argument 
its similar tint
dark pink
purple whatever
but not green
not even close to green
enemy management is such an unique concept that I can’t imagine they didn’t put it into the core part of science production
its the perfect thing to do on a bio themed planet
Except that it's not "enemy management". It's "harvest some resources from enemies for bootstrapping use and then make them later".
It's basically Gleba's equivalent to rocks that contain tungsten ore. You don't mine rocks forever.
the way they described it as being something for players who wanted to make more biochambers while not on the planet indicated to me that it won't be part of the science production...
I'm not sure why the color of the item is so important. The mash that comes from Yumako is about the same shade of red as freshly picked jellynuts. Yet they're from completely different places.
unless, as you say, it might allow more efficient recipe pathways of some kind
u need to solve biochamber production before making Ag science so I don’t see why it just stops here as just needed for biochamber but not for further productions
you don't "solve" it, you get the eggs manually
It really sounds very much like tungsten ore in rocks or alien lightning rods on Fulgora: you use them for a while, but eventually you automate them.
it's a harvesting step, not crafting, but the point is that the FFF highlighted it's part of infrastructure automation, not the ongoing science pathway
I would love to see it take a role elsewhere with efficiency benefits as you suggested but I don't see that happening as a baseline critical path
Imagine SA forcing players to solve egg automation… 
starts up space age with coal deposits disabled
You do have to solve egg automation. What you probably don't have to do is solve egg automation before you've made a science pack.
why not
for the same reason you can win with coal deposits disabled
things don't have to be automated immediately
The following list represents everything that we know of which you need to trigger tech to get Ag science going:
- Red mash
- Nutrients from spoilage
- Biochamber
- Ag Tower
- Green cube
- Baked Jellynut
- Jelly-Yum
- Nutrients from red mash
- Science Pack
sure u can manually manage the egg multiplication initially
I don't even mean multiplication
That's a lot. And on top of that, you now want to make Green cubes come from a dangerous spoilable intermediate, for a player who is just starting to deal with spoilage?
I’m sure getting eggs from biochamber by hand feeding is much easier than hunting eggs in the wild
I imagine that depends on who you ask
if the eggs need 30min to hatch
I'd agree, but... neither you nor I nor Alfonse are the audience Alfonse and I are worried about
plus a lot of people enjoy the hunt almost as much if not more than the automation 
I’m not worrying about the audience u are worried about tbh. People tend to underestimate how stupid players can be but that doesn’t stop u to put great challenging puzzles in the game
as options! :D
and there can always be accessibility settings
The reason I keep bringing up Krastorio is because K2 is very much this kind of thing: complexity for the sake of complexity. The automation core is a multi-stage intermediate that's widely used for many early-game buildings. Vanilla doesn't have one of those; it's just gears and circuits.
Gears are one stage; circuits are two stage. It has complexity, but it's very contained.
does K2 still has the inserter part intermediate?
Yes, but that is really just an alternative to vanilla's "telescoping" inserter recipes.
It allows K2's crusher to turn inserters back into parts for use in newer inserters.
imagine the Gleba production lines changes depending on your enemy setting
what happens to Gleba if u turn off enemies
or can you?

options, options
eggs might still exist without the chance of spawning enemies from them
installing SA is also an option 
That's a pretty easy one: nests still exist, and eggs are still gotten from them. But they don't spoil into enemies.
passive egg sacs both in the world and as items
That's where the recycler comes in handy.
Instead of stopping the egg production, it can be slowed down as much as you dare, and the little excess production be fed into a recycler.
like a sourdough
but you take bits away instead of feeding it every couple days
yeah I’d imagine recyclers being helpful
u can also just stockpile the green cube in boxes, prioritize fresh outputs, and let the rest spoil and turn into nutrients/burn them
I thnk the idea of Gleba is that u should expect things to spoil and have proper spoilage handling in mind for everything
as long as u have a robust spoilage processor, it should be not a problem to have continuous egg multiplication and stockpiling the green cubes
that's way less complex
complexity bad
imagine spoilage being a primary power source
tho I think Gleba is probably okay with nuclear power
power generator priority when
so I can have spoilage burner priorities over solar
It kind of works that way at night. Solar > Boilers > solar_energy_stored_in_accumulators
spoilage burner/steam consumer only work at night is not ideal
well, we do have a new recipe to turn steam back to water tho
will it work on 165 °C steam?
another way will be a separte electric network that has some beacons powered by boilers
I tried to design a speed beaconed water barreling-unbarreling factory for such a case (burn excess power) but it turned out that the overwhelming majority of power drain came from the beacons just sitting there. 😄
it's much easier, cheaper, more space efficient to place a couple beacons. they don't even need modules
the thing is that we cannot set the power priority easily seems like an unnecessary limitation on factory designs
imo it doesn’t really make the game fun
the priorities are sensible, but geared towards uptime
that's a good, but limiting for power users
while removing this limitation enables more interesting designs with more accessibility
I think the accessibility is better the way it is now. Imagine someone messing with the prioritites without understanding them.
imagine someone messing with circuit networks without understanding them
same for train stop priority
changing priorities doesn’t stop them from working normally
I can see a scenario where accumulators are primary power source, accumulator charging is behind it. Solar and boilers won't charge them.
could blackout every night at sundown
Affects whole factory instead of the circuit contraption you built.
how solar and boilers not charging accumulators when we are talking about priority, not enabling/disabling?
Circuit system can mess up your whole factory too. But it's unlikely somebody gets that far immediately. Power priorities immediately affect the entire factory.
Isn't accumulator charging and discharging on a separate priority?
If you order them all in the wrong way, your factory can be crippled.
i.e. solar and boiler sources on a lower priority than accumulator charging.
solar and boiler are power producer, while accumulator in this context is power consumer, I don’t see anything that could go wrong.
Accumulator is both (it can even be both at the same time!). and while I don't actually know, I think those are on separate priorities
power generator priority and power consumer priority is two different thing, and I’m only talking about the former
the latter makes less sense to add
if anything, they can also add priority power switches like Satisfactory to deal with the power consumer priority
Only adding either is inconsistent.
or add a check boxes for steam turbines to run regardless of power demand
anyway, I think a recipe to turn steam to water is enough to waste the steam power if needed
That’s actually smart
I wonder if we will be able to do point to point logistics routes using logi chest, for example, let a blue chest only request from a specific red chest
Oddly specific
You can do that already. The logistic chest you're thinking about is called train station 
You can even give them custom colours!
I predict...
Steam Locomotives.
That's already a thing in 1.1
the fuel they take is solid
it's burnt to heat water
Dieselelectric needs a liquid fuel ..
Gleba inspired rapid biomatter conversion to oil?
The engines in factorio are most likely stirling-type. They only need a burnable or other heat source and no water
No, that's just Fulgora or Vulcanus with more steps. If there are any oils on Gleba, it would just be light oil to use the standard rocket fuel recipe.
That is a point yeah
I thought the purpose of the bio stuff was to replace oil processing
Not add an extra step before it
Yea it was (I think at least?)
.... Didn't they say all ores are 0.5 kg like when they introduced the weight system
2kg.
But even then, things get tweaked and adjusted. I believe calcite is going to be only 1k, so 1000 per launch.
what if calcite is also 0.5 kg
All other ore is 2kg per, so I'd be (pleasantly) surprised if calcite is any different

also stacks higher now, considering
stack to 100