#Speculations
1 messages · Page 8 of 1
Nobody ever said it had a 50% prod bonus.
It wouldn't even need one, since it doesn't use any recipes that other buildings use. They just adjust the outputs accordingly.
I did 
I was hoping you could make biochambers, rocket turrets, etc. inside it
Given that it has only 2 module slots, it's much more like the centrifuge than the EMP/Foundry.
Oh, glad someone else has also made this comparison
So I feel a bit less crazy for feeling like the planets are in pairs…
/
and
/
Pair 1:
- Tricky terrain that constrains your building space
- A lot of heavy oil cracking, but not a lot of water
- Lifeless or almost lifeless
- Most resources are extracted from one
- Special building is a large, fast, powerful building that improves existing recipes
Pair 2:
- Normal terrain
- Plenty of water
- Full of life
- Normal mining and smelting
- Special building is a 3x3 thingy that only/mostly processes the planet’s unique resources
I like this sort of symmetry
It’s of course 1000% unintentional and confirmation bias’d into existence, but I think it’s a fun thought
the 2kg ore is just a base line they started and later being adjusted
we then modified many things a lot
It's weird that
is 0.5 kg, a non-integer number
They probably don't store it as "weight" so much as "rocket capacity" (how many fit in a rocket).
or use fixed-point floats, which are ints in disguise
they do need to show how much total weight is used tho
I remember that dev mentioned
has rocket capacity of 300

Yes, they need to show the weight. But it doesn't need to be necessarily stored as weight. Weight or rocket capacity both contain the same information, and you can convert one to the other. The question is which is used internally.
isn’t weight more straightforward
Caught up in that question is what you have to do to mod in a higher-capacity rocket silo. If "rocket capacity" is the core value, then the silo would probably have a multiplier relative to a full base rocket. If "weight" is the core value, then the silo would just have a weight.
But then... how does the Factoriopedia display "rocket capacity" if there isn't one singular correct rocket size?
rocket mk1 capacity, rocket mk2 capacity etc.
But how does that work? If you create a new silo with a higher capacity, do you now have to also register this with the many subsystems that display capacities? That could get pretty ugly from a UI perspective. Since the capacity is part of the tool-tip, having 3-4 of them would take up a lot of vertical space.
or the wiki just show u the default capacity
So which capacity gets to be the default? If you decide that you want 500kg rockets and 2000kg rockets, removing 1000kg rockets entirely, is there some interface to pick one as the "default"?
and u can have silo that can handle double or higher number of rocket weight
the default would be 1000
but u can have 0.5 sized silo?
It makes a lot of sense for "capacity" to be the core value, with "weight" being derived from it using a fixed 1000kg conversion factor. It's easier for a user to define and play with as well.
ur not wrong
that would explain why we have
capacity of 300
it would be weird to define an item with weight 3.3333kg
Wait: at a 300 item capacity, you can effectively launch 1500 green circuits (and 150 red circuits) through recycling. Is the capacity for green circuits higher than that?
well
Even if you could, it'd effectively cost you 225 BC. How much does a rocket cost?
surely green circuit is higher than 1000
Where does 225 come from? I thought the cost per launch was 1/20th of vanilla, so 50 (without prods).
what u lose during recycling
225 is 75% of the 300 BC you can squeeze into the
recycling get's you an effective 75 BC worth of GC and RC into orbit
the rest is lost as extra cost
I already factored in recycling losses. When you recycle a blue circuit, you get 0.5 reds and 5 greens.
the point is that u need to pay the recycling loss to compress the items
Those are the recycling costs.
75 blue circuits worth of greens is 1500 greens.
You send 300 BC into orbit, which after recycling is GC and RC worth 75 BC
the 225 BC is the extra cost you loose during recycling
u need to send 300 processors to effectively send 75 processor ingredients
the extra cost can be weighted against another rocket launch with GC and RC, which probably will be cheaper
u can make 6 rockets from 300 processors
And my point is that the only way for that to be the case is if the green circuit launch capacity is > 1500. Which it could be, but we don't know it.
no?
if a rocket fits 1k RC, it can fit way more than 1k GC
u sacrifice 75% of materials u sent to space which could have been used as rocket parts
and all that just to launch less rocket
A couple FFFs ago it was mentioned that being able to send later items into space to recycle them "at a profit" was a non-goal for the algorithm that determines rocket capacity.
Wube is several weeks ahead of you Alfonse :)
I would assume 2000 for GC
Presumably plates have a 1000 capacity, if ores are 500.
the thing is, u can’t compare 300/4
ingredients vs how many
u can send in a single rocket, because they have different amount of logistics cost, for the former u need to pay a rocket and 225
to get 75
ingredients to the destination, for the latter, u just pay a rocket and send whatever
to the destination
u can’t neglect the fact that u r sending 300
but 3/4 of them are wasted as a cost
u could have use those processors for something else (for example, make more rockets)
and just send basic circuits
Packaging and unpackaging are fixed, one-time costs: for a certain throughput of materials, you need X assemblers and Y recyclers (and recyclers are quick). Rocket launches are continuous costs.
that doesn’t make sense at all, u need to do packaging continuously if u want to send items continuously, if not, then rocket is also a one time cost
u need to pack 4x the ingredients in order to send 1x to the destination
that’s a cost itself
u basically pay 3x of ingredients per 1x ingredient u send in the process
packing is not free, not just infrastructure cost
if u ignore the number of rocket u need in both cases, the most obvious difference is that u r voiding items when u use recyclers
and voiding items is not a one time cost
just like rockets
maybe they mean after you hit the productivity cap?
then there's no loss involved when packing/unpacking
By the time you hit the prod cap it's not unlikely you'll be launching rockets with
for only 25
each
You'd need to be saving a ton of rockets for the 3/4 loss recycling step to be worthwhile
And the rocket capacity system was made specifically to prevent that
It occurs to me that the recipe for nutrients from Jelly-Yum is pretty insane. You make 50 of them at one biochamber (more if prodded). Like, how long does it take to even put those onto belts?
That suggests to me that stack inserters being on Gleba makes a lot of sense. Even with the issue of stack inserters possibly holding stuff for longer than is needed, it would make removing the 50+ items from this recipe way faster.
Compared to 1.1 at least, is this 50 actually the new highest quantity of an item in a single recipe?
I think landfill, LDS and blue chip previously held the record of 20
also this
Ah, I should have remembered blue belts
Yeah looks like I mostly had intermediate recipes on my mind
I think in terms of crafting time per input/output, the Jelly-Yum->nutrients recipe wins handily.
OK, the reactor is probably faster, but that's in terms of inputs, not outputs. And none of those spoil 😉
tbh nutrients have 5 min spoil time so I would worry too much about inserter output speed for this particular recipe
remember that devs mentioned there will be some items that it matter to optimize short distance belt
which means the spoiling time for those might be within a minute
If agri science takes nutrients as an ingredient and not only a fuel, you really need to use nutrients that were just made.
direct insertion is a thing tho
Even for the red mash->nutrient recipe, the ratios seem pretty terrible for direct insertion. I don't think you're going to be able to direct insert 50 nutrients into enough Ag science makers for that to work.
Biochambers being 3x3 doesn’t help either
Let's look at some charts about Gleba:
This chart represents all of the known recipes and materials on Gleba.
The ovals are hand-harvestable resources.
The boxes are derivatives of those resources, and the octagons are things that we know exist but we don't know how they get made.
We know quite a lot less of gleba's processing chains compared to other planets so far.
Note also that this graph was generated by a tool (Graphvis). The left-to-right flow was an option, but the placement of those things weren't hand-selected.
Here is my attempt at filling in where those octagons come from:
The green cube and the orange blob are alternative ways of processing the fruits.
They are functionally at the same tier as mash and baked jellynuts.
I like this because it provides a clear hierarchy to everything. Fruits go though some traditional processing, which may or may not return seeds depending on the process. That then gets digested by our "wriggler-in-a-box" device to crap out some useful material or tier 2 intermediates that can be further digested.
The main issue I have with this is that Jelly-Yum->nutrients recipe. I previously assumed that the third nutrients recipe was from the orange blob. That would make sense because that's how you get jellynut seeds.
See, in order to keep your farms running, your initial fruit processing needs to generate seeds. But some initial fruit processing doesn't generate seeds. If the seed-bearing intermediate can be used to make nutrients, then you have a useful dump to use to keep doing the seed-bearing process.
But without nutrients as that dump, it's unclear how you can maintain your jellynut seed count.
The main issue I have with the furnace also generating seeds (besides the idea that baking a seed will result in a usable seed) is that it means you can't hand-craft the recipe that makes seeds. Which means that, in order to make your first biochamber, you have to throw down a furnace.
Which admittedly you probably already need to do, since you likely need some gears, plates, and circuits to build the thing.
But it would still be strange that you can extract yumako seeds by hand and hand-harvest eggs from rafts, but jellynut seeds have to be obtained by a placed building.
I'm impressed by how much of gleba you've guys figured out, from a small handful of images/videos lol
It only took one picture for us to figure out most of Vulcanus (at least, up to the science pack).
As I draw up a similar graph for Vulcanus science, I realize: it's way easier and simpler than Ag science.
I’m still curious about pink science’s fluid thing…
A science with a byproduct would be very novel for base factorio
I see you still think the orange blob isn’t made from the orange mash 
-
Jellynuts are called Jellynuts. Yet we've seen precious little "jelly" come out of them.
-
Yumako are red, not orange. You could say that the orange is closer to the mash color, but it's also pretty close to the pale pink of jellynuts.
-
Where do Jellynut seeds come from?
Alright, I should have specified mash instead of fruit
Edited
Also green cubes are much more jelly-like than that shape
It could be a product of the yumako mash and green cubes. But that means there's at least one missing core intermediate.
Actually, if I had to guess, I’d say it could be the reverse
Green cubes are made from orange blob
Like, you turn the mash into orange jelly, then orange jelly+jellynut in some form makes green cubes
That’s kind of what I imagined
The nice thing about Graphviz is that it's easy to create a new graph.
Here's a quick sketch of your idea:
It seems very... horizontal.
By contrast, this is what Vulcanus science looks like:
yeah vulcanus is trivial compared to this.
makes me wonder what other toys gleba unlocks as a reward for the added complexity
If you take the biochamber and plastic recipes out of my version, Gleba science isn't that complicated.
Gleba science only gets complex when people theorize that green cubes are some deeply nested fruit derivative or are an egg product or something. If you start from the assumption that green cubes are of the same tier as baked jellynuts and yumako mash, it's not too complex.
I see.
I was starting to build a graph like this for Fulgora, when something occurred to me: how do we actually know that Fulgora's science requires supercapacitors? I looked back at my pictures of the base, and at no time do we see exactly what comes out of the requester chests feeding Fulgora's science pack manufacturing. The solid input(s) could be anything: supercapacitors, superconducting wire, or even just holmium plate.
We don’t know that much, no - only have assumptions.
at least this is what we saw in the mp4, supercapacitors build near the science pack makers, with beacons and number of machines at similar scale. It would make the most sense if the science pack takes it as ingredient
its weird that the supercapacitor maker has
outputting to
tho
The thing is, if it took superconducting wire, then taking electrolyte makes way more sense.
The buffer chest thing is a common motif in the base though. No idea why.
Well, here's the version of the Fulgora production graph where the science pack requires supercapacitors.
The version without supercapacitors is a bit simpler. Though I suspect that there might be a second solid used to make science (maybe plastic just to be annoying 😉 ).
is it possible that we combine orange blob with eggs to make green cube? 
I think it would feel less satisfying if egg production is not needed for science
otherwise the Ag science seems too simple to make
If you could go into fuller details of that, I'll draw out a graph. In particular, where does the orange blob come from?
my current guess: apart from baking jelly nut, u get jelly juice and seed from a recipe
In my version, it looks about as simple as Vulcanus's science pack.
and u combine jelly juice with orange mash to get orange blob
perhaps if u also blend wiggler egg in, u get the green cube
theres probably a reason why its called jelly nut
and that’s because u can extract jelly juice
two possibilities:
1: jelly juice + orange mash = orange blob, jelly juice + wiggler egg = green cube, and orange blob is not used for science
2. jelly juice + orange mash = orange blob, orange blob + wiggler egg = green cube
for wiggler egg, my proposal is wiggler egg + nutrient = more wiggler eggs
is it tho
isn’t that because u r putting biochamber and plastic in the graph
and also spoilage
is the brain looking one the jellynut?
yes
k thanks
It only looks like a brain when it's growing. It looks a bit more nut-like (or pinecone-like) when its picked and on a belt.
Even if you ignore that, it takes 5 biochamber steps, plus 3 other steps. Vulcanus's science only takes 3 Foundry steps, one assembler, and one other to create carbon. Fulgora's (assuming the supercapacitor is used) takes 4 EMP steps, one chemical plant, and one Furnace/Foundry (not including whatever you do to get copper plates and plastic).
And as far as we know, none of the other planets' steps are Kovarex-like. Nor can they spontaneously turn into enemies.
Mine version requires only 3 biochamber steps, which means you can do it with just 3 eggs.
wait your version assumes green cube came from chemplant?
Yes. It would be a non-seed-bearing alternative to mashing Yumakos.
So it's at the same production tier as mash and baked jellynuts.
why would yumako turn green tho, thats not very close to red or yellow
and afaik red+yellow is not green
baked jelly nut is pink to dark purple
It's chemistry; it can do what it wants. Just like pink turns brown when you put it in an oven.
light color turn dark makes sense. But I see no reason to give a huge color change like this without a clear reason in the game
You're putting way to much stock in color. Chemistry changes the color of things all the time. The yellowish color of light oil turns into the purpleish color of petrol just because you added water.
red, yellow and purple for oils is more like so u can tell them apart, thats a clear game design reason
And the game design reason for green is because it's often used with brown (baked jellynuts), orange (the blob) and pale red (mash).
It needs to stand out from them.
but for a new alien bio chemistry item that doesn’t have to follow real life chemistry, it doesn’t make much sense to have sudden color change without a thematic reason
cube shape itself is enough to tell apart
and why not using a similar color from what its made from
#1240418991386787920 message
#1240418991386787920 message
idk but this convo I feel like is a soft confirmation that the egg will be involved in the core production on Gleba
where the green cube would fit perfectly
So you see a developer saying that they don't need circuits on Gleba and think "Kovarex but where buffering is really bad actually" is a situation where you don't use circuits?
Spoilage as a mechanic is sufficiently interesting to justify those statements; Gleba doesn't need to make people solve Kovarex without buffering to justify it.
I think the dev was pointing out that doing that is not actually complex and doesn’t require circuit at all. We are used to think in the 1.1 way and have no idea how we should think differently on Gleba
rememer that no matter what we do, we loop spoilages
and we already need to do a small loop for asteroid processing before going Gleba
I read that statement as "no, we're not going to do things that require circuits on Gleba".
and also kovarex at space science stage
well, people can interpret it in different ways I guess
well will know how things work on Gleba eventually
I just don't get it. We've seen how the other two planets work, and none of them are nearly as complex as what you're trying to say Gleba is, even without considering spoilage or "Kovarex but part of your base goes away if you buffer". Just in terms of the number of recipes and steps from raw materials to finished science, what you've outlined is almost 2x as complicated as Vulcanus.
I don't get why you think Gleba needs this level of complexity over other planets.
On Fulgora, in order to mass produce EMPs, all you have to do is burn through tons of scrap. On Vulcanus, in order to mass produce Foundries, all you have to do is build BMDs (and deal with the fallout from enemies over that). On Gleba, to mass produce Biochambers, you have to engage with an intermediate whose mishandling can lead to enemies spawning inside your base.
I feel like that alone is a comparable level of complexity.
on one had it may make Gleba the most difficult planet, on the other hand it could make Gleba the most interesting planet
there are still other elements on each planet (and the corresponding space route) so I wouldn’t say u can compare the complexity of different planets by just looking at their science production
enemy in its essence is something to punish u if u ignore part of the puzzle or fail to solve it. Just that it can be in the form of setup defense logistics or handling egg multiplication properly. I would assume both can be removed in the map generation enemy setting
Or maybe it's interesting enough as it is. Between dealing with spoilage even of the science pack, working with burner devices that make their own fuel, and managing seed stockpiles, there are already a lot of points of failure. I don't know what "Kovarex but buffering is bad this time" adds to that besides "more".
As it is, actual Kovarex, whose failure mode is that it just stops working, is probably the second most asked about problem, with "why did Advanced Oil Processing stop working" being the first. And now you propose that, to get started on one of the planets, you have to not only solve that, but solve it in a way that doesn't buffer.
I just don't see the devs forcing players to not only solve the actual Kovarex (for space science), but then later solve the Dark Souls of Kovarex.
And every time they screw up, they have to deal with enemies in their base and they must hunt for a new clutch of eggs to restart the process.
‘everytime’ u r assuming that they never learn how to do it properly
"enemies in the base" doesn't seem like a massive threat to me tbh, just include laser turrets in your factory to clean up messes
guess about tomorrows fff: it's about the space age event
both? 
I hope we end up getting that train optimization kovarex mentioned on reddit a while ago
someone should beeline for vulcanus and tell us what the enemies are 
the event will take multiple days, most likely next week, if not post launch
or they are doing aquillo so it can't be leaked 

or first impressions from all the people at the event
in terms of what they're allowed to talk about, thats what I'm looking forward to the most IMO
even if the answers have to be somewhat vague, just to read what people think about SA after having seen much/most/all of the content
there was an event ?
its ongoing https://www.youtube.com/watch?v=sffBSNRGEa0
Become a member for more leaks :)
it's for the next 5 days right?
I don't think the next FFF is going to be about this event. It's more likely to be the one after that that talks about it (so that they have time to gather and organize feedback).
They can't just ignore the event tomorrow.
They also can't not do a summary next week.
it'll be at least a paragraph tomorrow
so maybe new SA content tomorrow along with that
Maybe SA is limited edition and we've now missed the boat
that would be messed up lol
Huh did they talk about the event anywhere? Ive not seen it but feel surprised I didnt know about it, but looking from that video it seems to be a invite only typa testing
Check #friday-facts
ping
I wish you’d bet money. Especially me. Bet me money.
Hmm… come to think I can’t take bets. It would implicitly violate NDA
I actually want to talk but I can't!
hehe attending
until release I assume?
Until embargo end
I think "one week from before release" was mentioned
so by the last fff before release we will know all the big things, I think based on that 
Curious about the one week before clause, you'd think the devs would want no spoilers until after the release
Btw must be funny re-reading the fffs with insider information 
yeah that's why I think that they will reveal all the major stuff before release
you'll have to scroll a bit, if they say they can't say stuff it's bc they are at the event
#friday-facts message this leads me to believe there is going to be a lot of stuff not shown by the time the game releases
only 6 fffs left
aquilo name confirmed + first blurry pic of the planet #friday-facts message
here's a different opinion
#friday-facts message
CSI - E n H a N c E
I think it's more like they will release enough stuff to where it is incredibly difficult to remember what is covered by FFF or not
and giving a week in advance means they can stop worrying about secrecy and focus on any remaining issues for the launch
fair enough, still seems like there are going to be a lot of surprises on launch
Sadly true
But it wasn't. It had 4 paragraphs and some pictures. It was mostly about combat balance changes.
Yes true
But I am hungry of more information 🫣
As do I
Especially now that we know there is more content than many of us expected 
But I shall wait
🙏
Maybe I misread/understood something, but it seems like the info floodgates will open 1 week prior to release, which I am happy to hear
would
make agricultural towers produce less pollen? my guess is they won't, so no pollution mitigation on gleba, unlike nauvis
Ag towers can't use modules.
Also, pollution mitigation is called "stop making spoilage".
If farming is the only thing that pollutes,
is now useful for reducing pollution.
Yes, but speeding up your machines also reduces spoilage, thereby reducing pollution. Both will be of value, but speeds seem to be more important.
Always was
So items turning into spoilage produces spores/pollution? Interesting
Ah, like, less spoilage means less fruits produced required. Makes sense.
that’s what they meant
Wild speculation/cool idea based on the "leak" from this livestream ||https://www.twitch.tv/videos/2244007047 at roughly 1:02:00ish||, spoilering just in case : ||There's only one immortal enemy on vulcanus, which just retreats after taking enough damage. The "pollution" on vulcanus is noise, and the enemy can probably burrow underground and pop up at various parts of your base, which explains the random laser turrets in lots of screenshots.|| In the lategame ||you can keep it distracted with artillery bombardments, since they can make noise far away from your base.|| I bet the bug in question was ||a way to actually kill it by dealing too much damage in a short timespan, by getting it to unburrow into a massive field of landmines or something||
oh yeah agreed. just wanted to be extra safe if anyone didn't think it was fair game
really the only think I took away from the "leak" was the fact that there was a bug surrounding that feature. what followed was wild speculation on my part lol
honestly I hope not. The devs seem to have done a great job with info control so far. I'm happy with the rumours that we've barely seen half of what's new in the DLC, which eases the concern that the DLC is rather small and some FFFs seem light or boring because there's nothing else to share. Anything the devs don't want to share I'm down to discover blind in my first playthrough
Only
is my excitement
Oof there was real distress there for a moment
But well luckily it wasn't that much of a leak, it was already obvious from everything that had been hinted
very interesting! definitley a solid theory, and absolutley massive if true
Interesting indeed, but I hope not ||for a enmey that is impossible to kill. Altho making it so hard that it's not worth it, is fine for me||
It might also have multiple phases with some invulnerability inbetween
||Maybe a super tanky enemy with 10M+ hp, that is very difficult to kill until you get to spam nukes / gun turret with U ammo||
10M HP is like, a lot though
At inf tech lv5, each gun turret with U ammo can deal ~14k dps
Considering the boss might have big size, nuke might actually be better, if carefully managed to avoid collateral damage
enemies also have resistances, both flat and percentage. just because you deal a lot of dps to something without armour doesn't mean you deal the same dps to a behemoth biter or a stomper
That's true.
At endgame tech, U gun turrets can deal hundreds to thousands of damage per shot, so flat reduction will probably be irrelevant, but the percentage resistance will still be significant
Also the boss might have quite some hp regen
How would a a single enemy work with
a) pollution scaling
b) keep posing a threat after being defeated
also I've heard rumors about big babies 
not related to a planet though
larger than 10 behemoth biters? damn that’s crazy
by weight or height?
me neither, but I don't like size comparisons when it's unclear whether it's height, surface area or volume (mass)
10 biter tall is a lot bigger than 10 biters heavy
I’m still thinking about enemies in this shape
that would be a pain to implement I guess, but very different and probably worth it
I'm wondering about the post game science pack.
What could it be and why design it. Why not use the Aquilo science pack?
I think the answers to both those questions depend on the goal of the expansion.
I think Aquilo will use just Aquilo's resources, whereas the postgame one will likely use stuff from all 5 planets
my speculation was that u send some space probe on Aquilo orbit
or a space location
Maybe you need to import something spoiling relatively fast from Gleba, then craft the post-game pack on aquilo
The Gleba pack spoils slow, so fast platform isn't a strict requirement, but the post-game pack could require that
a science pack being Aquilo exclusive sounds a lot like the Aquilo science pack though
I think the post game science pack will happen in space. Or some other special place, definitely not on a planet.
Maybe it use 2 spoiling ingredient, one from gleba and the other from aquilo?
in orbit around the sun or something
So it requires fast platforms, which is quite practical at that stage
post game almost certainly will need stuff from everywhere
I've been assuming the endgame science pack will be some small challenge on top of repeating the game winning condition, like space science in 1.1. Win the game by launching a rocket, get endgame science by launching a satellite in the rocket.
with the biter spawner rebalance, will we have weapon damage upgrades to include artillery shell?
They already told us about several damage upgrades (Destroyers and cannons). But overall, I think the whole point of the combat rebalancing is to make it consume more resources to take nests in the mid-to-late game. Artillery are still a "win button", but it's going to take more resources and time for them to actually win.
I mean, currently theres no damage upgrade technology for artillery
artillery was instakilling nests, there was no need until 2.0
I could see them adding one, or just letting explosives cover them. For SA, if Artillery is on Vulcanus, I could see its damage upgrade tech being Vulcanus-specific infinite research. Especially if Gleba has the explosive infinite tech. For 2.0, it could have its own series of techs.
I feel like Vulcanus will have physical weapon infinite tech
u know, tank shell are also upgraded by physical damage tech
I can see that they may add artillery into the physical damage upgrade list
theres physical, explosive, flammable, energy weapon damage
maybe Vulcanus has physical, Fulgora has energy, Gleba has explosive and flammable?
nothing for Nauvis?
any weapon damage infinite upgrade for Nauvis is kinda broken
Nauvis should have flammable, as its the planet:
- that can make flamethrower ammo.
- where flamethrower turrets are the most useful.
hummm, actually u might be right
Thematically, Nauvis getting the most basic one (physical) would be fitting, but that leaves flammable for Vulcanus and that feels weird?
Flammables fits Vulcanus, but not Vulcanus enemies.
tbh I don't think flammable fits a metallurgic planet
Also, Nauvis has U-238 ammo, which is already the best physical ammo.
lava is not flammable
Are you sure? 
yeah, only Nauvis has crude oil for flammable ammo
I'd say lava cause things to burn, but they are not burnable themself
lava is the stuff that makes other stuff catch fire
and yes, there's flammable gases disolved in IRL lava
never seen tiny flames on lava streams?
Anything will burn with a sufficiently strong oxidizer :P
dst is fire
Vulcanus probably has fire resistant enemies, so flamers are not useful there
So I think flammable damage won't be there
Gleba also most likely has no flammable oils available anywhere
It’s possible to bring them there by using coal liquefaction, but still, that doesn’t make it a good candidate
Oh, right, it obviously has explosives
Rocket turret
Nauvis-flammable, Vulcanus-projectile, Fulgora-energy, Gleba-explosive
What fits Aquilo best?
you need to be able to make light oil for rocket fuel tho
Or you just make rocket fuel from fruit 
I feel that would cause conflict when recycling
Unless they make rocket fuel recycle to itself
maybe no infinite damage tech on Aquilo
Aquilo: infinite combat drone follower count research 
give me a way to automatically deploy them and I'll take it
I don't really understand the whole "auto-deploy drones" thing. Disrupters cannot be auto-deployed because their deployment location is really important to how you use them. They don't move, so you really need to select where they go.
Destroyers are super-expensive; you don't want them to just pop up because 2 tiny biters showed up.
As for defenders, you can spawn 4 of them in one second of holding down the button. In 5 seconds, you have a mob of 20. Maybe it would be good to be able to bundle defenders into groups of five so that you could deploy them faster (like Destroyers), but even as is, I don't really see deployment as a serious impediment to using them.
its not a serious impediment, just a nice QoL feature if you want to toggle for instance 20 or 30 deployed at all times (or whatever number you want). its difficult looking at your active bot count while you're fighting large amounts of biters and potentially moments away from death from hitting a rock or steering into some behemoth biters
That's why Destroyers deploy in groups
at the time theres behemoth biters I’m pretty sure u can spam nuke tho
Nukes are expensive
destroyers are not cheap
True, but they take a lot of stuff that prods (and later the EMP and Foundry) can make cheaper. The most expensive part of a nuke will always be expensive (especially in SA where uranium is in higher demand).
Honestly, they should be deploying from roboports and making routine trips to eliminate bug bases. If it takes ammo, load roboport with ammo. If it takes electricity (like destroyer) its just a bonus that it doesnt need to take from ammo pool.
Bots become reusable, and can be RTS'd. Similar to artillery, but you still have to put the individual bots in line of fire.
building deployable combat robots would be cool. they could make it as expensive as they want to offset their benefits.
Honestly, it poses an interesting quality vs quantity conundrum too. If you assume artillery as quality destruction, artillery being expensive and has a number of logistics requirements, then bots would be the quantity argument. Cheap and mass produceable, effective in large numbers
I'm a simple man, I just want to automatically zergrush biter nests with armed fighter drones
So what exactly are you going to do between the time where we currently get defenders and the time where we get combat bots that compete effectively with artillery?
Grow the factory? Maybe i dont understand the question.
Artillery (and Spidertrons) represent the end of active participation in combat. Until that point, if you wanted to effectively attack nests, you had to physically be present. Artillery is your "win button" for attacking.
If combat bots are going to compete with artillery as an alternative, then they must be at the same approximate tech level as artillery. If they're earlier, then artillery serves no point, since you already won combat. So they have to be late in the tech tree.
But combat drones in the current game (especially with the recent changes) serve a vital roll as a force multiplier for attacks. If you take drones out and replace them with combat bots... what do you do about the role that combat drones served until you can get combat bots?
if they're earlier, then artillery serves no point since you've already won combat.
Artillery serves the benefit of launching material at incredible distances, presumably from a safe position. Risk to the firing structure is mitigated with protections. With combat drones, you are actively sending foot soldiers to fight the bases, they will die without guarantee of success (unless sufficient numbers are present) unlike the artillery can provide.
Drones while cheap, are still a consumable cost (through either consumed ammo or sustained losses). Artillery, while expensive, the only cost that should be incurred is through the shells expended which can guarantee a structures destruction
Tl;dr; manifestation of "acceptable loss/risk" presents differently in both cases.
The cost isn't as important as the question of what you're doing. Do you need to fight or do you not? That's what artillery buys you. If you provide an earlier way to avoid fighting, unless it is absurdly expensive, that's what everyone is going to do.
Remember: offense means avoiding having to have defense. If you can automatically push biters out of your cloud, it really doesn't matter how much that costs; it's a better investment than defense.
Artillery can automatically attack and do scouting, so already they can not be put in the same category.
But,
Do you need to fight or do you not? ... it really doesnt matter how much that costs; its a better investment than defense
This is assuming the role the artillery or combat bots should take, being either strict defense or offense. If thats the case, such black and white thinking is not practical. Artillery can be mobile. Roboports are still very much static defenses. You could have infinite upgrades to expand initial coverage of the port, but again, the cost manifestation is the difference. You say it yourself, "whats a better investment of resources?". Artillery will always win out as being more cost effective in my pov.
At least from the standpoint of bases destroyed per capita
Artillery; 100% guarantee of structure death at expense of artillery shell
Combat bot; <100% guarantee of structure death with chance for losses
It's like every message is getting an additional paragraph 
Roboports are their own reward. Building more of them is inherently good. The only reason we don't build them through nests as is is that we can't. What you're asking for would allow us to do that. Not only do we have the ability to take and hold territory with minimal personal interaction, forcing biters out of the pollution cloud and thus no longer needing defense, we also gain the ability to build expansions out there because we expanded the roboport network to get there.
Combat robots deploying from roboports
Again?
It’s conceptually cool, but when you give it an honest look, you have to admit it has no reason to exist
1, the combat coverage would be different/larger than the standard coverage, so bases cant be auto-deployed in the sense you mention.
2, i see your point now regarding why defense would unnecessary since the bots would automatically go out of their way to target bases that expand inward. Then at that point, why not remove the automatic aspect? Bot swarms need to be manually commanded and sent to particular locations to be effective.
Given the information culled from the B-roll in Nilaus's video, this appears to be the production tree for Fulgora's science pack.
Lengthy and complicated.
We also seem to have solved the mystery of the green cubes. They come from a pink thing that I'm almost certain are jellynuts, but with the compression, it's hard to tell. Assuming they are:
So Ag science seems to be a product of mostly jellynuts. And once you get the jelly-yum->nutrients recipe, it's all jellynuts.
Also, rocket fuel is made directly from green cubes in a biochamber.
interesting, so steel isn't used in science production at all, so you either need to find a sink for it, or void it with recyclers
Steel's used for a lot of things; Fulgora isn't just a place to make science. You have to make the EMP there too, and you probably want to make rails. And bots. And elevated rails. Probably assemblers. Locomotives. Etc.
of course, but all of that implies the player expanding their bases, I was thinking more of an afk situation, you'd need at least a bit enough buffer so that your production chain doesn't clog
could be a nice endgame export
The same is true of red and blue circuits (but those will likely go into module making).
or copper/iron/plastic, if lds and gears alone can't keep up (btw recycling lds yield even more steel
)
Here is all the recipe info that I managed to extract from the Nilaus video
Well, not all. I didn’t bother repeating stuff Alfonse had already made known
Honestly these all seem very interesting to me
The production trees are tangled in ways I absolutely didn’t expect
There’s also the mysterious total absence of this thing anywhere. Maybe it was cut? Could have been a case of “intermediate with not enough uses”
Or, of course, maybe it could be the elusive bioflux hiding in plain sight
Ohh
Wait wait
One more spotted
||Tungsten carbide needs acid||
Oh wait, I think I just realized that the point of ||biochamber mashing might be to avoid getting seeds||
Because I don’t see any outputs for those anywhere
So do we also get ||assembler jellynut cubing that produces jellynut seeds||?
I’m not entirely sure why I’ve started spoilering everything now
The spoilage fumes are reaching my brain…
this isn't the thread to be reading if you want to avoid spoilers lol
btw, not sure if crafting speeds for EMP and Foundry were ever confirmed but I found out from someone reliable ||base speed of EMP is 2, foundry 4||
EMP speed was stated in fff, and people have definitely done the math on the foundry one
how about these then: ||fluid wagons are having capacity doubled||, ||we'll be able to transmit signals across surfaces||, ||changes are being tested to partially nerf fluid networks to force a direction when sending fluids long distances||
Ooh, first one is juicy
I don’t particularly care about the other two, but they’re nice to have I guess
Raiguard was hard at work, there was no way the fluid system was staying exactly as it was in the fff
At one point he popped up in the fff’s forum thread and said that he’s been reading every single post while he works on it
yeah, its basically too OP in its current state
I think we computed that from some screenshots.
I should've figured lol
I've got to think that it's more than just avoiding seeds (though that is a good reason, since you will eventually have enough). You probably get more output for the same input (the recipe equivalent of a 50% prod bonus).
Of course, that’s a reasonable assumption as well
Also, I find it funny how the green cube mystery actually just circled back to the first and simplest assumption
It’s just the other mash, lol
Now I wonder if in that blurred screenshot, that really was a cube nutrient recipe, from a time when it existed in place of the jelly yum one
Maybe at one point. But the asymmetry is interesting: jellynuts are for rocket fuel (power) and science, while yumakos are for sulfur, carbon, and fiber.
And plastic uses both!
Yumakos give you early fresh nutrients. Jellynuts give you really bulk, fresh nutrient production.
Also, I wonder if carbonifying your spoilage actually makes it more power efficient. That would be fun take on fuel processing
Seriously, what eats 100 nutrients per second?
one more of the smaller ones- ||fish spoil now||
Yeah, I figured that was coming.
at least the higher quality ones spoil slower so you have more time to do something with it when quality cycling for spidertrons
assuming it follows the same mechanics as the rest of the spoilable stuff
I should probably comment on the "leak" that happened during galdoc's stream, we kind of overreacted a little bit because nothing actually got leaked that you couldn't really figure out from the fffs already
iirc one of them mentioned alerts on vulcanus, so...
What, the instakill thing?
existence of an enemy
no, also that's not even true
I guess I got it mixed up with some other Vulcanus enemy leak
melon was straight up just wrong
Existence of something that can cause damage. Lightning also causes alerts
he literally said "vulcanus enemy" on stream
So there's a way to get specific molten metals from lava? Do we know if it consumes more calcite per molten metal?
Unknown, all I saw is the layout
It’s possible that they split it completely, and the mixed recipe no longer exists
I can see that happening. It’s trivially simple to void excess, but just kind of annoying. Maybe they decided to just give up on the iron copper balance idea, after seeing how people play with it
But that was the most interesting part of molten metal stuff on Vulcanus: the fact that you had to balance your use of it. Trivial or not, it was the cost of inefficiency.
I hope they made lava processing cost more calcite compared to ore melting at least.
Oh, and how do you get stone?
Both recipes also produce stone
You can’t escape it
Earendel made certain of it personally, I’m sure 
Every factorio player must experience the transcendent joy of the stone byproduct, no matter what
Maybe the separate processing are more advanced recipes, with the initial one requiring balancing. But maybe that's a bit silly.
10/10 source for quality stone
when was the first one said?
Forcing the stone byproduct would be balancing enough no?
Stone is much less annoying to void, because you aren’t bottlenecked by foundry casting speed
So they kept it for that reason, I assume
day 1-2 of the prague thing, something like that
that's a very big buff
50k plates per wagon and not even counting productivity on casting
so 75k at least?
Note that they may have tweaked the molten metal ratios, if the LDS recipe we recently saw is anything to go by.
I'm guessing the ore to metal to plate ratio is 1:1.5:1.
A 25k wagon would "only" store a minimum of 25k plates (including the Foundry prod).
but what about the turrets? How do those play into it
I assume we don't know the
science production?
Tungsten Carbide + Tungsten Steel (provisional name) + Liquid Copper.
In a foundry.
Spitters exist and people use walls anyway.
The Foundry gets to lend its 50% prod bonus to making holmium plate. What if the EMP gets to lend its 50% prod bonus (and extra module slot) to making tungsten carbide on Vulcanus? It is an assembler recipe, and the EMP has quite a few of those.
EMP gives a lot to Vulcanus already.
was this in that nilaus video? did it show what other materials it uses? its strange that it could be made in an assembly machine
I would just assume it would be nothing but foundry recipes for it
But that's how every planet works. On Gleba, the first things you do with fruit are assembler and furnace recipes (though later apparently you get mashing recipes that use the biochamber). On Fulgora, the first thing you do with holmium ores is put them in a chemical plant.
And on Vulcanus, making tungsten carbide is an assembler recipe... somehow.
We actually saw this back in one of the Steam pictures. You could see tungsten carbide coming out of a building that was mostly cut off the bottom. But we could see just enough of the top to know that it was an assembler.
Though we didn't know that sulfuric acid was involved.
On the plus side, carbide being an assembler recipe means that you can quality cycle it.
Compiling all of the Vulcanus information gives us this science pack setup:
Here's a revised version of Fulgora taking all of the new information (including the byproduct possibility of EM science):
This is probably the most complex science production sequence, especially since it requires 4 products that are recycled from other things. And often not the same other things.
On the plus side, putting quality modules in the accumulator EMPs will certainly pay off.
Back to Gleba. Since we've seen solid fuel on-planet, I suspect that it serves as an initial power source, something that doesn't require a biochamber. Since green cubes, a product of jellynuts, are used to make rocket fuel, it would make sense that baked jellynuts would be used to make the lesser fuel. So baked jellynuts into a chemical plant (plus water) would be my thinking.
The rocket fuel recipe would be early Gleba research.
It is as I had suspected
It looks like stone was actualy moved from electrolyte to holmium solution
Either that or this emp is being handfed
Like half the buildings in that screenshot
Nvm 😭😭😭
Assume we're dumb and don't always build correctly
Yeah, I’ve noticed the iron chest infestation
Anything with sufficiently high throughput x uptime could use quality modules, even landfill can use them
Quality landfill are not directly useful, but they can be recycled into qual stone for other things
Iron chests are in a weird place. They are too big for the start, and not upcycleable like steel. But it doesn't matter anyway.
I never use them, I use wood early on, then go directly to steel chests
Fulgora costs for things like chest are kinda weird. Using the numbers from the Fulgora FFF, one iron chest costs 133 scrap (assuming your only iron comes from gears), while a steel chest costs 400 scrap (assuming you're only getting steel from the scrap directly). That's a pretty substantial difference, especially early on.
Granted, the difference for ore-based planets is more tilted towards iron chests. But steel productivity research is a thing but that doesn't help Fulgora.
Speaking of which, could Fulgora have some kind of "scrap productivity" research that provides a multiplier to the scrap recycling recipe?
You have to factor in which items are constantly consumed in science/rockets and which aren't.
do recyclers accept productivity modules when doing the scrap recycling recipe?
Furnaces don't work that way. Because they select recipes automatically, they all have to agree on what modules they accept. That's one reason why stone bricks can be moduled despite not being an "intermediate".
okay that makes sense
Not accurate. In Krastorio 2 you have crushers which are furnaces. Usually you can't put prod into them, but if you crush rock to sand, you can then put prod in them.
Of course, stuff like that is confusing and therefore should be avoided in a more accessible overhaul.
seem like good candidates to void extra materials on fulgora, idk if the extra logistics would be worth it tho
So what happens if you put prods in there and it needs to select an unproddable recpie?
They don't get the prod line
Bentham in shambles
is your question is this possible?
Well, since steel has productivity research, that means furnace recipes can have productivity researches. So I guess it is possible in the engine. I guess it's more a question of would it be a good idea.
It’s a pretty good idea I think.
It would work around the issue that Fulgora has where it can't take advantage of most non-Fulgora-specific productivity researches. Gleba may have alternate recipes for plastic and rocket fuel, but they probably still benefit from those prod researches.
what’s funny is that I don’t know if they do, I didn’t check
Wait: don't the Foundry's steel and LDS casting recipes benefit from researched prod? They have to, right?
I haven’t checked either, but I would report it if any of these cases you have said fail
They do, the steel recipes I mean
Probably not right? because you get processing circuits from the get go, whereas more production steps like green and red circuits means higher qualities?
I could be wrong though, i'm not that knowledgable on quality
My guess would be no, you want to be able to make a ton of circuits wherever you make legendary modules
What about the last component?
And Fulgora seems like it would make it more difficult than just doing it on Nauvis or Vulcanus
It requires something other than circuits, and it could affect the costs
Assuming the modules aren't exclusive recipes then shipping the last ingredient wouldn't be a big deal
Most of the cost of T3 modules would be the circuits, not the potentially unique ingredient
Actually if nothings change we know they're not exclusives
There was a recycling setup shown on Nauvis that did all 4 modules
Module 3s aren't exclusive (we've seen module cyclers on one planet), though they likely require planet-specific ingredients.
It'd likely be better to ship the module 3s directly, unless there's a way to get that intermediate in high quality without cycling on modules.
Supercaps also take holmium plate ☝️
They take green circuits, batteries, superconductors, electrolyte and holmium plate? That's a lot, isn't it?
Sure is
4 belt inputs, oh dear
Right now the only intermediate on that level are roboframes
I don't know; it seems like there's a lot of double-dipping. That being said, if holmium solution is a byproduct of science making, then you can at least get some of that holmium back (especially up through the productivity chain).
We do know green circuits are a relatively recent addition to the recipe
They weren’t there in trash to treasure
It seems like they just added an ingredient on top of the three ingredients that were previously the whole recipe
Also remember modules are said to be relatively lightweight
the space exploration mod is doing something like that with tides
I don't expect the official game to do so
watching the video from nilaus at 23 minutes, theres a clip where theres a small amount of wreckage near where the lava is
if not enemies, perhaps the 'shoreline' can slowly shift
Maybe lava flows change uncovering new ores or something?
Friends with tanks can be pretty destructive...
Oh that would be a surprise, flowing lava was one of my early hopes but I ditched the idea, maybe I'll have to build those dams after all like the Dutchman I am
Enemies throwing lava fill 💀
well now you know that has to be a mod if it's not vanilla
tired of getting water-filled nests, the enemies of the new planet lava-fill your base
Karma for you abusing those water fill mods
just to reinforce this statement, the B-roll footage was recorded from LAN servers, not Nilaus' bases.
the sheer amount of skullduggery and randomly managing to blow things up was overwhelming at times
e.g. due to pentapod egg spoilage my parked spidertron launched rockets at our gleba base every couple of minutes
"oops"
Should be fine if they use yellow rockets?
The main problem of this, is spage doesn't provide any tools to auotmate dealing with this
should be fine if you disable auto-fire or be careful where you park it
Automatic dealing with moving shoreline will require at least Recursive Blueprint and a significant amount of circuits
Are inserters able to filter by spoilage?
I'm talking about the moving shoreline conjecture
Oh ok but party ers have said the expansion is way more than what's in the fffs, and with all the qol mods implemented so far recursive blueprints doesn't seem out of reach
But do we know if inserters van filter by spoilage?
But the devs said spage won't require a significant amount of circuits
They can either pick out the highest or lowest spoiled items from an inventory
Oh that is true
The main tools for manipulating spoilables are inserters, with a new ability to prioritize the freshest or the most spoiled items when picking up from inventories, and filtering out spoilage with splitters.
Hmm so no exact thresholds
So long as you're consistently producing a spoiling item and recycling the excess you can maintain a small stockpile
Automated safe egg handling will be possible even without exact thresholds, but will be much easier with it
I can't imagine a stockpile would be wanted for anything that doesn't catalyse itself like pentapod eggs
How will spoiling eggs be used in pvp?
To poor effect I imagine
Idk what's the stack size
The expansion does not require crazy circuits.
speculations for tomorrow?
I'm thinking finally Vulcanus enemy's and a bit about the event
I was guessing Vulcanus enemies last week, so I'll guess them again
My guess is no Vulcanus enemies
My guess is another QoL feature, but related to the SA content
Hoping to be wrong
Actually, I hope for more QoL stacked FFFs, because these things are harder to notice in the actual game, but when you know about them - using them will be so good
Like, I don't think I would've noticed ore search on the map for a while, without knowing about it in advance
that's a good point
I really hope to get a huge list will all tweaks and QoL features after the release
Also, I hope that Tips tab in the game gets some attention and explains more stuff at first
Like, both Nilaus and Xterminator mentioned that building space platforms, making train interrupts is unintuitive
I trust that Wube has added the info about them like the rest of the info. I assume the lan players skipped all that if it was in the lan version
In the Galdoc stream it was mentioned that some mechanics were quite unintuitive even for experienced players.
Space platform construction might be one of them.
I think the remaining time until release is allocated to fix problems that arise from external playtesting.
Just a little explanation page in the tips/and tricks would already solve that problem
Nvm, just caught a glimpse of a yumako mashing biochamber outputting seeds
Sounds yummy
@olive olive bad news. If we assume infinite productivity is available for smelting products, then at a certain productivity thresholds, direct inserting train smelting becomes useless.
Train wagon with ores, di into furnace, outputs di'd back into wagon
You should be doing molten metal processing anyway.
Oh, at some point it decompresses, yeah
Yeah. Ores @ 50 a stack, plates @ 100 stack, anything productive past > 200% will lock the smelter from taking new inputs because theres no where to put the excess goods
I don't have any trains that flip ores to plates, I actually have no plate trains atm
For "normal" train DI it won't be too bad of an issue, having two output trains for one input train is fine, or 1.784 per, doesn't matter
On the flip side, 200% productivity would free up modules on the smelter for something else. Probably could smelt an entire wagon in a minute 
When it's at the perfect ratio, I would consider it
Given that the higher tier modules are significantly more expensive, it's actually hella worth considering specifically moduling to get to exactly 200
Over 200 and I think you're right, it takes exchanging off the table. Under 200 and you end up with partial wagons, which means more train trips.
but right at 200? That saves a whole assed train trip every time
Well, half a route, but still
This also throws a monkey wrench into investing in productivity of the recipes further.
Yeah, I'd make the case that the advantages of a targeted 200% is worth considering b/c of the other implications and upgrading further may not even be that worth it anyhow
It's a smelter so your rate of return on higher modules will be awful
Because like if you are already @ the threshold, any further would upset the dichotomy of train network load, (not to mention locking smelters). You could maybe throw quality on there to remove productivity bonuses but then you would lose out on speed @ that point
I'd have to crunch some numbers
But exchanging ores for plates is very interesting if it's full train stuff
Even at 195% I'd take it
Yeah something to think about. Just sitting here and that realization hit me like an 18 wagon train.
There's a minor beaconing problem for 8 beacon sharing with no chest
I'm still confused as to why you would be using furnaces instead of Foundries.
And there's a minor 7 tile issue with chest to same wagon if you want the sharing across the tracks, this is horizontally tileable
Tbh, I should dip lol, foundries are a spoiler for me already
Been trying to avoid spoilers
Eh beaconing is changing in 2.0 anyhow, if there are new materials processing things, I'll have to crunch numbers and try to figure out layouts then. @sullen forge I think conceptually, 195-200% is where I'd be onboard with exchanging, if exactly 200% is exact and keeps running, hell yeah, I'd settle for 195
Tasty
this is not the thread to be in if you're avoiding spoilers 
why would you be in #friday-facts if you're avoiding Friday facts
@agile river @serene sage i pinged ich here because i wanted to discuss infinite techs with him. So blame me.
So, taking quality into account, 4 furnaces cranking at 26 (roughly) speed is achievable with 4 legendary furnaces with speed 3 and 3 beacons of speed 3 which will allow an entire cargo wagon to be smelted in 1 minute
Uhhh, so 145 is single inserter plate time
Its 8.33 plates a second on the 
My ore trains are 72s to unload with single inserter.... gulp lol
Yeah, the inserter swing speed might be the bottle neck on that
a
moves about 90 i/s iirc, so 22-ish seconds to empty an ore wagon
so what do you think the vibes are going to be like for today's fff ?
The vibe will be that it's
-ing Spage!
Probably LAN update
a detailed explanation of how they fixed a Space Age-exclusive bug they found during the LAN party that no one actually encountered but two players got close to
real
Or the bug with ||killing the Vulcanus enemy|| , wich sounded like it was not supposed to happen. Can't leak stuff if wube leaks it themselves
Wasn't it a modder that leaked that?
yes. he got a little ahead of himself when we wanted to tell us about his bug squishing achievements
he said "||found a way to insta-kill the Vulcanus enemy||"
the emphasis is the bit that matters imho, not ||the killing itself||
Oh I see
Then what was the other bug? ||Manipulating asteroid spawns by building a very long and thin spaceship||
Not sure, I just saw it mentioned in chat once as a theory.
last thing he said "there's also a way .." then got cut off 
His last words
that thing must be from somewhere else, not from the Galdoc stream
Yeah it was a screenshot
yeah, I have the stream open to check whether I got the wording right. putting stuff in quotes sort of demands to get it right
The Speedrun team upset kovarex with their strategy
I have seen a spaghetti platform, was wondering what that was about
Oh don't worry about it I was only joking
I meant my own quote about notnotmelon.
I think the endgame platform needs some things that require a big platform and they cheesed it by making an 1 tile wide bridge (just a guess ofc)
Wasn't that thin, it was shaped like an "I".
assumed it's for easier travel. IRL ships to that as well
oh to me it looked very thin,
guess that means we've seen different screenshots
oh, well I've seen it. didn't perceive the thing in the background though 
I guess the thin platforms *I've seen* have been part of the B-roll
I have not seen the cheese speedrun platform in B-roll anywhere
hmm, bad wording. the I-shaped ones I've seen, regular thin, not ridiculous thin
👀
Do we need to heat our stuff on Aquilo?
Nothing was shown by devs or in FFFs
That is what that text implies
In spage, depending on the how the tech tree is organized, we might even deplete some uranium patches by funneling them into space science
Shocking
Beyond that.. no ideas are given
other speculation in #friday-facts was that we might want to throttle reactors to prevent them from melting the planet too much
I like that idea more tbh
I got a feeling you wanna tell us something, but you can't 
melting-snowman.gif
Factorio Frostpunk
of course Wube doesn't want to spread cheese 
btw is the exploit public knowledge?
Does it have to do with enabling the SA mod after (almost) finishing a non-SA run?
All the stuff that has been moved further up the tech tree would be available with Nauvis tech ..
I still wanna know. Hope I remember to ask after release :)
I wanna know too
After the embargo/release
no, that's too early. How am I supposed to understand the cheese without spoilering myself? ;)
i get the feeling this is a possibility. Last planet which has been documented as furthest from the sun would imply not a lot of heat. Below freezing temperatures. If circuitry on the reactor is kinda important/useful on the final planet, I would imagine buildings need to be kept warm to be working at maximum efficiency.
using heatpipes to basically keep the buildings warm from reactors.
I think I heard it is something on the last planet (so embargo stuff), I think the wording was "they cheesed the last planet"
so we won't know untill the embargo lifts
last bit was confirmed by Soul above ;)
oh yeah xd
yes, but wiring every building with heat pipes is tedious. I don't think it'll be done that way.
maybe only a special building that needs to be heated
not only heated, we're now (soon) able to regulate the temperature
it's something where supplying Fuel Cells unrestricted is bad/suboptimal.
feasible if uranium isnt available on the planet and needs to be imported
actually, it could be that simple
regulating reactor temperature requires quite a bit of circuit skill
just throwing an idea out here, maybe fulgora has some post apocalyptic scavengers that scavenge from your factory, that are drawn to technological pollution, idk maybe its a stretch but since there are alien ruins from a city it might be possible
Think its just a static enemy, if any. Machine-like to get around the mention of Fulgora being "lifeless" (FFF418). Think they also have mentioned not every planet having combat. But not sure if that was discord or in the FFF
Would also jive with them trying to make each planet slightly different. Pollution with swarming biters on Nauvis, pollen sniffing Pentapods, ??? single (enemy) worm on Vulcanus searching for noise (?), nothing on Fulgora but maybe getting access to "good" scrap from stationary enemies (??), RTS anno Factory building showdown (????) with Squid brains (?
?) who live under the ice (????), which promts you to use heat pollution to engage, defend or make yourself weaker/push them to be stronger (???)
imagine they spoil in 5min
imagine if fish spoil into two fish
So they duplicate exponentially?
And after some time you have a stack of 2^64-1 fish
And the game breaks
just like in real life
IRL they don't replicate in your backpack
not for lack of trying
If we take that statement from V seriously, they spoil in a little over 2 hours
2.097 hours
125min
they spoil into rotten fish
which deals damage to u when consumed
or if seriously, heal only 1/4
realistically they’ll just spoil into spoilages
Wow, all those “fish to oil” type mod users will finally get their wish
In a way
Fish>spoilage>carbon>coal
Only a little extra input required
Well, also a some tech from Gleba, probably
But still, it’s now possible
technically sulfur is oil, so we need oil to turn carbon into oil
True
And you probably don’t get back more than you invest
Lol
Yeah I did the math assuming one sulfur per coal, it’s not even close 💀
Maybe with high quality prod modules there would be a chance 😭
Here's a chart of most of the recipes we've been able to learn about from Gleba:
The biochamber probably takes some iron/copper resources too. But otherwise, this is most of what we've been able to uncover.
Still no idea what the orange blob does (or if it still exists) or where "bioflux" comes from or contributes to.
nice reverse engineering!
Other people did most of the reverse-engineering; I just collated it.
good job to all y'all then :)
What's interesting is that spoilage isn't just a waste product; it's a resource.
Someone suggested that it looked like spoilage was being manufactured directly from a fruit (rather than having to wait for it to spoil), but it wasn't clear how or where that happened, so I left it out of the chart.
Yeah thank you for leaving it out 😭
Without Nilaus’s head in the way, it became obvious that it was just a belt of jelly that had spoiled
It's seems interesting that you may actually have a process for generating bulk nutrients for the sole purpose of allowing them to spoil to make the carbon needed for fiber. Good thing that both fiber and nutrients can be made from yumako mash.
Nilaus is an integral part of the factory.
This made me a little concerned about the sulfur recipe (not carbon, I saw that happen in real time), but I’m reasonably sure that it was hooked up to a designated spoilage belt
It’s hard to tell sometimes, when it’s clearly a setup still in progress, and built in layers over previous ones 😭
Like, there’s just this single missing belt right after an underground and you have to wonder if it’s intentional or not

to paraphrase some tester: "assume we're stupid"
However, different ways of obtaining spoilage certainly have differing effciency
In many production lines it's still a waste product that you want to avoid
It’s nice that you have more options for dealing with spoilage
More than one place to send it
For example, this belt leads to a couple of furnaces that cook the spoilage into carbon and then use it to refuel the train that brought the jellynuts
Oh, so that's what all of that is about. I wonder what kind of fuel value carbon has that you'd want to use it. Obviously rocket fuel is something you probably have to research while carbon is likely a trigger tech. But wouldn't you switch over to have faster trains?
It’s probably a leftover from before they had the rocket fuel tech
I can see that happening in this factory
But hey, by investing some mash (and with tech from Vulcanus), you’re actually able to turn your spoilage into rocket fuel 
Or, well, any oil product for that matter
It’s probably super impractical due to the ratios of the recipes, but conceptually I think it’s hilarious
It's interesting that we haven't seen much out of yumakos that you need, outside of sulfur and plastic (admittedly, you need a lot of the latter). And of course, there's that orange blob that we haven't seen at all.
Carbon fiber is carbon+mash
Ah yes, the elusive orange blob…
Bioflux? Baked yumako? Cut from the game? Such mystery…
We also haven't seen how you make lubricant. We've seen that Biochambers can have fluid hookups, so some kind of processing out of one of those makes sense.
Non zero chance you make lubricant from this baked yumako
But honestly who knows, these recipes have been so unpredictable
Yes, rocket fuel is shockingly straightforward. Given how little you need lubricant, I suspect that it's probably similarly straightforward.
I've heard from somewhere that gleba doesn't have the same early allure that vulcanus and fulgora have, like gleba has more late game benefits
Xterminator said that in his video
Oh yes it was Xterminator
I was kinda hoping they'd have a more obvious early benefit for going there first
But maybe they don't want to make people feel pressured to go at war with pentapods before they get more types of weapons
It suddenly occurred to me why the Fulgora science pack is way more complicated than Gleba or Vulcanus. It's because of Fulgora's production.
To produce Gleba science, you need to be able to build Biochambers. Those require biological material, but they also require iron and copper goods. So you have to have a furnace setup and at least the start of other production.
To produce Vulcanus science, you need a Foundry. That requires lubricant. That means you must engage with coal liquefaction (though not steam neutralization since it takes acid directly).
But to make Fulgora science... you just need to recycle some stuff. EMP parts may require some holmium processing, but everything else would just be recycling. Because there's no side process that you have to engage with in order to make science, the science process itself needs to be longer and more complicated.
on Fulgora, rocket is a byproduct of science production
so I think its fair that the Fulgora science is the most complicated one
Was there a ghost ping here?
It'd make sense.
These are what gave me the idea, but looking at them now they’re probably refined concrete
I just noticed that recipes with spoilables have designated “trash” as part of the recipe info
That’s so convenient
I literally did not know this
I didn't expect to learn new stuff in #1240418991386787920 but I guess that's just how it goes...
Not reading your FFFs? That picture is from FFF#426, last picture on the left :)
https://factorio.com/blog/post/fff-426
I know :P I just never noticed it had a 'trash' thing on the recipes.. and I've read the FFFs religiously.
There's so much info 😨
If i can ask, have you been on Gleba yet? how do you rate the planet compared to the others?
there's been a lot of talk about that today
I have said that I love Gleba.
personally spoilage also seems the most interesting to me with how different it is. I want it to be challenging
I mean, most of the “complaints” have been about the unlocks
The gameplay itself seems great
It is quite challenging, but like all good challenges, it has an 'aha!' moment where you get it and it works well.
And we don’t even know all the unlocks 😭😭😭
Like, we don’t even know what bioflux looks like, let alone what it does
Who knows what secrets yummy lime juice really holds
We should just wait to be informed before making premature judgements
Unlocks are nice but i don't really mind it because i just want the puzzle aspect of the game. That's why i play it
Pretty sure the exploit was what V fixed when nerfing Trupen: https://youtu.be/Bz8cLNEnTsQ?t=1195
They go over it in the video but tl;dr they used a bunch of walls at the front of a platform to just eat the asteroid damage instead of using turrets and a factory and stuff
The walls would absorb enough damage and be replaced fast enough that it "just worked"
I wonder how "fixed" they can make that one. I mean, the platform does still need to rebuild stuff from damage. So if you make a very slow platform, such that the time between asteroids is long, could you still tank the damage?
There are several ways you could address it, potentially using a mix of
-Buffing asteroid damage
-Nerfing wall resistance to asteroids
-Reducing the platform build speed
-Reducing wall stack size (ew)
But you do raise a good point, it feels like something that would be hard to truly fix, just build more storage, make the wall at the front thicker, etc.
I suspect reducing the platform construction speed, maybe only while it's moving, would be the solution they went for
I think buffing damage from larger asteroids may be the better option. The strategy could work along simpler routes (Nauvis->first three), but routes with bigger asteroids are too dangerous for walls of walls to work.
There may also need to be a hard limit to space platform size.
Some orbits are also dangerous from the b roll I've seen, I feel you can hit a balance between asteroid damage, platform size and asteroid spawn rate such that it's never viable to have only walls for defending a platform
Didn't Nilaus mention that he lost his platform at the first planet he went to? It looks like Nauvis might have to be the dedicated shipyard planet.
Would make sense
I'm a little surprised by the comments around train interupts and platform building
I wonder what makes them unintuitive
I can see platform building being a bit unintuitive, especially if you've never done it before. There could be some UI issues there.
Granted, I haven't actually played with them, but the way they're explained to work makes sense to me
I wonder how much of platform building issues are just never having played with remote view before
I suspect intuition issues with interrupts are a misunderstanding of how they work
seen the video. makes sense, including Kovarex being angry about it.
Using walls instead of turrets is an obvious speedrunning strategy. I've been thinking about that months ago, so I'm surprised it worked. 
I'm not 100% convinced that this is the speedrunner cheese though. We'll find out in 35 days or less.
I'm pretty sure it is, not needing to build a "proper" platform means you just need wall and rocket production, you can skip almost every research beyond the ones you need to reach each planet
that's what Soul-Burn said about it
which also fits the walls
I'm just hoping for something more exciting.
"Walls" isn't one of the "exploits that were fixed"
we found out in 0 days!
Yeah it was a nerf to Trupen, not an exploit fix 
There's exploits and there's balance.
I wasn't trying to be pedantic about the use of fixed/nerfed because focusing on such nuances only works with pedantic people 
simply bann walls on space platform
They showed it off a lot in the b roll footage and it feels like an intended mechanic so I'd be surprised if they went that way
ikd, anything showed are subject to changes
like the lava processing
and foundry lds recipe
Personally I feel there is a distinction to be made between a dev log that says they can and will change some things and official b roll.
all of those things are moving numbers around
I have something else: Increase lateral speed of asteroids. More sideways asteroids!
But hey, I wouldn't be that surprised I guess
could also increase lateral speed of asteroids with platform speed, to debuff fast movers
tbh I didn’t like the concept of wall blocking asteroid damages
it certainly isn't pretty from a design perspective
Trupen did say that they ‘nerfed’ that instead of simply banning it
idk, but walls always feels like a temporary solution to me, even for biters
how long can we make wall to change the biter path without letting them agro on the walls?
The problem that asteroids pose is damage to your platforms. Walls and Turrets are both solutions to that threat.
One is short term, high maintenance; the other is long term, low maintenance.
When you're speedrunning, long term doesn't exist.
wonder how they will balance the importing ammo situation
I'm a little surprised with how popular that seems to be
You could just make the routes take more time
Not the best solution though as it affects throughput and that balance as well
I imagine switching to uranium ammo gives you quite the speedup
yeah, Uranium bullets being 3x as effective as Steel bullets is very tempting.
I don't think it's that big of a deal tbh, so long as it's not drastically superior to making ammo on the platform
But obviously the devs want people to make factories on the platforms
carrying around a factory doesn't make that much sense when you have a gigantic industrial complex sitting on the ground that can shoot everything you need up like it's nothing
With platform-platform interactions, we could make stationary refueling stations mid-route, but I think that's not possible from the game engine side.
I suspect, that there's an issue with choosing what to build. You need to make ghost items on your quickbar, or have them in your inventory(when you actually want them to be on the platform)
Oh, you mean the "ghost picker cursor" from the FFF about ghost modules in assemblers?
something similar to this
otherwise you can just pipette items from the crafting menu
They could just tweak the weight of ammo so its more expensive to ship. Eventually it will be heavy enough to make you want to build it in space
That's just more rockets
And not building a factory on the platform means less heavy platform = faster platform
The trick is reducing stack count for things, so they take more slots and require more storage on the platform
making the storage building have fewer slots would work too, no?
messing with item stack sizes would be more involved
storage building is the entire method for interplanetary logistics
You don't want to break space platforms just to nerf wall regrowing.
they were talking about ammo pre-stocking
yes
You don't want to break space platforms just to nerf ammo usage.
and the wall "exploit" shouldn't be removed. Speedrunner strategies are whacky like that
I'm guessing there's a cooldown on respawn or something now
possibly specifically for walls 
or just no walls
we already have build restrictions, like no burners, no chests, no bots
(i know, i know calm down satan)
Trupens exploit has been nerfed, not removed.
reconstruction speed is an effective nerf
i suggested a achievement for doing exactly this, i thought it would be kind of funny, i ididn't realize it would be some uber strat heh
I wonder how we make the coolant
so far it seems SA planets matches with 4 SE sciences:
material (metallurgy) science (irridium -> tungsten)
energy (electromagnetic) science (holmium)
agricultural(biological) science (vitamelange->fruits)
I think Aquilo will be something to match Astronomy science (Beryllium), and thus the thermalfluid production theme, where u need coolants (also seem for fusion) for various recipes and get different temperature outputs that need to be cycled in the system
Aquilo machine be a cryogenic chamber/plant/facility to make cryogenic science 
theme is irridium (tungsten) merged with vulcanite, I suspect Aquilo theme is Beryllium (unknown material) merged with cryonite (coolant)
What’s really hilarious to me is that the colours match too
Like, it couldn’t be a more perfect match 😭
it's kind of like how common https://en.wikipedia.org/wiki/Classical_element use is between different games
The classical elements typically refer to earth, water, air, fire, and (later) aether which were proposed to explain the nature and complexity of all matter in terms of simpler substances. Ancient cultures in Greece, Angola, Tibet, India, and Mali had similar lists which sometimes referred, in local languages, to "air" as "wind", and to "aether"...
there's plenty of room for different implementation despite similar themes
just write it with ||spoiler tags|| no one will look, promise! (when discord doesn't show the latest message
)
I too, often forgot to scroll down to the bottom before replying 
Idea: make the only place ammo can be in be your designated AMMO slot. Increase stack size .
that would be hell trying to fill turret emplacements with just a few ammo, only being able to hold down Z, unless some bizarre concept was implemented like a difference between cursor stack size and-- oh wait that kinda applies for artillery ammo 
Turrets have a designated ammo slot so they can hold ammo like normal
nono the actual act of filling them early-game
with partial stacks
granted a box with fuel and a burner inserter works too
but then there's a contradiction
What?
I often fill clusters of 4-8 turrets all touching with fractional stacks of ammo in the early game; if you're only able to hold ammo in one slot/stack then the "fractions" become unwieldy
So just "You can't bring ammo on the rockets"
launch rocket, ammo detonates 
Yes
That's really specific and lame solution to make ammo the only other item you can't transport in a rocket
Rocket Silo is another one, but it at least makes sense - you can't fit the whole Silo into a rocket, that launches from that very Silo
trianglepupper used internally to a message is another form of sarcasm indicator but with humorous intent
And?
My message wasn't related to your puppercastic message
Any item that can't be launched just needs to weigh more than 1,000 kg 
I can fit a tent in a tent. If I try hard, I can even fit multiple tents in a tent. Why can't I fit a rocket silo in a rocket silo 
Sounds like you need to invent a foldable rocket silo 
Speculation: Things
ed in b-rolls
That's not much of a speculation, Alfonse got more info for his recipe graph.
I'm talking features, not recipes
Are you saying you found some? 
Can't find everything. Klonan could spend the time until release watching the B roll to make sure nothing leaks, and still miss something.
Well, I'm sure it'll be interesting
we have seen the building construction animation for the space platform in the b-rolls
Silo isn't foldable
That is why there is a need for a foldable silo
You can fit silo ingredients into rockets
on the nilaus video there is a foundry taking in electric engines, red circuits, and maybe that plastic belt on the left (around 20:00)
I imagine those are ingredients for the drill?
Which video and platform did this happen
https://youtu.be/I1_BEcefvv8?si=HrhxrH4FaxtH3QTp&t=415
The asteroid collector on the left at this timestamp
FACTORIO SPACE AGE
Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.
Steam Release 21st of October
https://store.steampowered.com/app/645390/Fac...
I heard the aquillo cryo building is reminiscent of the nuclear reactor
Wasn't that somewhat mentioned in the Fusion FFF?
Reminiscent? It will likely be used alongside it, but I don't think it has anything to do with it specifically.
oh, nuclear reactor
forget what I said
i dont like that building animation, it feels incomplete
also shouldn't the asteroid collecter explode instead of just cutting into a blueprint
the platfrom tile animation is perfect though
It's probably been mentioned but I like that it's now visible which entities other players have highlighted / are interacting with
Was weird at start, but you get used to it very quickly. It's always weird when someone follows; it's like you're haunted
I wonder if they will change how we get metal intermediates on Gleba
In less than a month and a half? Unlikely.
u have no idea how good they are
what if it’s possible to implement it in less than a week?
possible to implement? likely. possible to come up with, hammer out the details of, balance properly, and test? less likely.
... okay bioleaching would be awesome but I don't think it's likely
Yeah, it would be awesome.
Biggest issue though is that it keeps most of the processing the same as Nauvis. Only the "mining" and "smelting" would be changed.
builds modified radar
radar rains down a giant meteorite from orbit
resource deposit appears at a designated location in a giant 💥

modified radar = logistics hub (the SA ground station, forgot the name)
giant meteorite = drop pod
resource deposit = delivered items
I was talking about something a little more wild and kinetic for Gleba specifically, say thanks to an orbital debris field or something
yes, that's what I was expecting. then I tried mapping it to orbital drops :)
I think it’s probably fine, if u look at Vulcanus oil processing, it need liquefaction but after that everything is same for chemical processing, so its also only ‘minging’ and ‘smelting’ of oil there is different
it's a neat idea, the resource deposits shouldn't be ores though (else: most of the processing the same as Nauvis)
yes, but how many "partially Nauvis" crafting trees are good game design?
I’m thinking about having a compost ore where u need to use different bio fluids to smelt them to get different plates in refinery
Fulgora flips the table tree on its head.
Vulcanus keeps most of it, but has a major change with liquid metals.
remember that Gleba already have a major change on oil processing
I haven't looked that closely on Alfonses charts, but Gleba essentially replaces the Nauvis tree with its own tree.
The primary difference is that oil processing is generally a side-show when it comes to making stuff, not the main event. Even in terms of the number of buildings, less than 30% of a megabase is devoted to oil processing.
I wonder if they've reduced the size of storage chests? 
Lots of very large buffers in the B roll footage
Would be weird because logi chests seem unchanged
Do we know if chests have any quality advantage other than HP?
We know that chests only get up bonus
that arm at 3:56 (on the left), really trying its hardest
people use very large buffers and turn stone byproduct into landfill and store as a temporary void, seems reasonable
Fair enough
tho I wonder if landfill will have any use on Vulcanus… maybe they just don’t bother sending the extra stone into lava for void
Do quality have any effect for landfill?
bragging rights
I expect the quality to be removed when placed, like all tilings.
Sounds reasonable
Yup, military targets 😉
Tank with all non-infinite upgrades and uranium ammo shreds biters so fast I don't even know how much damage it deals.
If I did the math right, non-explosive Uranium shells do 8448 damage/s.
remember that Quality is also a thing
and in a DPS race against an enemy with regen, every single bit of damage matters
Without resistance, that's 7 k/s or 4.2 seconds.
I guess the 30k health is for the babies.
So the Demolisher is a worthy opponent for a fully upgraded tank.
which says something
I've never actually used uranium ammo. Always migrated to spideys before it became relevant.
and the 1500hp/s regen too, probably
if only flamers worked on it...
while firing on the Demolisher, you can substract the regen from the DPS
hence 7k/s
I meant that 1500hp/s is for the babies as well
resistances are unknown, so I cannot adjust for them
I expect significantly more regen on bigger ones
Hmm, I don't expect it to be significantly higher for bigger ones.
It can turn the higher HP pool into an infinite HP pool if weapons don't scale accordingly.
there are probably some weapons we have not seen (or at least the new ammo on the steam pics)
The 4th tier turret for huge asteroids.
Possibly a cannon turret.
if the ammo is an upgrade from tank shells, the ammo will likely require tungsten
and metallurgic science
My prediction or what I'm at least gonna try on how to insta kill the worm is ||build a nuclear reactor in my territory, heat it up, then lead a worm to destroy it and die in the explosion||
not sure one will suffice
make a row to be sure (with gaps)
a row of 2x2 reactors to be extra sure
you might need more than one reactor...
a pile of reactors in U shape
actually, how much damage does one nuke deal?
I usually just assume it is instant kill everything
but now it seems to be a finite value when comparing with the health of new enemies
that is true in 1.1 from a practical perspective
like the map being functionally infinite
so QoL confirmed in the coming fff's?
I'd say Qol after this one. But it's also the last 4 FFF's so anything they still want to show is on the table
IF there are fulgora enemies we could see them in 2 weeks? since they've now shown Gleba and Vulcanus enemies
I'd say yes. QoL next week makes sense.
we now have a good need for stronger weapons
might be a good chance to spring a turret FFF before the release
next week or in two weeks
Klonan also sort of promised us a 2nd round FFF for all planets, so a Fulgora FFF might also be scheduled
I don't see that happening with, what, 4 fffs?
Yeah, I counted 4 remaining FFFs
the turret FFF I want mainly because the other two have been 🔥
and Fulgora FFF is one of those "more on that later" things, even though it happened in Discord only
I'm not in the know though