#Speculations

1 messages · Page 8 of 1

crystal dune
#

Womp womp

stray wharf
#

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.

crystal dune
#

I was hoping you could make biochambers, rocket turrets, etc. inside it

stray wharf
#

Given that it has only 2 module slots, it's much more like the centrifuge than the EMP/Foundry.

crystal dune
#

Oh, glad someone else has also made this comparison

#

So I feel a bit less crazy for feeling like the planets are in pairs…

#

vulcanus/fulgora and nauvis/gleba

#

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
indigo fog
#

I like this sort of symmetry

crystal dune
#

It’s of course 1000% unintentional and confirmation bias’d into existence, but I think it’s a fun thought

tardy quarry
#

the 2kg ore is just a base line they started and later being adjusted

#

we then modified many things a lot

misty falcon
#

It's weird that spoilage is 0.5 kg, a non-integer number

stray wharf
#

They probably don't store it as "weight" so much as "rocket capacity" (how many fit in a rocket).

tropic basin
#

or use fixed-point floats, which are ints in disguise

tardy quarry
#

I remember that dev mentioned processing_unit has rocket capacity of 300

stray wharf
#

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.

tardy quarry
#

isn’t weight more straightforward

stray wharf
#

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?

tardy quarry
#

rocket mk1 capacity, rocket mk2 capacity etc.

stray wharf
#

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.

tardy quarry
#

or the wiki just show u the default capacity

stray wharf
#

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"?

tardy quarry
#

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?

stray wharf
#

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.

tardy quarry
#

ur not wrong

#

that would explain why we have processing_unit capacity of 300

#

it would be weird to define an item with weight 3.3333kg

stray wharf
tropic basin
#

Even if you could, it'd effectively cost you 225 BC. How much does a rocket cost?

tardy quarry
#

surely green circuit is higher than 1000

stray wharf
tropic basin
#

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

stray wharf
tardy quarry
stray wharf
#

75 blue circuits worth of greens is 1500 greens.

tropic basin
#

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

tardy quarry
tropic basin
#

the extra cost can be weighted against another rocket launch with GC and RC, which probably will be cheaper

tardy quarry
stray wharf
tardy quarry
#

no?

tropic basin
#

if a rocket fits 1k RC, it can fit way more than 1k GC

tardy quarry
#

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

tropic basin
#

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 :)

tardy quarry
#

I would assume 2000 for GC

stray wharf
tardy quarry
# stray wharf Those *are* the recycling costs.

the thing is, u can’t compare 300/4 processing_unit ingredients vs how many advanced_circuit electronic_circuit 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 processing_unit to get 75 processing_unit ingredients to the destination, for the latter, u just pay a rocket and send whatever advanced_circuit electronic_circuit to the destination

#

u can’t neglect the fact that u r sending 300 processing_unit 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

stray wharf
#

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.

tardy quarry
tardy quarry
#

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

serene sage
#

maybe they mean after you hit the productivity cap?

#

then there's no loss involved when packing/unpacking

timid crescent
#

By the time you hit the prod cap it's not unlikely you'll be launching rockets with quality_legendary productivity_module_3 for only 25 processing_unit low_density_structure rocket_fuel 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

stray wharf
#

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.

crystal dune
#

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

tardy quarry
#

satellite recipe

crystal dune
#

Ah, I should have remembered blue belts

tardy quarry
#

centrifuges are also super expensive

#

almost forgot the silo

crystal dune
#

Yeah looks like I mostly had intermediate recipes on my mind

stray wharf
#

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 😉

tardy quarry
#

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

vivid turret
#

If agri science takes nutrients as an ingredient and not only a fuel, you really need to use nutrients that were just made.

tardy quarry
#

direct insertion is a thing tho

stray wharf
# tardy quarry 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.

crystal dune
#

Biochambers being 3x3 doesn’t help either

stray wharf
#

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.

vivid turret
#

We know quite a lot less of gleba's processing chains compared to other planets so far.

stray wharf
#

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.

weary widget
#

I'm impressed by how much of gleba you've guys figured out, from a small handful of images/videos lol

stray wharf
#

As I draw up a similar graph for Vulcanus science, I realize: it's way easier and simpler than Ag science.

crystal dune
#

I’m still curious about pink science’s fluid thing…

#

A science with a byproduct would be very novel for base factorio

crystal dune
stray wharf
#
  1. Jellynuts are called Jellynuts. Yet we've seen precious little "jelly" come out of them.

  2. 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.

  3. Where do Jellynut seeds come from?

crystal dune
#

Alright, I should have specified mash instead of fruit

#

Edited

#

Also green cubes are much more jelly-like than that shape

stray wharf
#

It could be a product of the yumako mash and green cubes. But that means there's at least one missing core intermediate.

crystal dune
#

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

stray wharf
#

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:

weary widget
#

yeah vulcanus is trivial compared to this.

#

makes me wonder what other toys gleba unlocks as a reward for the added complexity

stray wharf
#

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.

weary widget
#

I see.

stray wharf
#

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.

late sentinel
#

We don’t know that much, no - only have assumptions.

tardy quarry
#

its weird that the supercapacitor maker has bulk_inserter outputting to chest_buffer tho

stray wharf
#

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.

stray wharf
#

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 😉 ).

tardy quarry
#

is it possible that we combine orange blob with eggs to make green cube? engithink

#

I think it would feel less satisfying if egg production is not needed for science

#

otherwise the Ag science seems too simple to make

stray wharf
tardy quarry
#

my current guess: apart from baking jelly nut, u get jelly juice and seed from a recipe

stray wharf
tardy quarry
#

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

stray wharf
#

OK: here's what #2 looks like:

#

Way more complicated than even Fulgora's pack.

tardy quarry
#

is it tho

#

isn’t that because u r putting biochamber and plastic in the graph

#

and also spoilage

weary widget
#

is the brain looking one the jellynut?

tardy quarry
#

yes

weary widget
#

k thanks

stray wharf
#

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.

stray wharf
# tardy quarry isn’t that because u r putting biochamber and plastic in the graph

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.

tardy quarry
stray wharf
#

So it's at the same production tier as mash and baked jellynuts.

tardy quarry
#

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

stray wharf
#

It's chemistry; it can do what it wants. Just like pink turns brown when you put it in an oven.

tardy quarry
stray wharf
#

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.

tardy quarry
#

red, yellow and purple for oils is more like so u can tell them apart, thats a clear game design reason

stray wharf
#

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.

tardy quarry
#

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

tardy quarry
#

and why not using a similar color from what its made from

#

where the green cube would fit perfectly

stray wharf
#

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.

tardy quarry
#

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

stray wharf
tardy quarry
#

and also kovarex at space science stage

tardy quarry
#

well will know how things work on Gleba eventually

stray wharf
#

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.

tardy quarry
#

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

stray wharf
#

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.

tardy quarry
#

‘everytime’ u r assuming that they never learn how to do it properly

serene sage
#

"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

young breach
#

guess about tomorrows fff: it's about the space age event

tardy quarry
#

no Vulcanus enemies?

young breach
#

both? engithink

tawny snow
#

I hope we end up getting that train optimization kovarex mentioned on reddit a while ago

young breach
tawny snow
#

someone should beeline for vulcanus and tell us what the enemies are trianglepupper

winged pivot
young breach
#

or they are doing aquillo so it can't be leaked engithink

viscid ferry
weary widget
#

LAN party event FFF tomorrow I guess?

#

with unknown things in some of the pictures

young breach
#

or first impressions from all the people at the event

weary widget
#

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

static root
#

there was an event ?

weary widget
viscid ferry
#

it's for the next 5 days right?

stray wharf
#

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).

tropic basin
#

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

weary widget
#

so maybe new SA content tomorrow along with that

viscid ferry
#

Maybe SA is limited edition and we've now missed the boat

weary widget
#

that would be messed up lol

wet cosmos
#

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

misty falcon
hybrid briar
#

C'mon Vulcanus enemies

#

I'm not convinced but I made an implicit bet!

lunar wind
#

ping

late sentinel
#

Hmm… come to think I can’t take bets. It would implicitly violate NDA

tardy quarry
#

imagine everyone who attended the event start trolling in this channel

misty falcon
#

I actually want to talk but I can't!

lunar wind
misty falcon
young breach
#

and that is when?

#

or is that also part of the nda? xd

hybrid briar
#

I think "one week from before release" was mentioned

young breach
#

so by the last fff before release we will know all the big things, I think based on that engithink

tawny snow
#

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 trianglepupper

young breach
#

you'll have to scroll a bit, if they say they can't say stuff it's bc they are at the event

tawny snow
#

#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

weary widget
hybrid briar
tawny snow
stray wharf
undone spade
#

Yes true
But I am hungry of more information 🫣

crystal dune
#

As do I
Especially now that we know there is more content than many of us expected dogchamp

#

But I shall wait garlicdoggo🙏

#

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

tawny snow
#

would efficiency_module_3 make agricultural towers produce less pollen? my guess is they won't, so no pollution mitigation on gleba, unlike nauvis

stray wharf
#

Also, pollution mitigation is called "stop making spoilage".

vivid turret
#

If farming is the only thing that pollutes, productivity_module_3 is now useful for reducing pollution.

stray wharf
#

Yes, but speeding up your machines also reduces spoilage, thereby reducing pollution. Both will be of value, but speeds seem to be more important.

mint berry
#

Ah, like, less spoilage means less fruits produced required. Makes sense.

late sentinel
#

that’s what they meant

deft swan
#

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

misty falcon
#

Only leak is my excitement

viscid ferry
#

But well luckily it wasn't that much of a leak, it was already obvious from everything that had been hinted

fallow flint
thorn arrow
olive seal
#

It might also have multiple phases with some invulnerability inbetween

leaden socket
#

||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||

shrewd citrus
#

10M HP is like, a lot though

leaden socket
#

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

shrewd citrus
#

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

leaden socket
#

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

tropic basin
#

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 trianglepupper

#

not related to a planet though

tardy quarry
#

larger than 10 behemoth biters? damn that’s crazy

tropic basin
#

by weight or height?

tardy quarry
#

I have no idea

#

probably not height

#

imagine 10 biter tall enemies

tropic basin
#

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

tardy quarry
#

I’m still thinking about enemies in this shape

tropic basin
#

that would be a pain to implement I guess, but very different and probably worth it

tardy quarry
#

will there be alien enemies from space?

#

UFO?

tropic basin
#

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.

indigo fog
#

I think Aquilo will use just Aquilo's resources, whereas the postgame one will likely use stuff from all 5 planets

tardy quarry
#

my speculation was that u send some space probe on Aquilo orbit

#

or a space location

leaden socket
#

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

tropic basin
#

I think the post game science pack will happen in space. Or some other special place, definitely not on a planet.

leaden socket
#

Maybe it use 2 spoiling ingredient, one from gleba and the other from aquilo?

tropic basin
#

in orbit around the sun or something

leaden socket
#

So it requires fast platforms, which is quite practical at that stage

tropic basin
#

post game almost certainly will need stuff from everywhere

deft swan
#

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.

tardy quarry
#

with the biter spawner rebalance, will we have weapon damage upgrades to include artillery shell?

stray wharf
tardy quarry
#

I mean, currently theres no damage upgrade technology for artillery

tropic basin
#

artillery was instakilling nests, there was no need until 2.0

stray wharf
tardy quarry
#

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?

tropic basin
#

nothing for Nauvis?

tardy quarry
#

any weapon damage infinite upgrade for Nauvis is kinda broken

stray wharf
#

Nauvis should have flammable, as its the planet:

  1. that can make flamethrower ammo.
  2. where flamethrower turrets are the most useful.
tardy quarry
#

hummm, actually u might be right

tropic basin
#

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.

tardy quarry
#

tbh I don't think flammable fits a metallurgic planet

stray wharf
#

Also, Nauvis has U-238 ammo, which is already the best physical ammo.

tardy quarry
#

lava is not flammable

wanton igloo
#

Are you sure? garlicdoggo

tardy quarry
#

yeah, only Nauvis has crude oil for flammable ammo

tardy quarry
tropic basin
#

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?

wanton igloo
#

Anything will burn with a sufficiently strong oxidizer :P

wild swallow
leaden socket
#

Vulcanus probably has fire resistant enemies, so flamers are not useful there

#

So I think flammable damage won't be there

crystal dune
#

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

leaden socket
#

Nauvis-flammable, Vulcanus-projectile, Fulgora-energy, Gleba-explosive

#

What fits Aquilo best?

tawny snow
crystal dune
#

Or you just make rocket fuel from fruit garlicdoggo

tawny snow
#

I feel that would cause conflict when recycling

#

Unless they make rocket fuel recycle to itself

tardy quarry
#

Aquilo: infinite combat drone follower count research trianglepupper

weary widget
#

give me a way to automatically deploy them and I'll take it

stray wharf
#

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.

weary widget
#

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

misty falcon
#

That's why Destroyers deploy in groups

tardy quarry
#

at the time theres behemoth biters I’m pretty sure u can spam nuke tho

misty falcon
#

Nukes are expensive

tardy quarry
#

destroyers are not cheap

stray wharf
# tardy quarry 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).

sullen forge
#

Bots become reusable, and can be RTS'd. Similar to artillery, but you still have to put the individual bots in line of fire.

weary widget
#

building deployable combat robots would be cool. they could make it as expensive as they want to offset their benefits.

sullen forge
#

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

weary widget
#

I'm a simple man, I just want to automatically zergrush biter nests with armed fighter drones

stray wharf
#

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?

sullen forge
stray wharf
#

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?

sullen forge
# stray wharf Artillery (and Spidertrons) represent the end of active participation in combat....

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.

stray wharf
#

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.

sullen forge
# stray wharf The cost isn't as important as the question of what you're doing. Do you need to...

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

viscid ferry
#

It's like every message is getting an additional paragraph trianglepupper

stray wharf
#

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.

crystal dune
#

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

sullen forge
# stray wharf Roboports are their own reward. Building more of them is inherently good. The on...

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.

stray wharf
#

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.

tawny snow
stray wharf
#

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.

tawny snow
#

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

#

quality_legendary steelplate could be a nice endgame export

stray wharf
#

The same is true of red and blue circuits (but those will likely go into module making).

tawny snow
#

or copper/iron/plastic, if lds and gears alone can't keep up (btw recycling lds yield even more steel trianglepupper )

crystal dune
#

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…

weary widget
#

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||

crystal dune
#

EMP speed was stated in fff, and people have definitely done the math on the foundry one

weary widget
#

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||

crystal dune
#

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

weary widget
#

yeah, its basically too OP in its current state

stray wharf
weary widget
#

I should've figured lol

stray wharf
crystal dune
#

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

stray wharf
crystal dune
#

And plastic uses both!

stray wharf
#

Yumakos give you early fresh nutrients. Jellynuts give you really bulk, fresh nutrient production.

crystal dune
#

Also, I wonder if carbonifying your spoilage actually makes it more power efficient. That would be fun take on fuel processing

stray wharf
#

Seriously, what eats 100 nutrients per second?

weary widget
#

one more of the smaller ones- ||fish spoil now||

stray wharf
#

Yeah, I figured that was coming.

weary widget
#

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

plucky sonnet
#

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...

crystal dune
#

What, the instakill thing?

weary widget
#

existence of an enemy

plucky sonnet
crystal dune
#

I guess I got it mixed up with some other Vulcanus enemy leak

plucky sonnet
#

melon was straight up just wrong

misty falcon
plucky sonnet
#

he literally said "vulcanus enemy" on stream

stray wharf
#

So there's a way to get specific molten metals from lava? Do we know if it consumes more calcite per molten metal?

crystal dune
#

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

stray wharf
#

Oh, and how do you get stone?

crystal dune
#

Both recipes also produce stone

#

You can’t escape it

#

Earendel made certain of it personally, I’m sure garlicdoggo

#

Every factorio player must experience the transcendent joy of the stone byproduct, no matter what

stray wharf
#

Maybe the separate processing are more advanced recipes, with the initial one requiring balancing. But maybe that's a bit silly.

weary widget
hybrid briar
#

Forcing the stone byproduct would be balancing enough no?

crystal dune
#

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

weary widget
tawny snow
#

that's a very big buff

#

50k plates per wagon and not even counting productivity on casting

#

so 75k at least?

stray wharf
#

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).

late sentinel
#

but what about the turrets? How do those play into it

indigo fog
#

I assume we don't know the vulcanus science production?

vivid turret
vivid turret
#

Spitters exist and people use walls anyway.

stray wharf
#

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.

vivid turret
#

EMP gives a lot to Vulcanus already.

weary widget
#

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

stray wharf
# weary widget 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.

stray wharf
#

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.

stray wharf
#

Compiling all of the Vulcanus information gives us this science pack setup:

stray wharf
#

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.

crystal dune
#

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 😭😭😭

misty falcon
#

Assume we're dumb and don't always build correctly

crystal dune
#

Yeah, I’ve noticed the iron chest infestation

late sentinel
#

what is this iron chest joke

#

I build iron chests

leaden socket
#

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

misty falcon
#

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.

leaden socket
#

I never use them, I use wood early on, then go directly to steel chests

stray wharf
#

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?

misty falcon
#

You have to factor in which items are constantly consumed in science/rockets and which aren't.

tawny snow
#

do recyclers accept productivity modules when doing the scrap recycling recipe?

stray wharf
tawny snow
#

okay that makes sense

misty falcon
#

Of course, stuff like that is confusing and therefore should be avoided in a more accessible overhaul.

tawny snow
stray wharf
misty falcon
#

They don't get the prod line

indigo fog
late sentinel
stray wharf
#

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.

late sentinel
#

It’s a pretty good idea I think.

stray wharf
#

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.

late sentinel
#

what’s funny is that I don’t know if they do, I didn’t check

stray wharf
#

Wait: don't the Foundry's steel and LDS casting recipes benefit from researched prod? They have to, right?

late sentinel
#

I haven’t checked either, but I would report it if any of these cases you have said fail

misty falcon
#

They do, the steel recipes I mean

viscid ferry
#

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

timid crescent
#

My guess would be no, you want to be able to make a ton of circuits wherever you make legendary modules

leaden socket
#

What about the last component?

timid crescent
#

And Fulgora seems like it would make it more difficult than just doing it on Nauvis or Vulcanus

leaden socket
#

It requires something other than circuits, and it could affect the costs

timid crescent
#

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

stray wharf
#

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.

crystal dune
stray wharf
#

They take green circuits, batteries, superconductors, electrolyte and holmium plate? That's a lot, isn't it?

crystal dune
#

Sure is

#

4 belt inputs, oh dear

#

Right now the only intermediate on that level are roboframes

stray wharf
#

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).

crystal dune
#

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

misty falcon
#

Also remember modules are said to be relatively lightweight

hybrid briar
#

the space exploration mod is doing something like that with tides

I don't expect the official game to do so

weary widget
#

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

sullen forge
wanton igloo
#

Friends with tanks can be pretty destructive...

radiant quiver
#

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 💀

hybrid briar
#

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

radiant quiver
#

Karma for you abusing those water fill mods

shrewd citrus
#

e.g. due to pentapod egg spoilage my parked spidertron launched rockets at our gleba base every couple of minutes

#

"oops"

leaden socket
leaden socket
shrewd citrus
#

should be fine if you disable auto-fire or be careful where you park it

leaden socket
#

Automatic dealing with moving shoreline will require at least Recursive Blueprint and a significant amount of circuits

radiant quiver
leaden socket
radiant quiver
#

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?

leaden socket
timid crescent
#

They can either pick out the highest or lowest spoiled items from an inventory

timid crescent
#

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.

timid crescent
#

So long as you're consistently producing a spoiling item and recycling the excess you can maintain a small stockpile

leaden socket
#

Automated safe egg handling will be possible even without exact thresholds, but will be much easier with it

timid crescent
#

I can't imagine a stockpile would be wanted for anything that doesn't catalyse itself like pentapod eggs

radiant quiver
#

How will spoiling eggs be used in pvp?

timid crescent
#

To poor effect I imagine

leaden socket
#

Idk what's the stack size

misty falcon
#

The expansion does not require crazy circuits.

young breach
#

speculations for tomorrow?

#

I'm thinking finally Vulcanus enemy's and a bit about the event

dreamy eagle
#

I was guessing Vulcanus enemies last week, so I'll guess them again

hidden dune
#

My guess is no Vulcanus enemies

#

My guess is another QoL feature, but related to the SA content

hidden dune
crystal dune
#

I’m hoping you’re right

#

No enemy fff please garlicdoggo🙏

hidden dune
#

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

hidden dune
#

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

dreamy eagle
#

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

tropic basin
#

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.

viscid ferry
#

Just a little explanation page in the tips/and tricks would already solve that problem

crystal dune
misty falcon
#

Sounds yummy

crystal dune
#

At this point they should just rename it to yummy chamber

sullen forge
#

@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.

olive olive
#

I don't think I folow?

#

Miner direct to smelter takes over?

sullen forge
stray wharf
olive olive
sullen forge
olive olive
#

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

sullen forge
#

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 engithink

olive olive
#

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

sullen forge
#

This also throws a monkey wrench into investing in productivity of the recipes further.

olive olive
#

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

sullen forge
#

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

olive olive
#

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

sullen forge
#

Yeah something to think about. Just sitting here and that realization hit me like an 18 wagon train.

olive olive
#

There's a minor beaconing problem for 8 beacon sharing with no chest

stray wharf
#

I'm still confused as to why you would be using furnaces instead of Foundries.

olive olive
#

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

olive olive
#

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

agile river
#

this is not the thread to be in if you're avoiding spoilers shoob

serene sage
sullen forge
#

@agile river @serene sage i pinged ich here because i wanted to discuss infinite techs with him. So blame me.

sullen forge
olive olive
#

Uhhh, so 145 is single inserter plate time

sullen forge
#

Its 8.33 plates a second on the electricfurnace

olive olive
#

My ore trains are 72s to unload with single inserter.... gulp lol

sullen forge
#

Yeah, the inserter swing speed might be the bottle neck on that

tawny snow
#

a quality_legendary stack_inserter moves about 90 i/s iirc, so 22-ish seconds to empty an ore wagon

static root
#

so what do you think the vibes are going to be like for today's fff ?

tropic basin
#

The vibe will be that it's hype -ing Spage!

mint berry
#

Probably LAN update

serene sage
#

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

static root
#

real

radiant quiver
#

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

mint berry
#

Wasn't it a modder that leaked that?

tropic basin
#

yes. he got a little ahead of himself when we wanted to tell us about his bug squishing achievements

tropic basin
radiant quiver
#

Oh I see

#

Then what was the other bug? ||Manipulating asteroid spawns by building a very long and thin spaceship||

mint berry
tropic basin
#

last thing he said "there's also a way .." then got cut off trianglepupper

radiant quiver
#

His last words

tropic basin
radiant quiver
#

Yeah it was a screenshot

tropic basin
#

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

radiant quiver
#

The Speedrun team upset kovarex with their strategy

tropic basin
#

I have seen a spaghetti platform, was wondering what that was about

radiant quiver
tropic basin
#

I meant my own quote about notnotmelon.

young breach
tropic basin
#

Wasn't that thin, it was shaped like an "I".

#

assumed it's for easier travel. IRL ships to that as well

young breach
#

oh to me it looked very thin,

tropic basin
#

guess that means we've seen different screenshots

young breach
#

this one right?

tropic basin
#

oh, well I've seen it. didn't perceive the thing in the background though trianglepupper

#

I guess the thin platforms *I've seen* have been part of the B-roll

timid wing
tropic basin
#

hmm, bad wording. the I-shaped ones I've seen, regular thin, not ridiculous thin

tawny snow
tropic basin
#

Do we need to heat our stuff on Aquilo?

misty falcon
#

Nothing was shown by devs or in FFFs

late sentinel
#

That is what that text implies

crystal dune
#

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

late sentinel
#

Beyond that.. no ideas are given

tropic basin
young breach
hybrid briar
#

melting-snowman.gif

viscid ferry
#

Factorio Frostpunk

tropic basin
#

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 ..

misty falcon
#

No, and no

#

It's strictly new stuff, and it's already patched

tropic basin
#

I still wanna know. Hope I remember to ask after release :)

indigo fog
#

I wanna know too

misty falcon
#

After the embargo/release

tropic basin
#

no, that's too early. How am I supposed to understand the cheese without spoilering myself? ;)

sullen forge
# tropic basin Do we need to heat our stuff on Aquilo?

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.

young breach
#

so we won't know untill the embargo lifts

tropic basin
#

last bit was confirmed by Soul above ;)

young breach
#

oh yeah xd

tropic basin
young breach
#

maybe only a special building that needs to be heated

tropic basin
#

not only heated, we're now (soon) able to regulate the temperature
it's something where supplying Fuel Cells unrestricted is bad/suboptimal.

sullen forge
tropic basin
#

actually, it could be that simple
regulating reactor temperature requires quite a bit of circuit skill

worn vigil
#

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

fossil hawk
#

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 (?expansionbrain ?) who live under the ice (????), which promts you to use heat pollution to engage, defend or make yourself weaker/push them to be stronger (???)

tardy quarry
#

imagine they spoil in 5min

serene sage
#

imagine if fish spoil into two fish

leaden socket
#

And after some time you have a stack of 2^64-1 fish

#

And the game breaks

serene sage
#

just like in real life

leaden socket
#

IRL they don't replicate in your backpack

serene sage
#

not for lack of trying

crystal dune
#

If we take that statement from V seriously, they spoil in a little over 2 hours

#

2.097 hours

tardy quarry
#

they spoil into rotten fishtrianglepupper

#

which deals damage to u when consumed

#

or if seriously, heal only 1/4

#

realistically they’ll just spoil into spoilages

crystal dune
#

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

tardy quarry
crystal dune
#

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 😭

stray wharf
#

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.

indigo fog
#

nice reverse engineering!

stray wharf
indigo fog
#

good job to all y'all then :)

stray wharf
#

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.

crystal dune
#

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

stray wharf
#

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.

misty falcon
#

Nilaus is an integral part of the factory.

crystal dune
#

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

indigo fog
#

to paraphrase some tester: "assume we're stupid"

leaden socket
#

In many production lines it's still a waste product that you want to avoid

crystal dune
#

It’s nice that you have more options for dealing with spoilage

#

More than one place to send it

crystal dune
# crystal dune

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

stray wharf
#

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?

crystal dune
#

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 garlicdoggo

#

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

stray wharf
#

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.

crystal dune
#

Carbon fiber is carbon+mash

#

Ah yes, the elusive orange blob…
Bioflux? Baked yumako? Cut from the game? Such mystery…

stray wharf
#

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.

crystal dune
#

Non zero chance you make lubricant from this baked yumako

#

But honestly who knows, these recipes have been so unpredictable

stray wharf
#

Yes, rocket fuel is shockingly straightforward. Given how little you need lubricant, I suspect that it's probably similarly straightforward.

worn vigil
#

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

indigo fog
#

Xterminator said that in his video

worn vigil
#

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

stray wharf
#

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.

tardy quarry
#

on Fulgora, rocket is a byproduct of science production trianglepupper so I think its fair that the Fulgora science is the most complicated one

crystal dune
#

Was there a ghost ping here?

crystal dune
#

Hey, wait

#

Wouldn’t it be funny if the biochamber recipe required water

tropic basin
#

It'd make sense.

crystal dune
#

These are what gave me the idea, but looking at them now they’re probably refined concrete

crystal dune
#

I just noticed that recipes with spoilables have designated “trash” as part of the recipe info

#

That’s so convenient

late sentinel
#

I literally did not know this

tropic basin
late sentinel
#

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 😨

viscid ferry
#

there's been a lot of talk about that today

crystal dune
#

Oh, how I yearn to see the tech tree…

#

Less than a month remains

viscid ferry
#

I'm pretty sure about the Spidertron being there

#

but who knows about any new techs

late sentinel
viscid ferry
#

personally spoilage also seems the most interesting to me with how different it is. I want it to be challenging

crystal dune
#

I mean, most of the “complaints” have been about the unlocks
The gameplay itself seems great

late sentinel
#

It is quite challenging, but like all good challenges, it has an 'aha!' moment where you get it and it works well.

crystal dune
#

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

viscid ferry
timid crescent
#

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"

stray wharf
#

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?

timid crescent
#

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

stray wharf
#

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.

timid crescent
#

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

stray wharf
#

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.

timid crescent
#

Would make sense

#

I'm a little surprised by the comments around train interupts and platform building

#

I wonder what makes them unintuitive

stray wharf
#

I can see platform building being a bit unintuitive, especially if you've never done it before. There could be some UI issues there.

timid crescent
#

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

tropic basin
timid crescent
#

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

tropic basin
#

which also fits the walls

#

I'm just hoping for something more exciting.

misty falcon
#

"Walls" isn't one of the "exploits that were fixed"

tropic basin
#

we found out in 0 days!

timid crescent
#

Yeah it was a nerf to Trupen, not an exploit fix ChibiSmug

misty falcon
#

There's exploits and there's balance.

tropic basin
#

I wasn't trying to be pedantic about the use of fixed/nerfed because focusing on such nuances only works with pedantic people trianglepupper

tardy quarry
timid crescent
#

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

tardy quarry
#

ikd, anything showed are subject to changes

#

like the lava processing

#

and foundry lds recipe

timid crescent
#

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.

tropic basin
timid crescent
#

But hey, I wouldn't be that surprised I guess

tropic basin
#

could also increase lateral speed of asteroids with platform speed, to debuff fast movers

tardy quarry
#

tbh I didn’t like the concept of wall blocking asteroid damages

tropic basin
#

it certainly isn't pretty from a design perspective

tardy quarry
#

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?

tropic basin
#

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.

tawny snow
#

wonder how they will balance the importing ammo situation

timid crescent
#

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

tawny snow
#

I imagine switching to uranium ammo gives you quite the speedup

tropic basin
#

yeah, Uranium bullets being 3x as effective as Steel bullets is very tempting.

timid crescent
#

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

tropic basin
#

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.

hidden dune
timid crescent
#

When you're in remote view all the items should be pickable

hidden dune
#

Oh, you mean the "ghost picker cursor" from the FFF about ghost modules in assemblers?

timid crescent
#

something similar to this

#

otherwise you can just pipette items from the crafting menu

spare aurora
hidden dune
misty falcon
#

The trick is reducing stack count for things, so they take more slots and require more storage on the platform

tropic basin
#

making the storage building have fewer slots would work too, no?

#

messing with item stack sizes would be more involved

hybrid briar
#

storage building is the entire method for interplanetary logistics

stray wharf
#

You don't want to break space platforms just to nerf wall regrowing.

hybrid briar
#

they were talking about ammo pre-stocking

tropic basin
#

yes

stray wharf
#

You don't want to break space platforms just to nerf ammo usage.

tropic basin
#

and the wall "exploit" shouldn't be removed. Speedrunner strategies are whacky like that

hybrid briar
#

I'm guessing there's a cooldown on respawn or something now

#

possibly specifically for walls engithink

spare aurora
#

or just no walls

#

we already have build restrictions, like no burners, no chests, no bots

#

(i know, i know calm down satan)

tropic basin
#

Trupens exploit has been nerfed, not removed.

tardy quarry
#

reconstruction speed is an effective nerf

spice yew
#

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

tardy quarry
#

I wonder how we make the coolant

#

so far it seems SA planets matches with 4 SE sciences:
vulcanus material (metallurgy) science (irridium -> tungsten)
fulgora energy (electromagnetic) science (holmium)
gleba 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 engithink

#

vulcanus theme is irridium (tungsten) merged with vulcanite, I suspect Aquilo theme is Beryllium (unknown material) merged with cryonite (coolant)

crystal dune
#

What’s really hilarious to me is that the colours match too

#

Like, it couldn’t be a more perfect match 😭

hybrid briar
#

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

lunar wind
tropic basin
#

I too, often forgot to scroll down to the bottom before replying trianglepupper

restive linden
hybrid briar
#

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 engithink

restive linden
hybrid briar
#

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

restive linden
#

What?

hybrid briar
#

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

hidden dune
hybrid briar
#

launch rocket, ammo detonates trianglepupper

restive linden
hidden dune
#

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

hybrid briar
#

trianglepupper used internally to a message is another form of sarcasm indicator but with humorous intent

hidden dune
#

My message wasn't related to your puppercastic messagetrianglepupper

timid crescent
#

Any item that can't be launched just needs to weigh more than 1,000 kg shoob

tropic basin
timid crescent
#

Sounds like you need to invent a foldable rocket silo shoob

misty falcon
#

Speculation: Things leaked in b-rolls

tropic basin
#

That's not much of a speculation, Alfonse got more info for his recipe graph.

misty falcon
#

I'm talking features, not recipes

tropic basin
#

Are you saying you found some? trianglepupper

#

Can't find everything. Klonan could spend the time until release watching the B roll to make sure nothing leaks, and still miss something.

misty falcon
#

Well, I'm sure it'll be interesting

viscid ferry
#

we have seen the building construction animation for the space platform in the b-rolls

dreamy eagle
#

That is why there is a need for a foldable silo

misty falcon
#

You can fit silo ingredients into rockets

tawny snow
#

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?

restive linden
wanton igloo
#

Oh wait, building construction

#

Very similar vibe

viscid ferry
# restive linden 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...

▶ Play video
worn vigil
#

I heard the aquillo cryo building is reminiscent of the nuclear reactor

tropic basin
#

Wasn't that somewhat mentioned in the Fusion FFF?

stray wharf
tropic basin
#

oh, nuclear reactor
forget what I said

wild swallow
#

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

timid crescent
#

It's probably been mentioned but I like that it's now visible which entities other players have highlighted / are interacting with

hybrid briar
#

debug option as full feature aye

#

currently exists just doesn't show their names

misty falcon
#

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

tardy quarry
#

I wonder if they will change how we get metal intermediates on Gleba

stray wharf
tardy quarry
#

u have no idea how good they are

#

what if it’s possible to implement it in less than a week?

serene sage
#

possible to implement? likely. possible to come up with, hammer out the details of, balance properly, and test? less likely.

serene sage
#

... okay bioleaching would be awesome but I don't think it's likely

tropic basin
#

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.

hybrid briar
#

builds modified radar

radar rains down a giant meteorite from orbit

resource deposit appears at a designated location in a giant 💥

tardy quarry
tropic basin
hybrid briar
#

I was talking about something a little more wild and kinetic for Gleba specifically, say thanks to an orbital debris field or something

tropic basin
#

yes, that's what I was expecting. then I tried mapping it to orbital drops :)

tardy quarry
tropic basin
#

it's a neat idea, the resource deposits shouldn't be ores though (else: most of the processing the same as Nauvis)

tropic basin
tardy quarry
#

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

tropic basin
#

Fulgora flips the table tree on its head.
Vulcanus keeps most of it, but has a major change with liquid metals.

tardy quarry
tropic basin
#

I haven't looked that closely on Alfonses charts, but Gleba essentially replaces the Nauvis tree with its own tree.

stray wharf
tardy quarry
#

30% is still a lot isn’t it

#

and oil processing need larger footprint

timid crescent
#

I wonder if they've reduced the size of storage chests? engithink

#

Lots of very large buffers in the B roll footage

#

Would be weird because logi chests seem unchanged

mint berry
#

Do we know if chests have any quality advantage other than HP?

timid crescent
#

We know that chests only get up bonus

lunar wind
tardy quarry
timid crescent
#

Fair enough

tardy quarry
#

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

misty falcon
#

Speculation for today?

#

My speculation is certain QoL or certain military targets

tardy quarry
#

I have zero expectations

#

so I guess it will be a huge content fff

red crow
#

Do quality have any effect for landfill?

tropic basin
#

bragging rights
I expect the quality to be removed when placed, like all tilings.

red crow
#

Sounds reasonable

misty falcon
#

Yup, military targets 😉

tropic basin
#

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.

shrewd citrus
#

remember that Quality is also a thing

#

and in a DPS race against an enemy with regen, every single bit of damage matters

tropic basin
#

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.

tawny snow
#

if only flamers worked on it...

tropic basin
#

while firing on the Demolisher, you can substract the regen from the DPS
hence 7k/s

tawny snow
#

I meant that 1500hp/s is for the babies as well

tropic basin
#

resistances are unknown, so I cannot adjust for them

tawny snow
#

I expect significantly more regen on bigger ones

tropic basin
#

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.

tawny snow
#

there are probably some weapons we have not seen (or at least the new ammo on the steam pics)

tropic basin
#

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

radiant quiver
#

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||

tropic basin
#

not sure one will suffice
make a row to be sure (with gaps)
a row of 2x2 reactors to be extra sure

tardy quarry
#

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

tropic basin
lunar wind
viscid ferry
#

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

misty falcon
#

I'd say yes. QoL next week makes sense.

tropic basin
#

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

late sentinel
#

I don't see that happening with, what, 4 fffs?

tropic basin
#

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