#Speculations
1 messages · Page 9 of 1
wait, did they change how combat drones follow u?
it seems a lot better than how they are now
I’m excited
Only 4 FFFs remain before release.
What might they be?
We had a "3rd FFF" for
and
. I assume we'll get another one for
, and possibly space.
And there's at least some QoL to show.
I think the final one is something like a "the journey here, see you next monday" or another type of season ending FFF
I was writing above that we could get another Fulgora FFF, but then I realised the Tesla Turret was the 3rd one.
Vulcanus got the 3rd today. Gleba is already at 4.
(if you count the leggy one)
do u count rocket turret fff a Gleba fff?
my ear fff when
Soon we'll instead have to speculate if/how many fff's will be released after the expansion. I'm certain that we will see one
talking about how the release went, but after that, who knows
I think they still have things they want to tell us about. So they'll continue for a while. And then at some point they'll have a "the FFFs will go on a break" or even potentially that they will end
Interesting question. I did not.
The Rocket Turret FFF was before Gleba so it was entirely unrelated to the planet.
But the Tesla Turret FFF is also unrelated to Fulgora, either because it's before the Fulgora enemy FFF or there are no Fulgora enemies. At least no moving ones that can be used for the demonstration. So:
Gleba 3-4
Vulcanus 3
Fulgora 2
If we really get a simulacrum as a replacement for moving the Spidertron higher up in the crafting tree, it'll be covered before release.
I'm so sure of that I'd almost bet money on it.
FFFs also serve the purpose to teach us the major features and how to use them. The excavator is one of these major features.
It should be noted that the Spidertron itself famously was not revealed before 1.0 shipped. To anybody.
tbh at this rate the final planet may not be revealed
unless they go for full content fffs for the next 4
if so I would expect 1 Gleba, 1 Fulgora, 2 Aquilo
I don't think they would ask streamers to avoid spoiling aquilo even after embargo / release date, and then put it in an FFF
Any speculation on the "abrasive" cloud? Apparently it will not matter if vulcanus is the first planet. Could there be some precision machined gear thay will get affected by it? Or maybe some kind of new weapon?
did they ask them to not spoil Aquilo even after release?
Only during embargo, and generally in reviews
I think they expect the content creators to release gradually rather than jumping straight to it, not a strict requirement just trying not to be like "AND YOU WIN BY _________"
After that, it's common courtesy to not spoil stuff
aye
That said, some people will obviously leak it at embargo and other players on release
But only if you look for it
That's just human nature
The idea that factorio can even have ‘spoilers’ is a controversial one
Which is why I think people will spoil it without tags on release
They don't consider it spoilers
You're no cool. 
I think it's either Tesla turret or the Spidertrons
With spidertrons you can create a massive squad, capable of damage checking any Demolisher, without the need to combine different sources of damage
You can just make a lot of spidertrons
So it would be interesting, if the Demolisher was capable to disable them with it's shockwave attack
Not completely, still making them a viable addition to the boss battle. But requiring to use something more than just spidertrons
Unlike turrets, spidertrons don't occupy any space
You can stack like 100 of them in one tile of space
You could theoretically use that to instantly deliver a single volley strong enough to blow up the demolisher
They only mentioned defender not destroyer capsules, maybe the demolisher is highly vulnerable to electric damage
My guess is that it exists to hose Tesla turrets/gun, Spidertrons, or both.
Honestly I could see an Aquillo Earendel write up as the second to last FFF before release or the first post release FFF.
Think a teaser would be a Wube thing to do
Remember a year ago when Kovarex said that item productivity researches cap out at purple and space science? My completely wild guess is that they probably realized that it was too easy to cheese that and went for a more traditional research scaling system. That is, the first few tiers may be Nauvis-only, but later tiers will use planetary packs.
the reddit comment? do you have the link to that?
I still think you're misinterpreting that statement
It's been a while since I've seen it though
me too, that's why I want to read it again
I think it says there're some infinite researches that don't even need space science.
and won't, ever
steel is red and green only iirc
iirc the statement wasn't that all item prod researches don't use more than purple and space science, just that all the researches aren't tiered like mining prod
They need x packs, and never more than x packs
Something like supercapacitor productivity would certainly need EM science
It's not in the pinned messages, I looked there before asking for the link :/
What I'm speculating is that they may have changed their minds and made them tiered.
They could, but that would go against their initial reasoning
you'd no longer have something for your Nauvis factory to do once they 'run out'
They could leave steel and plastic alone. It's more about blue circuits and LDS.
Specifically the quality implications of maxing them out (or even just getting close).
They can handle it in a different way as well
Including ingredients in the crafting tree that aren't recyclable reduces the effectiveness of recycling intermediaries overall
Spidertrons are the best example, there's little point quality cycling it's ingredients because the fish will be the bottleneck
So how would Fulgora deal with blue circuits and/or LDS not being recycleable?
Obviously they wouldn't be the non-recyclable intermediaries
But what if something like supercapacitors or superconducting wire aren't?
Well, since "fish breeding" is a thing, if you can manage to get a stockpile of Q3 fish, then you can just maintain that stockpile in perpetuity.
going through Kovarex' reddit posts from a year ago, his code wisdom isn't appreciated in r/ProgrammerHumor 😂
Then cycling circuits for T3 quality modules isn't useful anymore
Can't know how many products would be affected by something like this though
I believe the best method to make Q4 modules is to make Q4 ingredients, then craft the modules.
OK, but what about everything else you'd use quality cycling blue circuits for? It just seems like a very strange hack for something that's easily fixed by just not doing item productivity research that way.
Can use prod mods with ingredients, not with the mods.
I also just don't see the issue that you're talking about with item prod research
Getting anything more than 70-100% prod would take far too long to be worth pursuing over better technology
The issue is that blue circuit and LDS productivity researches are cheap in terms of megabase scales. The fact that you can max one of out in a dozen hours at fairly reasonable research rates in SA is a problem.
I don't see that as a problem
plus calling 500M+ science packs 'cheap' seems like a stretch, even for megabase
And you don't even have to max them out; for blue circuits, all you need is level 13; for LDS, you need 20.
It is for an SA megabase that only needs to produce purple science + space.
It really isn't much "thought, time and effort" though. That's my point. You don't even need high quality prods and speeds to do it.
It is a lot of time and effort though, especially in comparison to just unlocking everything and beating the game 'normally'
But it really isn't that much time or effort; it's a side project. You can just have Nauvis chewing away on this stuff in the background, especially once you have Fulgora and Vulcanus processing going strong.
It's not like that SPM will go to waste when you start researching other stuff.
Just don't be surprised if they scale up how item productivity researches work.
I just think that setting up a 10k spm+ megabase on nauvis before even going to another planet is a huge waste of time
I won't be surprised, so long as they explain why
Who said anything about "before even going to another planet?"
Everything I was talking about assumed that you have Foundries and EMPs.
So you've already gotten a decent way into the game then? I just don't see this as an issue
If you want to spend your time optimising your base for a specific infinite research over others, go for it
I'd like to beat the game first
LDS is 15 levels, no?
+100% from modules
+50% from Foundry
and
modules are not cheap (presumably)
You can't qualty cycle LDS in the foundry
The Foundry LDS recipe now uses molten metals, so you can't really recycle it there.
however what you can do now is make
from just
, since fluids won't matter
ok, I did not read that part of the convo. was busy looking for the reddit comments
do we even need large amounts of legendary LDS?
if not, we could just chuck a few quality modules in the foundries and leech off what we get from rocket making

from 
since fluids won't matter.
legendary lds are great for personal equipment stuff on a smaller scale and on a larger one they can be recycled back to
(you already had the plastic, so it's mainly the other 2)
red undergrounds might be a better way to make quality steel
You can use the Foundry, it eats a lot of gears, so you need few crafting machines for a relatively high throughput
will need to recycle the gears back to plates though
im strongly hoping for the rogue flying robots on fulgora as a thieving enemy that steal from logistic chests, this will give a reason to use something like the tesla turret there and a motivation for unlocking it. plus, since lightning is the damage threat there, rouge bots would be a nice addition as a non damaging enemy. I know it's been suggested before but im just putting in my voucher.
to clarify im suggesting the bots come from some of the cities around the map, not like spontaneously converted bots from your own fleet
Never heard this idea before. I like it.
Gleba: beefy enemies
Vulcanus: passive enemies
Fulgora: stealing enemies
steel might have prod research, in that case no
What do the robots do with the resources they steal
Steel is one of the Nauvis infinite productivity researches, so ..
ah, you were comparing it to LDS, my b
Red Undergrounds have a lot of resources in the recipe, so few crafting machines (= few modules) for high throughput
not sure it's actually a good idea, because recycling the legendary gears for iron plates and then processing it into steel could ruin the advantageousness.
Stealing would be to annoying
What if they disable your machines?
What if they rotated your inserters
I'd be more concerned about them stealing only from logistics chest. That way the enemies are opt-in.
what if they wololo your bots?
im thinking electronic items would have a "techno value" that acts as the pollution on fulgora, so whenever an item is produced it emits techno pollution which can potentially attract rouge bots
rouge bots might not fly out during night-time when theres lightning storms, so you could prioritize making your electronic type items during the night (lol)
im just thinking, why go out of their way to make unique pollution types a thing if you're only making one new pollution type
what if there’s no enemies on Fulgora, since it was originally the demolishers?
I find people hard to accept a no enemy planet
The statements that imply the last planet doesn't have enemies makes me think that Fulgora will have enemies to maintain symmetry with Vulcanus and Gleba
Probably similar to the territories on Vulcanus I wouldn't expect them to expand though
Fulgora with static enemies that are vulnerable to artillery shells from Vulcanus.
Gleba enemies that are made easier to kill with the stunning effect of Tesla turrets from Fulgora.
Vulcanus enemies that are vulnerable to the long range and mass fire DPS of rocket turrets and/or Spiders.
I suspect the tesla gun to be especially good at killing demolishers
Although maybe that's too obvious and they gave demolishers a lot of electric resistance 
I suspect that the cloud attack is specifically meant to stop that 😉
How so? you can still run around and kite it while shooting it
Presumably it would deflect electric attacks or something.
this is making me picture volcanic eruption lightning which is one of the coolest things
IDK if it will work, but I'm going to try nukes and hand-targeted artillery on demolishers.
I just think the lightning forking to all the different segments would do a lot of damage
I thought only the head was vulnerable to damage.
Everywhere takes damage, the body segments just have much higher resistance
For example, at the moment if you alt-click a segment then Factoriopedia shows you the body resistances but you need to click on the head to see the head resistances. Ideally all body parts link to the same page which can show you both sets of resistances. Likewise we need to clarify somewhere that segments take damage individually but all damage is transferred to the creature as a whole (which is really the head).
so every segment taking damage is equivalent to any other, it's all a shared pool, but it means that you can apply damage in an area and it will be more effective than single-target dps
Hence I belive
will be quite effective
Maybe not for the biggest ones though? hard to tell given we don't know how much health they'll end up having
Just that the smallest one has 30k hp
ahh wow i didnt even think of that, brilliant
relevant comment by V:
#friday-facts message
Yeah I would be surprised if it worked on the big demolishers
30k hp on the smallest one means 6 or 7 digit hp on the big ones imo
What kind of regen would it have to survive multiple nukes in succession?
maybe it's not the HP that scales, but the regen?
I don't think nukes scale with explosive damage(?) so with enough resistance the 100 and 400 damage explosions would do a lot less than the theoretical maximum 50k damage
regen has to scale or else the problem becomes sustaining damage output, which isn't significantly harder and becomes boring quickly
I think HP will scale too though
to make sure you can't kill arbitrarily big worms with rockets that "only" do 30k damage
Or they just scale it with the resistance...
I think it should be both
yeah, that makes sense
so Gleba is getting a rework 
I knew that Wube is good enough to do it with the time remaining

What is the source on that?
why is it cropped like that?
"rework" is maybe a stretch given Bilka's wording
The change is very Wube-like, and interesting.
Even just some numbers tweaks would probably move it from worst to , meh. Larger patches, more often but still uncommon. Maybe a 20% increase to spoil time or research to improve it a lil. Shift a reward or two to gleba as well.
And gleba probably ends up pretty bearable
A thing I'm concerned about is that from what we've been shown fruit processing only replaces oil, ore smelting and everything that comes out of it is apparently the same
So even after ore richness tweaks gleba might end up being too similar to nauvis gameplay wise
This is a structural problem with the planet though. Or rather, a structural problem with the nature of Factorio.
Oil processing is a side-show in Factorio's resource model; stuff is made mostly of iron and copper goods. As such, any planet that focuses on oil processing is going to be focusing on something that's a resource sideshow. It needs some other way to get the important stuff.
Vulcanus focuses on making iron and copper more efficiently. Fulgora went a completely different route for its resourcing model by inverting the production tree. But you can't do something like that everywhere.
The ideal solution would be to make it possible for infrastructure to be built out of things other than iron and copper. That is theoretically doable within the Factorio model, but it would involve a lot of alternate recipes, which breaks the recycler. There are ways to mitigate that, but it would require a top-to-bottom rethinking of the whole intermediate tree within Factorio. Which obviously they aren't going to do 1 month from release.
I personally didn't mind the Old Gleba much, but the new one is absolutely wild
and I want to very strongly state that it feels unique
"Absolutely wild" levels of changes being made a month from release is a bit... disconcerting.
I didn't say the changes were wild
just that the gameplay loop of the planet is wild
Do you find it fun?
plus, don't read too much into what so and so streamer is complaining about, each person's playstyle is different and their perception of rewards is different. SA has a lot of stuff to do, so it's entirely possible to just forget about the fact that X and Y mechanics even exist
holy crap yes
Swell.
as of right now, in my opinion, the gleba unlocks are on par with the other planets'
that's great to hear
and it's tempting to go Gleba first
Hard to imagine something that competes with 50% free prod but sounds promising
maybe its also a 50% prod machine 
but on what
this is unrelated to Gleba and its rewards, but it's like people complaining that X science unlocks, say, parametrised blueprints or train interrupts, because they don't use them. ergo, X science sucks
(parametrised blueprints and train interrupts are not science unlocks, I just used them illustratively)
there’s just three types of intermediates that can get prod: metal products, electronics products, chemical products
unless I missed an entire group of intermediates thats it
But with how free oil is on two other planets I'm not sure chemical even needs an improvement
I was hoping gleba's tech leans more into military stuff
again, unrelated to anything specific, but keep in mind that raw production isn't the only factor in SA anymore. you have to be a lot more mindful of stuff like power consumption, area, delivery times and other stuff
and not just on space platforms
assembling machines 3 and advanced logistic networks are fundamentally different benefits but they're both useful
I don't think a chemplant mk2 is that useless, even if oil is free, reducing your consumption can still be beneficial (less mining sites, less oil trains if you use those, etc.) + water limited environments like fulgora or platforms benefit a lot too
and you can get crazy with alt recipes since recycler doesn't care about chem stuff, biochamber sort of does this with plastic already
I agree. People claim that power and space are free but that’s not how I think. If we have a chemplant that’s 4x faster and have more prod potential, it will definitely be attractive even if oil is ‘free’
just think about how many steps u can chain in oil products: petroleum->sulfur->acid-> battery 
or a plastic printer
with how good foundry and EMP are, I think we do need a plastic printer
another tidbit about SA's scale:
After about 90 hours I just started step 6, and I'm expecting step 6 to take me... I don't even know, maybe even another 90 hours
the mighty barreler mk2
tbh the Aquilo machine looks capable for chemical recipes
perhaps its a super fast chemplant
with some prod bonus
if so, what left for Gleba?
Could be something related to power consumption/pollution, might be relevant for space platforms and the last planet
Would also explain the complaint about rewards not being great specifically until late game
with the number of fluid inputs/outputs, the aquillo machine reminds me more of a refinery than a chemplant
Why not both?
hoping for a crazy recipe with 3 fl inputs, 3 fl outputs and maybe some solid action too
could be, in fact that was what I expected before the gleba fff came around
With the introduction of quality modules affecting item attributes, I wonder if that opens up space for other module protoypes like perhaps a cryogenic module which could restore the freshness of spoilable ingredients. I've seen a lot of proposals for refrigerated storage but I think this would be a more engaging solution (requires the items to still be in transit and processed to take advantage). I don't know if there are other new unreleased item mechanics, but some other attributes along this idea could be temperature, concentration (for volatile compounds, or radioactive ones with half lives)
I can imagine the UI could get quite cluttered with too many of these mechanics though, so while it would certainly provide interesting gameplay opportunities, I concede it's unlikely there's much beyond spoilage/quality
On the matter of "what did they change on Gleba", I mentioned a while back the possibility of an alternate rocket part recipe, a way to produce rocket parts with mostly Gleba's production, rather than iron and copper.
That would allow you to invest more into dealing with Gleba's unique mechanics and less into rebuilding blue circuit and LDS infrastructure. And you wouldn't need to make too many changes to the game to make it work.
this solution kinda make recipe prod for recket parts less attractive tho
I mean lds, rocket fuel and blue chips
my idea was having a single ore patch instead of iron copper and stone, and the mined result can spoil into iron copper and stone at different time
If the problem is having to set up an entire furnace stack, circuit processing, and the like to make blue circuits and LDS, that doesn't really change that. It just gives you a different way to get ore. Even if you can get plates directly, that just removes the furnace stack.
And if you get rid of the ores, then Vulcanus only has one place to send calcite.
wait youve played with the reworked Gleba?
I suspect if there are enemies on fulgora they will be weak to explosive damage to incentivize delivering coal products to fulgora to help tie the whole interplanetary shipping thing together. Wouldn't it be great if gleba had a useful export like a stack of whatever gleba product can yield like 1000 coal (not directly but like, maybe a way to use the biochamber to extract carbon from heavy oil, idk?). This would potentially put less strain on space platforms sending synthetic coal down to fulgora. I just think theres some missed opportunities if they dont make the planets symbiotic with one another.
Player attention is the most expensive resource in the game. Its finite, hard to extract and doesnt scale up
So free oil isn’t always so free
I hope we get different phases of ice on aquilo like ice 7
and coolant as flamethrower ammo for a frost attack (maybe demolishers are weak to frost attacks)
yes, but I have to be very vague with what I discuss or else I get put on leaderchild's strangle list
With the what 
I've logged on for the first time in a few days
What did I miss?
Anything juicy already in public knowledge?
We already had the
police keeping eye

Oh well, surely it won't be worse than the old Gleba
Which I was mostly ok with (in my very limited knowledge of it of course)
Then again that's exactly what I said when JG said the planet icons were getting changed
And then, to my horror, the Gleba icon went from
to 
I think the entire modding community will request this to be false
Did someone already get reprimanded since the Lan? 
So are the gleba changes actually an entire rework or just balances
I'm not a beta tester but it sounded like it was mainly the rewards that were the issue, particularly the early ones.
No worries! Just got a bit confused at your wording (no worries about that either)
tbh I think its only the mining part annoying
the furnace part we already have blueprints
the thing that annoys me is that we need to find iron, setup miners, find copper, setup miner, find stone, setup miners
and those patches are small
and probably not very frequent
what if we can get ore from fruit?
so there’s no need to setup miners
and Gleba will truly become a planet where u grow free resources
a planet without resource depletion at all
this way players can focus on throughput even more, without worrying about spoiling items as they’re not loosing finite resource
That just generally doesn't make sense. Iron and copper don't appear out of nowhere. Neither do the other chemicals plants need, but given Gleba's surface, we can presume those are in abundance in the soil. Iron and copper don't work that way. If there was enough iron and copper in the soil to make processing from fruit generate a reasonable amount of it... you could just setup a drill to extract the stuff more directly and much faster than any plant could do it.
Furthermore, from a gameplay perspective, part of the point of the spore-pollution model is that enemies only aggro against your farms, not your mineral patches or production. So if you don't need to make Ag science, plastic, or most other things, your spore output will be minimal. Now, you'd constantly have to deal with them.
I assume that u get ores that doesn’t spoil, so if u don’t constantly consume ores, this part of factory just stops
ores don’t spoil
also, the issue with pollution was that to deal with enemies, u need weapons that consumes metal products, now that metals are free, u don’t need to worry about getting enemy attacks constantly
What does spoiling have to do with what I talked about? You're producing more spores due to having to harvest fruits to get ores. And you need ores to do things like launch rockets.
They're not free though; they're agriculture. By definition, when you harvest them, you're creating spores.
pollution is the easiest number to change, if the rework cause the need of more farming, they can just reduce the amount of pollution they produce
also we know that factorio is not always realistic, we can probably get a huge amount of ore from a little fruit
It is at least acquainted with reality. The idea of oil fields lowering their yields without being fully exhausted at least somewhat resembles a real thing.
The idea of trees that make iron and copper forever does not.
u know alien exsists
perhaps some fungus dies and turn into metal
I know that the law of conservation of matter is a thing. Plants, even alien plants, cannot create iron and copper forever. They will eventually run out.
Lastly, I genuinely don't see how this helps anything. You take the most resource-starved planet and turn it into Vulcanus-but-without-the-Foundry so all of your builds from Nauvis are the same.
farmers have to rotate their crop types so nutrients in the soil dont get too leeched out, i think like nitrogen fixing plants need to be alternated, so if you had some metal extracting plants they would leech that soil. but hey, the game doesnt have to be realistic but it does have to be fun and not be too performance hoggy.
I get that, but we can assume that the Ag tower handles all that when it replants a tree. Irrigation and soil nutrition can be presumed to come from the local rainy, highly-organic environment.
Copper and iron don't work like that. If they were sufficiently common in the environment that plants can concentrate them, then the engineer could just mine the environment for them.
im sure some plants can concentrate iron, humans eat plenty of plant based foods that have iron for their diet, but as for copper idk about that
plants use copper for photosynthesis? hmm
They don't concentrate iron to the extent of making gears out of them. This is in part because there's just not enough iron or copper around for them to work with.
i think water and carbon would be the vast majority of what you get from a plant
im sure the devs could exagerate whats happening if they so choose, plus its an alien planet with alien plants or fungi or whatever
resources are going to be different
plants use copper for photosynthesis
they also use copper in the lignin of their cell walls
google:
"Yes, certain biological processes, primarily involving bacteria, can concentrate copper through a process called "bioleaching," where microorganisms like Acidithiobacillus ferrooxidans break down copper-containing minerals, releasing soluble copper into a solution, effectively concentrating it from the ore; this method is often used in mining to extract copper from low-grade ores."
so you could use that bacteria to extract iron sulfide and copper simultaneously
iron sulfide is a key resource for those chemosynthetic bacteria
Where do they get these elements from in such quantity that processing these plants yields a useable amount of iron and copper? And why can't the engineer just mine that place?
idk, ask the people that use these bacteria for mining
I mean, we're already stretching things when the engineer apparently can't even make carbon fiber without hijacking an alien life form's digestive tract. That could be caulked up to the engineer not knowing everything, like the complex processes needed to make carbon fiber (which is why chemical processing is so inefficient). But this is a huge leap.
You're adding one extra step to a pretty long chain, this won't make metal processing that much different, just solve ore scarcity issue
If that's the only issue then I'd rather just tweak ore patch gen
bioleaching metals is low-cost but slower, and more ecofriendly than hydrometallurgy. Used in processing mineral ores, recovering metals from industrial waste, sewage sludge, and contaminated soil. also from google
Copper, uranium, gold, silver, cobalt, zinc, and nickel
it’s quite different if u don’t need to mine ore at all, I would say having larger ore patch doesn’t solve anything because u r restricted by where ores are and need to manage multiple ore resources mining patches (more raw resource types) at the same time
whereas if u use fruits to craft ore, u only need to deal with fruit farming, no ore extranction at all
this simplifies gleba from 3 ore resources plus two fruits resources to just two fruit resources
can someone catch me up to speed? what's the discussion here? what are the sides?
We're trying to fix gleba without really knowing what its problems are
imo smelting the ore is not the boring part, but mining three different ore from three different ore patches is the boring part
it’s something u already done on Nauvis
and especially if its iron and copper
My problem with gleba's smelting is that the entire ore to blue circuits/lds production chain is almost identical to nauvis, letting you extract ore from fruit doesn't quite fix it
I would say more but wube does have ninjas. That wasn't a joke.
u also need to keep track of how fast u can get iron and copper based on the ore patches u got, but if u get ore from fruits u just need to scal the two fruits for everything
it’s always easier to scale when there are less raw resource types
Also, if you move ores to fruits that makes gleba's pollution mechanic even more similar to nauvis
u probably don’t pollute when making ores, only at farming areas where u get pollution
getting ore could be a fruit processing step, and from what we know, only growing fruits produce pollution
What's got you guys talking about 'making ores' ?
My understanding is that [Pepperbox believes that one of the major issues with starting on Gleba is having to use miners to get your ores, which means having to track down several ore patches of various kinds](#1240418991386787920 message). And thus, the best way to fix this is to... I don't know, turn Gleba into a boring version of Vulcanus, where ores come from plants and don't run out for some reason.
was it about moving ores from gleba to strict bioleaching or was it more of an alternative option?
isnt coal one of the ores you have to get on gleba from fruit processing?
I don't think gleba needs coal, you can already get both fuels and plastic from fruits directly
you need coal for explosives
All coal/oil derivative products should have alternates that use Gleba fruits and the biochamber
Who's to say you can't make explosives with baked jellynut and bioflux?
Would be weird to leave coal to just explosives when other uses of coal were replaced by fruit processing
we'll have to see, but we'll definitely need explosives for those rocket turrets
This also isn't counting that you can make coal
Just going off of the music FFF space platform video that showed us rocket turrets to begin with, you make coal from sulfur and carbon (and water).
if there's one thing Gleba has never been, and probably never will be, it's boring
4 

left. What are likely topics to be in any of them?
some new toy from planet unlocks, Gleba rework, official full trailer
my ear
low chance we get Aquilo fff
probably a mention in one of the fff's
imagine tomorrow we get a technical fff about demolishers 
I mean there were mention there would be new effects for the ground explosion attack
could be another demolisher fff
or part of fff
tank turret FFF?
well, there are ... why is a "bergepanzer" called wrecker?
something I hoped for a while
anyway, Bergepanzer exist IRL, they could have an excavator arm (usually they have a dozer blade)
Could be, we also seen a blue cannon shell item. I hope maybe we get a cannon turret, so cannon shells have more uses after tanks are outgunned by biters.
we could use a new tank though.. one that can run over the evo = 1, bitter nests
Armored Recovery Vehicle
kinda lame 
add tank hit damage to physical damage tech bonus 
u r not supposed to use tank when evo = 1 tho, probably
at that time u have spidertrons and artillery
Tank is severly lacking mobility compared to Spidertron.
Raw DPS isn't that bad.
steering vs. just going in the direction you want
aiming vs. homing
yes..... always... totally...
imagine we can drive an artificial demolisher and demolish the enemy bases
There's QoL to be had
Oh someone will make a mod for this, don't worry
next fff: "so because we devs all played shapez 2 last weekend we're adding a second and third floor"
yeah definitely bc they asked the people from the lan party to not talk about aquilo even after the embargo lifts
oh yeah I'm super curious about that one
but after the game release?
ear?
Aquilo
So NDA folks are not allowed to talk about Aquilo end game stuff between the embargo lift and the SA release?
They have been requested not to
this have been discussed in some channel, but don't remember which one
What FFF was that from again? 
Ah, 402 apparently, it just got mentioned in the main channel lol
after SA release, I think they will do some FFF's on how Aquilo was developed ofc
to not talk about what?
Rule 1 of Aquilio
What's a Bwuhuo?
-# oh, wrong planet 
I'm hype about that; QoL is always welcome
I plan to replace train and spidertron sprites with Demolishers and Strafers
And demolishers with biter followed by tanks
Strafer needs a tiny saddle with the engineer strapped to it
,,The expansion contains 4 additional planets. Each of which has its own unique theme, resource, challenges and gameplay mechanics. Most of them also have different military targets." from the dlc announcement fff
for me that implies that most planets is 3 considering there are only 4 of them
and aquilo was said to not have any enemies
Aquilo enemies got scrapped at some point.
And the wording changed a bit #space-age message
seems most likely that fulgora will have some type of military target
i see
well its a pretty old fff
things could have changed
i still hope there is something on fulgora
My bet is that when they announced this they haven’t removed the enemy on Aquilo, so ‘most of them’ means Vulcanus, Gleba and Aquilo
and they said the flying enemies was entirely removed from the game, so its not redirected to Fulgora
those flying enemies were removed, it doesnt mean they might not already have flying enemies planned for fulgora
or some form of motion that utilizes the vast oilsands
(i.e. skip hopping like skipping stones)
Well, we've seen enemies on two different planets thus far, and they've always used the color red to represent them. But the blocks on small Fulgora islands are white.
They aren't for show; they do represent something. But it'd be really strange that they'd use a different color for Fulgora's enemies than those of any other planet.
maybe they are white when inactive but awaken and change color when activated (to red)
I'm still pretty sure white is the default force colour. They could be enemies without a colour set, like how the fusion stuff just had a random colour assigned and no one changed it yet.
i dont think they are going to show the fulgora enemy directly after the vulcanus enemy
Maybe, maybe not
the demolisher is just the engine. You actually need a LOOOOOOOONG train station to park your demolisher train chariot at.
So yeah,
on platforms for
would be very nice now, because of the /10
Also, because steam is so much bigger than water now, metering by steam tanks can be a problem. So having the ability to just look at the heat directly makes a lot of sense.
Exactly
Personally I'm going to use a single
with a single water tank, and store heat in heatpipes.
if you're using a single reactor, you can stick the heat exchangers directly onto it. since heat is only consumed when power is consumed, you can just set up a circuit with T <= 501 degrees AND no fuel cell in the reactor
virtually no losses
No. I want heatpipes to buffer the heat.
If I use just like 1 or 2 heat exchangers, they can't fully utilize a full fuel cell
that's fair
With just 6 heat pipes and the reactor itself, it can buffer a cell
3 Facts remain.
What might they be?
- Fulgora sentry enemies
- Playtesting stuff (possibly including Gleba changes), since this is the last FFF before the NDA expires.
- Aquilo introduction.
Klonan teased that the last one might be a release trailer
- Doubt it
- I do hope we get a Gleba follow-up if our current impression of the planet is outdated.
- They might talk about Aquilo with more than an introduction;
The heated coolant needs to be cooled back to its cold state. There's a special machine for that, but we'll save that for another FFF.
my wishlist:
Pepperbox' Arm
4th tier turret
Aquilo Lore
Release Trailer
-# yes, that's 4
"another FFF" can also mean after release :)
Rather pointless
I love reading FFFs. I wouldn't mind if they never stop.
not really? the argument was about the topics of the FFFs until release but you can not infer that one of them will be about the undisclosed coolant cooling machine since they might not reveal it until after release
Release is revealing everything.
yeah and? does not mean they could push back talking about the last planet's lore, design considerations, etc until after the release
yeah, release is revealing the content, not the process of making it.
release wont reveal some of the technical type fffs
"here's another bug that would have affected maybe two people, ever, that we fixed preemptively 😊"
they take the automatic error log uploads seriously lol
https://old.reddit.com/r/factorio/comments/88wajf/alright_which_one_of_you_is_cheatengineing/
After they release the game won't they still continue the FFFs and just sweep up the leftovers?
my fff list:
-my ear
-Gleba rework
-trailer
its also possible that my ear will keep as a secret like spidertrons in 1.0
my ear?
updated fff list:
-Gleba rework
-Aquilo
-Full trailer
even if they re-work gleba i expect number tweaks and not much else.
Their PFP's ear on the right is an arm taken from an fff
Specifically this video
http://youtube.com/post/UgkxDCPUwBu2iU9LYILK82GzyZpUa9SK7QqU?si=B0JvUp23xMMWDBpj
just number tweaks probably won’t give a 10x improvement
still 10 times better lmao
gotta start somewhere
10*0 is probably just for the meme
Yeah, I can't really trust that to actually mean anything.
we know at least theres a thing called new Gleba
so its not just number tweaks
imo its ok if one planet is last, if you make a list there will always be a worst planet. with some tweaks hopefully they can narrow the range.
I mean, one way to read the whole "10 * 0 = still 0" is "I don't like spoilage and never will". Or, it can be read as "if it doesn't have a 50% prod building I can send to Nauvis for some purpose, I don't care what else they do there, it still sucks."
have we got opinions on Gleba rework from other NDA folks?
I'm not expecting gleba rework fff until devs are happy with its state and I doubt this state will be achieved before release
Here's one: Gleba is in a much better place now, though while it has good rewards they will always be somewhat delayed as they aren't part of the path to the science pack, but locked behind it instead.
I believe Skaudus said that Gleba was good before, and it's better now. So everyone seems to agree that the changes are improvements.
only 23 (ish) days to find out
One week less, because embargo lifting
Speculation: One FFF will be about 2.0, breaking changes to the base game.
back to the Gleba fruit making ore theory, I have a possible thematic explanation for why we can grow iron/copper rich fruits but cannot just dig the ground to get the elements.
Iron and copper on Gleba are very deep down in the soil and is absorbed and transferred by the fungus network that can reach deep in the groud than miners. The fruit take the elements from the fungus network and the fungus network keep sucking the elemnts up to supply the fruit.
if ore inside fruits sounds too funky, maybe we use the nutrient to grow some microorganisms that can leach out iron/copper from the fungus network
this may also explain why those recipes are (probably) exclusive to Gleba because they rely on the local fungus network to transfer the metal elements
TLDR: theres iron and copper elements in the Gleba fungus network and u use bio tech to suck them up
there’s no iron and copper ore patch because those elements are evenly distributed across the entire planet by the fungus network
Nooo it actually happened 😭😭😭
My mind tried to construct "new Gleba" while I was sleeping 😭
The fix all along was to:
Remove the biochamber's module slots
And instead add different types (not qualities) of nutrients that make it work faster
The fake dream people really liked it, so clearly it must be effective
Also the most ridiculous thing ever:
You know how we still haven't seen the bio lube recipe?
Well my dream accounted for that as well
Turns out, you can turn agri science into lube 😭
Turns out, you can turn agri science into lube
fluids don't spoil. could filter out almost spoiled agri science. that would be a good thing
today I dreamt* that I was on Vulcanus, setting up the first base
not playing SA, I was the engineer. but it wasn't actually Factorio, just a .. uh, similar experience
-# *that's already weird enough. I rarely dream anything
How many of these are there?
3 FFFs until release
No no, breaking changes
My friends make fun of me for liking factorio too much, but at least I'm not dreaming about its updates 
I think the fluid extants is the only one. And only if your pipe networks are bigger than 8x8 chunks.
Dminishing beacons will not break things.
minor recipe changes
Recipe changes, rail turning radius, disable is limit = 0, no circuitless fluid priority, || || changes
250x250. Not related to chunks.
The less people talk about chunks the better.
oh, recipe changes. that'll break stuff
new rails won't break anything existing though
disable is limit = 0 might break something
what's circuitless fluid priority?
In 1.1 you can have a pipe and a pump jutting out of it. The fluid it will go to the pump before going to the rest of the pipe.
In case you really don't want to use circuits for e.g. cracking.
Yes, and you could use 2-3 pumps to ensure not a drip flows through
I can see how that could break things, but generally should be safe
Yes, that's a contrived case.
Beacons cause things to work differently too
Breaking ratios if you have a very fine tuned system
But those are all XKCD 1172 cases
yes, but it should mostly work, even if it might be limping along
Not if you use the exact fine ratios for sushi
beacons and sushi don't belong in the same setup
The || || changes may be an issue though
you forgot to type the letters 
Oops, no
for you
I'm not entirely sold on the "breaking changes FFF" idea. Not only because I don't like it (takes up valuable real estate), but those things have been covered already.
It makes sense to aggregate it all in one place, but repeating it in an FFF would be .. repeating stuff.
better put those in the faq channel
That would be so bad, it doesn’t mean anything since everyone should just start a new run
People who just play the base game will have it broken for them, unless they lock the version to 1.1
People should start a new run, but that doesn't mean everybody will.
And you might want to load an old save occasionally without downgrading your game version.
Straight up the reasoning Riftbreaker gives for their plant farming unique resource building so not exactly out of nowhere
But!! This changes everything!!!1
Not everything, just that thing
do you have a write-up of everything you want to let go off your chest post NDA?
wube already made this its called factoriopedia
Nope, this one will definitely be brought up in an FFF
will the || || change be brought up in an FFF before release?
Do the NDA folks know what FFF topics are upcoming?
tbh no
sometimes it's even new information, not 'new' as in couldn't know, but 'new' as in didn't know
'huh, neat' is a common reaction
still waiting for a Gleba update fff
I keep seeing all these blank text spoilers
Aaaa
If we get one, it won't come until the Gleba balancing is done. That might not be until close to the release, in which case the place will be snatched by the release trailer FFF.
No more FFFs needed for learning about new features 1 week out anyway
Only two weeks until I can absorb the tech tree...
Directly into my brain through my eyeballs
once you see it you can't unsee it
Prediction for the last 3 FFFs:
- Fulgora Sentry enemies
- LAN Party Results and Rebalancing
- Trailer
Note that "Trailer" is kind of confirmed, so not much of a prediction.
we already have sentry enemies, do you think there will be an original spin on it, that would significantly set them apart from worms in a technical sense?
i'm trying to think what niche the fulgora enemies might fit into. gleba's pentapods are not that different from flying enemies, with their ability to ignore walls and the like. vulcanus has the relatively-immobile worms which are effectively just one-time DPS checks
indeed
If you're referring to the Demolisher as "sentry enemies", they are mobile. The sentries/fortresses/etc on Fulgora would be immobile. That means that you can't lure them into a minefield or the like. And they would be more about just killing you at long ranges.

you unlock tesla turrets on fulgora, presumably they'd actually have some use on that planet. so fulgora enemies come in numbers
Honestly I do like idea of fulgoran enemies being ancient rouge bots that try to steal resources from unguarded logistics chests
with them attacking in hordes at a time
how about this: i like the idea of everything on fulgora being a little backwards. you recycle scrap for resources going backwards through crafting trees, and the enemies are rogue bots who build the wrong stuff. like they take your buildings and items but don't destroy them, they move them or place them around randomly
That's just a turret. I'm talking about something bigger than that, something that out-ranges basically anything you have.
I could see that working, but tbh would it be much of a inconvience to have items in the logisitcs network displaced?
since bots can automatically just grab stuff from anywhere in the network
I feel like them actively stealing things incentivizes us guarding against them
yeah, that's what a sentry is, you could make what you're describing in the current engine by just bumping up the range, what I'm asking is what could set it apart technically
It's a fortress. You'd have to breach walls to get in close, avoid weapons fire, maybe deal with local enemies it throws at you, but they aren't a threat that you can draw outside of its range. And it would likely have different parts so that you can attack it in sortees rather than all in one go.
Oh, and since you don't have coal on Fulgora, you have to do all of this without rockets or tank shells (unless you brought some with you). And it'd likely have nuke defense.
b) is already covered:
(combat) balancing in FFF-427
LAN-party results in FFF-428
I don't see them going over that again. Gleba stuff I don't see them doing: "We changed this thing you didn't even know exists"
The combat balancing was done before the LAN party
It would be interesting to know if they changed anything that's already been mentioned as a result of the LAN party
I'll assume not if they don't mention it
I'll assume yes because FFFs aren't exhaustive lists.
Honestly I have no predictions for today
Kinda want to confirm if Fulgora has enemies or not. Otherwise I just want to know what other juicy QoL improvements we're getting
I'm sure they haven't run out yet
Considering fulgora is trupin's favorite planet, I wonder if that implies that it has fun enemies or if the enemies are not there
I remember at one point I think with the turret we mightve seen biters used to test the gun, but that doesnt mean that biters are there lol
there might be territorial enemies at the lightning rods found on the planet
what about territorial lightning rods?
sounds scary
feels like a way too hostile planet for natural life though.. wonder if the ruins will be explained in-game... maybe on the last planet?
actually is it even confirmed that enemies on fulgora are a thing?
havent seen any evidence of it pretty much at all
no enemies are confirmed on
which is why there's some speculations about an FFF about this
Some weird white squares on small islands visible on the minimap and some "special significance" assigned to them
true enough
oh?
which FFF are they in?
just want to check it out rlq
And aquilo is already confirmed to be a planet without enemies, would be weird to have two
Trash to treasure iirc
true enough
thanks! will give it a quick look
not sure I agree here, could become quite tedious having to micro-manage all the enemies and defenses on multiple planets when you just wanna continue progression on some new planet
oh yeah your right, I guess I never thought twice about them previously?
I mean thats also true
I honestly have no clue
aren't these just territorial lightning rods though?
They're definitely not only on the small islands
theyre kinda big to just be the lightning rods
and theyre too clustered to be some type of city
I notice tons of tinier dots around at least one of them
well no clue tbh, it doesnt seem to be lightning rods? or even their area?
There were white areas on other planets?
indeed
theyre too "lumpy" and irregular for lack of a better word
This is a nuclear reactor
Damn pixelation lol
You can find the island shapes
The whites are also different shade from that from what I can tell?
are these white spots even naturally occuring or did someone try to censor something from the pictures?
they seem too uneven
The white spots are scrap ore
I dont think its censoring,
Because I see tons of tiny little dots nearby
hmm
those are resources yes, but the others lack the chess-board pattern
Scrap ore is that pattern
Which is different from what we are seeing
The white im seeing reminds me of how biter nests look on the map
With the biters being tiny red dots
And nests being larger rectangles
all enemies are red so far in the game, even on other planets
Unless you have a mod that adds in other forces, I'm fairly sure the default force colour on the map is white
You can see this if you have rampant installed and factions enabled iirc
soo... a neutral faction/enemy then?
Does make me wonder if its related to the night time thing too
Could be some sort of force thats neutral during the day
But becomes hostile during the lightning storm,
When defenses like the tesla towers are powered the most
Just an uncoloured one I suppose
I don't think tesla turrets are necessarily good against fulgora enemies, could just be inspired by those enemies
I wouldn't put it past them, the fusion reactor has a weird map colour for no real reason
Eh?
I feel like itd make little sense to make such a weapon and then not make it useful
Plus think about it:
We have enemies that are passive except for food
Enemies that are hostile always
Enemies that are territorial
What about enemies that only attack during certain periods, but are otherwise neutral?
I could see it being easy to take them out during the day, and then at night you have to hide away
Not saying it will be useless, just not the best way to deal with local enemies
Also tbh with how small rocket turret's range is I doubt it will be great against pentapods
Didnt they specifically say that rocket turrets would be useful against pentapods?
needing to go fetch a better turret on one planet before going to the next kind of makes sense though?
Don't think so, but apparently personal rocket launcher is
Rocket turrets have a 50% larger range than laser turrets...
Yes:
Ideally you want weapons with long range and/or a high alpha strike, like the rocket turret (which is unlocked on Gleba) or the tesla turret (from Fulgora).
Legendary rocket turret vs base laser?
Or am I reading it wrong and the minimum range means it can't target anything too close
No, it has a minimum range of 15 (can't attack enemies closer than that) and a maximum range of 36
Ok that makes more sense
Minimum is cant target too close
It goes up to 54 max range at 
And the pentapod FFF does say this
Which pretty much means that the weapon will be good against the local wildlife
So i assume theyd do similar for fulgora
If fulgora has stationary only enemies I'm not sure how useful tesla will be against that
I don't expect particularly that there will or won't be enemies on fulgora. I just think that if there were they'd be really cool given the track record of Demolishers and Pentapods
Thats why im assuming enemies will be more likely to be mobile
During the night
When power from lightning is hitting
Yeah I'd prefer a mix of both
Yeah
Im assuming during the day they might be neutral or defensive
But at night suddenly your swarmed
Also, fulgora has lots of oil right?
Iirc
I might be misremembering
yeah oily sand specifically
You can pump heavy oil out of the sand
I thought maybe there could be only stationary enemies when you arrive on fulgora but once you destroy one of those defense outposts the active enemies start attacking your buildings in that area so you have a choice of only getting scrap from medium islands
But I'm not sure how fun "ignore small islands" choice is
Part of my theory is that flamethrower turrets will be especially viable on fulgora as an early game weapon
Considering the amount of oil.
Or it might be a horrible idea that might light the entire oily sands on fire lmao
Tbh my faith in stationary defensive enemies on Fulgora has diminished since demolishes were announced
They kinda already fit that niche and are way cooler
*if* the white things were lightning rods that means that we only have access to the smaller islands until we've unlocked the research for our own
Enemies on Fulgora would still be cool, but not necessary to have to make the game interesting
You unlock mk1 lightning rods through trigger tech iirc
and trigger tech is unlocked by having the right stuff or what is the trigger? 🤔
Eh, it's implied the early ones are trigger techs:
Soon after arriving on Fulgora you'll figure out how to make your own lightning rods.
Once you're producing the planet's science pack you can unlock lightning collectors. An upgrade from the simple lightning rod
I feel like rogue robots at night sounds fitting
Especially considering that we have no known reason for civilization to fall
Not to mention how common Rogue AI takeovers are in fiction
Small islands are supposed to be just mining outposts, you build on medium and big islands, would make no sense to only generate lightning rods on islands you don't really build on
The trigger would most likely be mining a natural spawned alien lightning rod
I really hope I learn whats up in the next FFF
true enough, but the dots are rather big for being just a "lightning rod" from what I can tell
looking at the fulgora FFF againt I dont think the dots are lightning rods
indeed
I'm still hoping for a FFF that makes me interested in Gleba 😅
The challenge of spoilage sounds fun, but it's not exactly an incentive to go there first
The other two planets just sound way more exciting and beneficial as initial targets
I've definitely lost the opinion that Gleba somehow needs to be the most beneficial to go to first
I think it's perfectly fine if it's an interesting challenge on it's own that could be tackled whenever someone feels the want to, or desires the specific things locked behind bio scoence
They all seem interesting on their own, I just don't think anything will compete with the immediate power the foundry and EMP offer
If it's available to be visited first it's not unreasonable to expect rewards to be on par with other planets
You're free to look at what each one offers you in the tech tree and make a judgement for yourself imo
The rocket turret and spidertron are pretty cool, I could absolutely see someone going there just for them
Even if they're not "optimal" for factory expansion
I agree with this sentiment, it's not all about min-maxing all the time for everyone
having a planet thats harder to go to first makes it an interesting challenge to go to the planet first on purpose
@tardy quarry was spot on, as usual

prod for science pack makes perfect sense now if we think about it
science packs are the only intermediate other than metal, electronics and oil products that can get prod
It's not prod for science packs, but rather consumption reduction reduction
some kind of equivalent, like BMD from Vulcanus

it multiplies with any prod bonus
even better than prod, since it multiplies with actual productivity
beat me to it lol

only one non-trailer fff left
what will it be
we still have not gotten fulgora 3 have we?
HOW TO BEAT FINAL BOSS dropping on the 14th
THE SECRETS WUBE DOESN'T WANT US TO TELL YOU
TOP 10 REASON WHY || || IS THE BEST PLANET
What is even pepperbox's guess this time?
iron spoiling from plants IIRC
wdmy spoiling from plants?
oh
for some reason the word 'iron' just dissapeared from my eyes
Pepperbox has had that idea longer than wube have
@tardy quarry also had the prediction/suggestion for BMD-style lab, specifically for Gleba.
We really need to get the guy a beta key. I wish it was an option. Save some speculation for everyone else.
oh I remembered talking about iron bacteria
Gleba is so gross. Can I just skip it? 
I love it
Sure, I'll go to the next back alley and get some.
"Double your spm with this one simple trick!"
Well, I got what I wanted from this FFF 🙂
Not as immediately exciting, but still a huge bonus for the factory as a whole!
Also, since it can only be placed on Nauvis, that gives players an incentive to bring the science packs back - instead of doing all the science on Gleba
(Assuming of course we didn't already have to bring everything back... Don't remember if that was ever confirmed...)
I'm happy that they confirmed prod3 on Gleba
I'm extra happy that there's a sick new lab there as well
This new biolab implies that biter spawners have brains big enough to research science 
Another prediction: speed 3s are on Vulcanus and Efficiency 3s are on [redacted] and actually do use fusion cells in their recipe, as odd as that is
But they need to buff or change how efficiency works as well

I’m okay with eff3 on any one of the first three planet
so one of them have two modules
I'd keep eff3 on nauvis so you have plenty of time to use it on platforms before you unlock better ways to generate power
Yeah but they did say that no T3 modules are unlocked on Nauvis
Space science would be on Nauvis
Space science is also where T2 modules are unlocked in Space Age as well iirc
I think the dream that eff on Nauvis is broken
so T3 modules all have special ingredients apart from the circuits
quality module3 is superconductor
prod3 is biter egg
I’m guessing speed3 is tungsten carbide
eff3 Idk
Also to point out: It's very unlikely that biter eggs are recyclable, right?
Kinda like fish I imagine
If you had to guess for eff3, what would you guess?
Or at the very least a non-assembler recipe
obv. you can guess an item that doesn't 'exist' yet to you.
explains why u see dead biters on the space platform in music fff
Id say eff3 on Gleba
Gleba deserves two T3 modules
ingredient, not planet :P
At this point in time I have no likely guess for eff modules.
Either they buff them a lot and they're actually on [redacted] or they're the same and they're a double up somewhere
wiggler eggs? bioflux? I mean if eff3 is really so weak
can be a candidate 
but I think eff3 will have their use on space platforms
Some power related ingredient would make sense imo
Hmmm, how so? Apart from it being extremely weird if eff modules remain in their current state
yes just saying that its was not what I would expect
@tardy quarry what stocks should I invest in?
Quality makes the most sense on fulgora though
And eff would make sense if producing power is one of aquilo's challenges
wdym stocks
Just joking
thing is that devs mentioned all vanilla unlocks will be relatively early in SA so there can’t be T3 modules on Aquilo
New prediction, the endgame challenge is not Aquilo at all, it's related to another route/location beyond Aquilo that you need an uber space platform to go to and perform some action. Escaping, research, idk but that's my theory.
I do think the end game will be in space
Aquilo is furthest location in the solar system
we probably do some interstellar activity to end the game
maybe on Aquilo orbit
or a special space location
I reckon a special space location
L3 of Nauvis?
Sun doesn't have Lagrange points
Did no one notice 4 hand size blue inserter or is it something that's been known for a while
is bioflux something real or is it fictional?

Yeah, the orange blob is definitely bioflux (we also see it used with nests on Nauvis). The question is: how do you make it?
I am also curious about the recipe
See, because ore bacteria make more ore bacteria, it is possible to have a renewable source of quality ores if you can get quality ore bacteria. But since it requires bioflux, you need equal quality bioflux too. How you get that depends on its recipe.
Jelly, mash, and...?
If we go by the colors, yumako mash and baked jellynuts seem to be a possibility.
Bioflux is a combination of processed Yumako and Jellynut
Might also include nutrients, we don't see any new intermediates here
That doesn't say much though. Which processes?
Just a regular craft in biochamber I assume
Right, but what intermediates are used? Yumako and jellynuts are the name of the fruit, not the intermediates they generate.
It has the sharp edges of a jelly cube, I think that's intentional
Are we assuming there are several intermediates they can be processed into?
Are green circuits made from gears now? Because if you look at the Nauvis picture, that's what it suggests.
yes they're made from gears
We know that at least jellynut can be either baked or cubified
The image isn't super clear
Didn't we see a bioflux recipe at some point? I thought this new red jelly was a new icon
It seems pretty clear to me that the diagrams are descriptive of the general tiers of stuff. If fruits are tier 0 intermediates (like ores), then mashes are tier 1, and bioflux is a tier 2 intermediate.
We only saw it once, on a small section of a sushi belt. It was a gif showcasing the spoilage bar
In the lower resolution, it looked like just some orange blob
Bioflux could be made from the cube and yumako mash, but it'd be a bit weird that bioflux would come from the same ingredients as plastic.
I suggested baked jellynuts and yumako mash because those two don't have any recipes we've seen so far.
On a different subject, are prod module 3s considered Gleba's module 3 or Nauvis's? Because the resource needed for them is very much only made on Nauvis, but making it requires a (spoilable) Gleba resource.
I bring this up because we previously saw an image where a user queued up a bunch of research in a short time:
- Eff3
- captivity
- fish breeding
- toolbelt equipment
Now that we know what "captivity" is, the middle two clearly seem to be Gleba techs. So it would make sense if the rest are too.
So it would seem that Eff3s may well be Gleba's module 3, but also it gets an extra module 3 shared with Nauvis.
Which by process of elimination puts speed 3s on Vulcanus.
Definitely Glebas for prod3
Wait, I see what you mean now
So Eff3 and Prod3 are both unlocked on Gleba, but Prod3 is "technically" a nauvis module?
Yeah I'd still consider Prod3 a Gleba module
if we follow the symmetry here, bioflux is just two mashes add together
wheres jelly yum??
"Where is plastic"
clearly AG science is not just bioflux
also isn’t AG science jelly yum plus nutrients?
Just like green circuits are gears and wires, right?
Yes, and we know how Jelly-yums are made. And it doesn't involve bioflux at all.
yes
There have been recipe tweaks, but bioflux existed well before these changes. If they wanted to make it a science ingredient, they could have done it earlier
The pictures are descriptive of the tiers of intermediates, not of their recipes.

Of course, the science recipe still could have gotten changed, but I don't believe this image is telling us that
iron/copper have gotten a lot of neat processes, but have we heard anything about stone or coal?
I feel like they could become an important bottleneck, specially on the endgame
stone for
is going to be tough compared to everything else
No, but they've always functioned as secondary resources. Coal could be a bottleneck once the Foundry/EMP/quality prod modules reduce the ore cost of red circuits and above so far that coal/oil for plastic becomes your main bottleneck.
Of course, you could practice the dark art of turning spoilage+oil into coal...
Gleba already has a coal recipe, using sulfur and carbon. Of course, carbon does come from spoilage (as does sulfur)...
I love how pepperbox's prediction about ore from gleba fruit was actually right
I wonder how they will re-tune spore pollution. Since all your ores come from fruits, you need bigger farms, and thus create more pollution.
And also, how are they re-tuning eggs? You didn't need all that many Biochambers to start science production, so egg automation probably wasn't a trigger tech. Did they have to move it down the tech tree, since you need way more Biochambers earlier?
I do find it interesting that ore production from fruit also makes fuel, just in case you're using burner furnaces.
which part do u mean

oh
ore from fruit
yeah I’m happy its true 
no more ore mining!
yes, they've done well with making the ore system feel more organic
reducing the number of raw resource type especially existing ones always feels like a good solution
when I was playing SE I was annoyed by having to find and connect 5 different ores together into a train network before I can make anything
Old Gleba feels similar, apart from finding biomes for two fruits, I also need to find iron, copper ore patches and stone
now I just need two fruits and stone is not that bad to find as the only ore type on Gleba
Don't forget the dozens of egg nests you need to be able to make ores in any real quantity.
That's the equivalent of 9 miners. Less, since they can only use 2 modules instead of 3.
bacteria and ore for you to quickly obtain at the start.
u don’t need a lot of metal products on Gleba
remember a tiny patch lasted 200h
And now you produce spore pollution directly at the beginning, sounds more dangerously
Sure, if your playstyle is to make Gleba functionally dependent on any piece of infrastructure that cannot be made elsewhere. However, if you want planets to be at least somewhat self-sufficient...
The answer is likely no but I wonder if mining prod affects bacteria breeding process
Either it affects harvesting directly or Gleba has an infinite productivity research specifically for harvesting.
I mean its not like making rocket will be expensive
because recipe prod
and u get prod3 modules here for silo and assemblers
There's also biter eggs that will somehow improve argiculture but that's probably a late tech
The other planets have shorten the production chain quite a lot, gleba looks different, there are not much easier
u don’t have to start from scratch without any external help. You can do that but I don’t think that’s the intended experience, its more to avoid softlock imo
And on the other hand, you can transform gleba quite well if i understand right you can just plant your fruits wherever you want with the soil-landfill
They also mentioned tuning down enemies in this fff, likely because of that
I'm not even talking about starting from scratch. I'm talking about getting a good base going.
Are they? I don't remember it being stated anywhere
u can automate egg production
Eventually. Not immediately.
from steam page image
no confirmation on that
So, of course, just automate everything. With a bit of technology you can turn a limited egg supply into a fully automated but somewhat risky production cycle.
u can probably unlock egg production as soon as u made the first biochamber
trigger tech is also technology
That suggests research, not a trigger tech.
Bit sad that the biolab only work on nauvis, i liked the idea of the freedom to just research everywhere
we can’t rely on old fff anymore
Was it really a freedom though? Everyone would just pick gleba
Under the old system, you could just bring along some miners, speed modules, speed beacons, and a nuclear reactor, and you'd immediately have a functional resource base. Bring enough belts, and you can tap a large enough number of patches to get a red belt or two of ores.
Now, you can't.
If you pick gleba you have at least move it from nauvis to gleba
time u spend on finding ore patches and connecting them all together is less interesting than the time u spend on expanding biochamber production imho
and the new system allows u to produce ores anywhere
It's also time you don't have to spend engaging in combat.
who said u have to keep combating to get more eggs
if they decided that making more biochamber will be important early on they can move egg production earlier
You have to engage in combat to get at least some eggs. Under the old system, you don't have to fight at all to start making iron and copper goods.
even put egg in AG science
egg production is so fun I can’t imagine their only use is just for biochamber
Oh, and since producing iron/copper is a requirement of making weapons and ammo, ammo production itself now makes pollution. Unlike before where you could set up proper defensive cordons without caring about Pentapods.
oh I’m sure the tiles absorb enough pollution for u to not need to worry that
its just a matter of tweaking pollution numbers
and maybe enemy related numbers
numbers are the easiest things to change for balance
making the enemies less crazy
so it seems like they did some pollution/combat balance for new Gleba
tweaking many if not all recipes
I hope science recipe is changed
jelly yum plus nutrient 
Why not? It allows you to make the science pack from just one fruit.
it doesn’t makes sense that a planet science doesn’t include all raw resources
Remember: Gleba has a lot of recipes, and now it has even more. Throwing that many recipes at the player, even as trigger techs, is going to be super-confusing. So you need to gate many of them behind the science pack. So the science pack can't be that complex to make.
things changed, more recipes added means there can be recipes being removed
progression on Gleba has changed completely so it makes sense that all the crafting tree changes
this
Alfonse what do u think bioflux is made of
Probably mashed Yumako and baked jellynuts.
They're the only direct fruit intermediates we haven't seen combined.
I bet the biter eggs go great with the fish 😋
It was described in old fff as ‘a mysterious material’
I wouldn't eat the jelly nut raw tho
just combining two fruits for bioflux doesn’t sounds very ‘mysterious’ tbh
unless they changed the role of bioflux
I think the mysterious part was what it's used for
now u need them for basic materials so they become simpler
its used to get u more iron and copper and it’s probably quite easy to make
Especially given that the "mystery" is that you mostly use it on Nauvis to hijack biter nests and turn them into prod module 3s.
Would make sense to also make egg incubation an earlier tech then
I agree with Alfonse that its probably made from two fruits mash… 
but I don’t think the old version is the same
but only devs knows
or the NDA folks
You don't need them for basic materials; you get that from the spoilage recipe. You only need them for faster basic materials. That sounds like a research, not a trigger tech.
anyone likes to answer this 
Just like nutrients from yumako mash vs nutrients from jelly-yums.

I don't think farming bacterias from fruit is supposed to be treated as the main source of ores, just for kickstarting
... where else are you going to get the fuel to furnace those ores?
I like the idea of breeding metal bacteria and I think the direct conversion from fruit to bacteria is just to seed the process
yeah basically this
The sacrificial heavy oil of Gleba
Also, expecting players who just landed to start engaging in Kovarex processes that involve tier 2 intermediates is... not likely.
u already need to loop asteroid chunks
Again, this sounds very much like a lightning rod vs. collector situation.
and kovarex is needed for space science
One is a trigger tech, the other is a research.
u probably can get enough ore from rocks
without needing to research bacteria
I mean for the first few biochambers
personal bots are FAST
harvesting rocks using personal bots is crazy
I’m actually a bit happy that this has its niche in SA. It feels very useful to kickstart a planet
on Nauvis rocks basically become trash after burner phase and u use bots to just get rid of them
on a new planet it’s completely different
In SA, pretty much every time we see two recipes that do the same thing but with greater efficiency, it's a trigger tech vs. research thing. I don't know why this would be any different.
I’m not seeing this trend tbh
‘everytime’ I mean we’re not seeing as much to draw a trend like this
Lightning rods vs. collectors. Basic vs. advanced liquefaction.
do we know advanced liquefaction is a thing anymore
Nutrients from yumako mash vs. jellynut.
They said so.
I mean, they could have removed it since then, but I don't see why.
Youtube b roll shows acid plus calcite and coal gives heavy oil
That's basic liquefaction.
anyway
that’s just two examples
there’s nothing wrong to say ‘every time we see it’ but I wouldn’t say its a good support for a trend
Three examples, one from each planet.
Rods, liquefaction, and fresh nutrient making.
u r sure nutrient making is not a trigger tech
Mash->nutrients has to be. I presume jelly-yum->nutrients is a research.
u need jelly yum for AG science previously
u probably unlock nutrient from jelly yum by jelly yum tech
Yes, but you don't need to make nutrients from them. And 50 nutrients is a huge amount.
u need to as AG science takes a lot of nutrients
... does it?
No, you're right; it does take a lot.
Which is why it makes sense for an early research to give you a better way to make nutrients.
Then why have 2 nutrient recipes at all? Why not just have one?
unlocking jelly yum can help all your production before u make science
better trigger tech progression
It's not "progression" if they're trigger techs.
I wonder what the best form of gleba bio item will be for shipping to nauvis, like the one that balances the best resource density with spoilage longevity
can’t be more wrong
Remember: the whole point of trigger techs is to not deluge a player with a bunch of recipes.
trigger tech progression is as important as science pack research progression
do keep this in mind when discussing recipes
things have changed since the original gleba reveal
so take the original gleba fffs with grains of salt
Skaudus I forgot r u one of the NDA folks?
yes
well u obviously can’t answer me this but
(knowing your track record in predictions I can just say right off the bat you're right)

I was surprised that bioflux was in the item tree image instead of jelly yum
u have any clue?
yes
👀
I'll let you ruminate on it