#Speculations
1 messages · Page 10 of 1
where is my jelly yum? đ€Ż
im curious what pepper is scheming now
well I didnât like it anyway 
jelly yum -> nutrient and two of them into AG science feels like its less interesting than 
imagine a science made of
and 
just that
is a bit more complicated to make
I hope they change the progression so wiggler eggs are more involved
im picturing the same capture mechanic for those egg rafts
Egg rafts are made on unbuildable terrain. How would you be able to move eggs out of them?
so you cant even use the gleba landfills? what about long inserters?
We don't know, but it'd be very strange if you need landfill to harvest eggs. Especially when eggs are way more important now.
biochamber is already kinda a synthetic wiggler nest
It'd make sense if Wriggler egg production used bioflux and maybe nutrients. No catalyst needed.
maybe just nutrients and u make bioflux from eggs
So we will have a continuous flow of bioflux to nauvis, as like with calcite
And once started the bacteria process we would be able to cultivate iron and copper on nauvis
Sounds not efficient but possible đ
The thing is, bioflux makes something used for infrastructure. But once you start using it, you have to keep using it, or else the nest will revert to normal. So you have to not only constantly ship a spoilable material in, you have to do something with the eggs you don't need.
Yeah if u have to much captive nests u get big problems
Also when you refactor your nauvis smelting too foundries, no calcite shipping will really hurt you
Better make a huge buffer of calcite so you won't run out.
or just void the eggs by recycling or burning them (assuming they are burnable)
nah, make huge buffer of molten metals
or that. or both.
whatever floats your boat :)
Fair point
Do you think there is something to reduce spore pollution? Like eff modules on nauvis?
Kind of assuming Eff modules work on any "pollution" since they're kind of the same thing behind the scenes, guess we'll see though
whether the Agriculture Tower has module slots is the question I guess since I think that and biochambers are what generate "spores"?
They reduce pollution indirectly by reducing power draw. But that is 1.1. Gleba pollution might not be affected by power draw.
We also know whether the Ag Tower has module slots. (but I can't remember)
claiming more lands helps pollution absorption
I thought they had a small pollution reduction too but checking base game I guess that's an SE-only thing
only the prod mod has a direct pollution modifier
during the boiler phase, efficiency modules effect is twofold though:
a) reduced power consumption reduces pollution from crafting machine
b) reduced power consumption reduces pollution from boilers
Found it, SE's Eff modules actually do modify pollution:
obviously doesn't apply here but I know I had that in mind from somewhere
I mean, it could be a thing in 2.0. Other modules would have to affect pollution too though.
Oddly enough... prod modules.
Spore pollution is generated based on the resources harvested. If you harvest fewer resources, you generate less spores.
so which planets flip which systems on their heads and how? haha
I feel like it probably also has to do with crafting of certain yummy resources too
Otherwise you could merely just build a mining spot,
And then ship all the resources to the other side of your factory, and produce everything there.
... that's precisely the thing they want you to do. The map shows that the spore clouds come from the farms, not the farm processors.
Only in that, if the spoilage was unintended, you've wasted a resource that could have gone to a better use.
Remember how the FFF stated that biter eggs were useful for agriculture on Gleba? I'm thinking that you use a Biochamber recipe to process them into a fluid which you use with those conspicuous fluid ports on Ag towers.
biter yolk
as long as biter breeding doesn't require "manual" work to breed.
There really isn't any "biter breeding". You hijack a nest, and you get eggs so long as you deliver bioflux. It effectively becomes a production building.
i know , i was being crude.
Their own quirks.
Mmm yes
Enemie forces in a bottle
maybe the spawner as an item also spoils into biters
Given that Biochambers have gone from being 40% of your production infrastructure on Gleba to more like 70-80%, is there a chance they decided to add a module slot or two? 2 slots made sense when they were just fancy oil processing machines, but since they're now miners, having at least as many slots as a standard mining drill would be nice.
Don't think module slots ever made sense for them since they're not electricity powered
Power is power; the mechanics of how buildings consume power don't care if it comes from power poles or burner fuels. The ability for burner devices to use modules isn't even new to the 2.0 engine.
I'm talking about it making sense logically rather than engine being able to do that
Though gameplay wise having such a commonly used building not being able to use modules wouldn't feel great
Unless there are other methods, like more types of fuel other than nutrients
I mostly ignore the module slots in miners tbh except maybe put eff1s to reduce pollution, but that doesnât matter on Gleba
To the extent that modules of any kind "make sense", I don't see how the energy source on them matters. If a speed module pushes the mechanism hard, then it is pushing the power source for that mechanism hard. If a prod module can make a machine craft things more efficiently, why can't it make the machine burn more energy while doing so?
Because a module made with circuits for circuits probably isn't going to work with a mostly biological building
Same reason why it doesn't work on burner furnaces
I don't think there's a lot of circuitry in a Foundry. Or a furnace for that matter.
Technically, an electric furnace has more "circuits" in it than a Foundry if you go by the recipe.
Over water it is
yes
it can directly make belts
(tho i am not sure if if you need to feed it gears/intermediates seperatly)
So it has to have some assembling component which would require circuits
I'm guessing that it uses the regular recipe; if it didn't, they'd change the icon.
So you're saying that modules should only affect those recipes?
either way tho, 50% prod is hard to ignore even if you have to feed it all the intermediates like normal
did we ever see a foundry recipe?
We saw the recipe icons in the Factoriopedia FFF. Though some of those have changed (LDS-casting, lava processing being split).
(not to be rude) but then how do we know foudnrys have less circuits?
We also saw the Foundry's recipe in the same FFF screenshot.
Is there a reason to not give it a recipe with molten metals? Won't break recycling or anything
Well, 30 electronic circuits are technically more overall circuits than 10 advanced circuits. I thought it was only 20, but that was concrete.
Also, that recipe list is missing metal casting iron pipes and sticks.
i was just going to say after looking at the refined concrete recipe i was supised sticks arent on there but pipes are a good candidate too
Wonder if there's going to be a casting recipe for engines
Annoyingly, pipes aren't considered intermediates, so you can't prod them (more than the 50% base prod). Which means you can't make engine units with one foundry that switches recipes.
madness
Nope; some of the LAN party B-roll footage shows them making engines. That's how I first saw metal casting of pipes.
Well you can, but you can't prod steel and gear making. If you tried, whenever you switched to pipes, the prods would go away.
Fair, making engines straight from molten metal feels like skipping too many steps
also their is moving parts inside
seems like something you need to assemble.
16 days to go, they days keep slowing down
we should start counting seconds, i'm sure that'll help đ
Speaking of metal casting, yet another non-Foundry recipe that can be feed entirely by a single Foundry switching recipes is making refined concrete.
Though I don't have a good idea as to how to best algorithmically program the switching in.
if you are willing to suffer a buffer you can do it with time division multiplexing
but you need a source of water
on a timer swap the recipes
each recipe gets a proportional amount of time (Relative to its need)
and cycle thru
you can also use a priority queue to build the least available bit
just pre-code a constant combinator with the desired quantieis, build the least owned one
using the selector combinator to drive the recipe
There's an option to read assembler's recipe materials, I think you're meant to use that
many ways to skin the cat
depsite that there probably wont be a recipe for it, at least on release, I can definitley see it becoming a mod
Would be cool if this capture mechanic applied to vulcanus and fulgora too.
Well the last one if the machine enemy is real or not; have them be used as a miner for scrap.
And the devastation as mounts/upgraded trains
next fff?
hmmm, 2 FFFs left.
Prior FFF was about a big Vulcanus feature
This FFF was about a big Gleba feature
Next FFF...
that tracks
some sort of cooling tower relating to Fulgora
well actually no, prior FFF was the fluid thing
but we can gloss over that
They want testers not to talk about Aquilo
So Iâm guessing they might noy cover the Aquilo building in a fff
There have been many mentions of things âsaved for later fffsâ that never made the cut
How do you know they've not made the cut? Why can't they just be after 2.0's release?
no restrictions
Idk if that means they can talk about Aquilo stuff after embargo lift
Still doubt that means we'll be getting aquilo fff
I mean, they could. But at that point theyâre not very useful to me
They asked testers not to talk about Aquilo after the NDA lifts. Why would they do that and then talk about it themselves
maybe its a lie 
Maybe things have changed
to ensure weâre not expecting Aquilo fff
Testers can talk about Aquilo stuff too, the agreement has been changed afaik.
Has it?
source:
#friday-facts message

convo starts 6 messages up
Well, it doesnât matter much to me
2 more FFFs until release đ„
I suspect the one several days before 10/21 will be the trailer and more general stuff about the launch/their plans
as for the one next week, I'll just say Aquilo #1 for the heck of it. ie, some descriptions of the planet and some footage of the environment, just like
/
/
had
Also stated in the latest FFF:
Speaking of testers, please be aware that the content/press embargo ends on the 14th October, so if you want to avoid spoilers please keep it in mind as there are no restrictions on what they can show.
What time does the NDA expire? 00:00, 24:00 or sometime inbetween?
Unstated
better quit Discord at 00:00 at then
and drop spoilers only after 24:00
better safe than sorry 
Id say Aquilo mechanics next week, then trailer in the week after
Wouldn't they do an intro to Aquilo before talking about its mechanics?
that would take two fffs. If they do Aquilo at all they should do all the content reveal before the embargo lift
Content will be revealed with the expansion, lore will not.
Why would they make an aquilo fff before the embargo lifts
To give it the "Earendel Story Time" đ
We havent heard anything about enemies on fulgora yet,
So that could still be an FFF assuming they havent already tell us they dont exist
ye, I want that
we could also have 4th tier asteroid turret or Pepperbox' arm
or any of the topics they teased us with in the last year
If they want to cover them all before release, we'll have to wait until December 
next fff: SA delay announcement 
Doubtful. I think its more likely that they release 2.0 client a week early.
nah I want to see Aquilo please
Than delay
I want to see it in fff before its spoiled by embargo lift

but seriously, crazy changes still happening when theres only two weeks left? Are we sure that devs have enough time to comfortably release on time?
well maybe they can release on time uncomfortably 
There has never been a case in gaming history where a game wasn't released on its deadline. /s
It depends on what "comfortable" means. It's entirely possible that significant changes to recipes and the like would happen post-release.
It's cheap to do; it's less cheap for players to have to rebuild a portion of their base because a balance change broke stuff.
I have more faith in wubes beta versions than other developers final stuff.
Which is hopefully why theyll do it before shipping.
When its a lot cheaper on everyone to change it
Yep. But thatâs software dev.
What do you mean with that? 
What do we think this might be? Iâm still incredibly curious seeing how itâs probably related to Aquilo (rails being frozen over perhaps?)
one possibility is that the need for interrupts in interrupt has been removed
interrupts themselve are a complex mechanic, and interruptceptions even more so
Was this fff released after revealing 3 other planets?
I mean maybe, but unless the devs say so themselves I doubt it
FFFs aren't an exhaustive list of all processes that happen during development
It was in 389
I mean fair enough, but in general I wouldnât assume it was removed without having a good reason too believe so
before Fulgora and after Vulcanus
Before spoilage fff, could mean gleba
Though I'm not sure it's really crucial
Oh thatâs true actually
Yeah that would make a lot of sense actually
how is that crucial for spoilage?
Not fully crucial but letâs say a train has products that spoil, and they do spoil while in transit, having an interrupt in an interrupt would help with that
At least that makes sense imho
Maybe? I have no clue, maybe the rules are different for in-interrupt interrupts
why would they?
I'm not saying interruptceptions aren't useful for spoilage, but they certainly aren't crucial.
I did say maybe, I just have no clue as to why they would wouldnât
True enough, but I mean itâs the only lead we really have
Other than it maybe being on Aquilo
that's what I'm thinking
Because other than spoilage, I have no clue what it could be used for
or the mechanic requiring interruptception has been removed. stuff is moving during development
you don't know what you don't know
You could have interrupt controlled trains need to be rerouted to the spoilage disposal station mid way if cargo contents get spoiled
But I'm not sure if your spoilables trains need to be interrupt controlled instead of regular schedules, and you should have spoilage filter on the drop station anyway
Still true, but I still have no reason to believe that, and I would rather believe they wouldnât remove announced features like that without prior notice, (like how the Aquilo enemies were recently confirmed as removed, or the synthetic nest being both shown off and explained to have been removed in the last FFF)
Iâm not saying that for all features
But I would think that the devs would mention it somewhere at least
they wouldnât remove announced features
the feature requiring interruptceptions hasn't been announced
I mean true but I feel like they would mention it even if itâs main functionality wasnât announced and then remove it silently
we only get one FFF per week
Like in general why are you so persistent that it may have been removed? Sure itâs complicated, but there are a lot of complicated features already in the game
why are you so persistently trying to tie interruptceptions to the know information?
I'm merely trying to point out there's a lot of unknown stuff.
I am quite aware, but I would still feel like they would mention an announced feature, even if not fully shown off, would be removed with no warning
Iâm not, Iâm only speculating, and overall curious on others opinions
Iâm never said it is tied to information I only offered an example of how it could be used
are you talking about interruptceptions? they're likely still in the game
the other thing where interruptceptions are "crucial", that thing hasn't been announced
Indeed I am very aware
Oh I may have slightly misunderstood your argument, thatâs fair enough to be honest
In that case I do agree with you, personally I would like to believe that itâs still in the game, but seeing how Aquilo enemies have been removed, I wouldnât be surprised if it was in that case
yeah, lots of unknowns
Don't think whatever use case those interrupts could possibly have on aquilo were related to enemies
Oh I know, it was a possibility, but still many unknowns
the only use case I could come up with was when using a generic interrupt based train schedule and you want to refuel your train
but that's not tied to a planet
improved spoilage handling is tied to a planet, but not crucial
Indeed, we will have to wait and see then
hiding from lightning storms on Fulgora isn't needed because trains are immune
And thereâs nothing on vulcanus that could probably need it as well
actually not tied to a planet anymore 
Indeed
the FFF said: on a planet not yet revealed
Also true
all the leads pointing to the realm of known information turn out dead
most of the unknown information is on Aquilo, so it's reasonable to expect it there
Indeed
My pet theory is that this was about lightning on Fulgora. At one point it was dangerous to trains (but not to rails). But then they decided that it was just annoying to shut down all train traffic periodically, so they took that out. And thus this feature was orphaned.
If you have a train with spoilables you can just set an interupt for spoilage and if there is any after dropping off its normal load it can disgorge itself before going back for more spoilable items. Since interupts run in order just put the spoils at the end.
Or you could just unload any spoilage at the place where you're picking up spoilables.
Yea depends how your handling it.
But either way the interupt system should be able to handle it
Take it out the other side of the train and dump it into another station for a dedicated train to pick it up.
The place where the train ships the spoilables to has to be able to handle spoilage anyway. Either directly or by sending it away via train. Might as well use that infrastructure when it's there.
huge plot twist cooling for fusion can only be done on đ§ 
(or the ice to cool it can only be mined there)
I guess they were related to Aquilo enemy which is removed together
things only become crucial when itâs about defending things right?
that's plausible
I'm curious what the Devs came up with for Aquilo. I really hope they make that mod.
late to the party, but i think eff3 will actually come from space science
source: i made it up
Was going to say, we were told the modules will be gotten off-nauvis, and I suppose that's a very literal interpretation of the statement
it seems to me to make the most sense, the place where efficiency counts the most is where you research it
But we kinda know that this isn't "literally" true, since prod modules come from Nauvis... kinda.
I'm still holding out for an efficiency module buff
All the modules can be made on nauvis
Yes, but the material needed for prods come from Nauvis.
Which is a big reason why I would probably want to make them there, it's probably where I'll be making the most circuits
In any case, there was some b-roll footage where someone queued up a bunch of science all at once. One of those sciences was "Captivity", which we now know is a Gleba science. Another was "fish breeding", which sounds like a very useful thing to have if you want to make Spidertrons. Since the same player was queuing them up, odds are good that they were from the same planet.
Among these recipes was "efficiency module 3".
So Gleba seems to have 2 modules, but one of them is half shared with Nauvis and the other is mostly a throwaway.
hey, efficiency module 3's aren't throwaways anymore!
so the "one t3 module per planet" prediction has proven false?
But the material needed to make that material comes from Gleba...
how so?
.
Since the same player was queuing them up, odds are good that they were from the same planet.
I don't agree with that line.
If it was different players, we would not assume it's from different planets.
It's a weak line of reasoning
yeah after reading more context it seems like a non sequitur
Well, technically the one that uses biter eggs is Nauvis t3 module, since that's where you produce it
it's produced on Nauvis, with items from Gleba and unlocks on Gleba. Where is the module from? :)
But if it's same player, there are higher odds on researches being from same planet
no
A player can queue researches from different planets freely.
My point was taking the inverse of the reasoning and showing that the inverted conclusion doesn't make sense. So the reasoning is faulty.
Your point doesn't make sense. It sounds like:
"All who are cats have ears"
"All who have ears are cats"
You can't just inverse the reasoning
It's not how causation works
You could argue that researches that are closely together in the research tree will be researched/queued up closely togehter in a timely manner (uh, lack of english). But that was not the point that was made.
If two players queue, then there are higher odds on researches not being close
Yes, you can. It's called "Reductio ad absurdum".
You prove the existence of something by proving the opposite cannot exists. Need to be careful with inverting the thing though.
If it was different players, we would not assume it's from different planets.
But we will assume there's a higher chance of that
Because two players can look up different parts of the tree
You can produce any module anywhere, they're not exclusive recipes 
"Where they're from" is determined by the science pack used to research them
One player is more likely to queue 2 close researches, than 2 players queueing 2 close researches
"where you produce it" was related to biter eggs - main ingredient in t3 prod modules
That is where you produce it, but that doesn't make it a Nauvis item
Because it's not a Nauvis tech
But honestly this is just semantics
It requires Nauvis items and Gleba research. It definitely blurs the line.
so eff probably use Gleba items
What would you consider to be a Gleba item?
these
tbh I hope u use bioflux to make prod 3 modules instead of biter eggs
the latter sounds a bit too late in the game
Do we know if other tier 3 modules are unlocked before you build rocket silo on their planet?
probably not
I assume u need the planet science back Nauvis to unlock the modules
in that sense biter eggs are not that faraway
but still itâs worse than Vulcanus and Fulgora modules
You can build a rocket silo whenever you like on a planet. We know that the quality module 3 recipe uses superconducting wire, which is a precursor to the science pack. So in theory you could research qual module 3s without ever launching anything from Fulgora.
In practice of course, the 6 original science packs will likely be required for at least some Fulgora research, and those aren't cheap. So you're likely to want to ship Fulgora's science off-world for research purposes.
That is, I wouldn't take the fact that the prod 3 recipe requires a Nauvis-only resource fueled by a Gleba-only resource as evidence that this is how most module 3s will work.
the thing is, I would expect most things except the techs u need to makes the science to not be trigger techs
Researching quality 3 modules might require nauvis science and for that you need to build a rocket
Which things are you expecting to be trigger techs?
Unless you want to rebuild all the vanilla science on fulgora
I imagine only few early essentials will be unlocked via trigger tech, then everything leading to the rocket researched with planet's pack only, the rest requires navuis sciences as well
nah I think any tech with just the planet pack would means temporary labs on the planet which is bad game design
I think u can unlock everything u need to make the science pack and send them back to Nauvis via trigger techs
What do you mean by "nauvis science"? There's no indication that the first 6 packs are Nauvis-exclusive recipes. So in theory you could make them on Fulgora. Space science is different since it needs a Nauvis resources and basically functions as Nauvis's planet-specific pack.
I really don't think Gleba in particular is going to work out that way. There are way too many completely new recipes you need to know in order to be able to locally source rocket parts. That would likely be an overwhelming number of recipes for a new player.
I mean isnât Fulgora and Vulcanus also overwhelmingly big for new players
large number of recipes is not scary if they come from simple combinations of a few items
its mainly the spoilage mechanics that makes Gleba hell
and people just need to deal with it no matter what
Vulcanus's recipe stack is pretty simple:
- Basic liquefaction
- sulfuric acid neutralization
- Water condensation
- Carbon from coal
- tungsten carbide
- Foundry
- lava processing for iron and copper
- Tungsteel
- BMD
- Science pack.
They're unlocked on nauvis, you already have them built on nauvis and you probably don't want to rebuild them all on the new planets again
u see theres casting pipe, gear and steel to craft engines for electric motor for BMD in the b roll
thatâs not a small number of recipes
But that's my point: you're assuming that doing science and building a rocket + parts are at the same tier on each planet. My point is that engagement with something like that is likely not required because it throws way too many recipes at the player.
I think having everything pre rocket being a trigger tech isn't the most fun design either
why is that a problem
u have infinite tech at home running
u may even not want to interrupt your infinite research at home for things u need to unlock to make rockets elsewhere
Also you probably can automate planet's science a while before building a rocket, what are you going to do with it until then?
just build a rocket before science then
and u can always send science faster than u can produce them
Why do you need to unlock science that early then?
just buffer some science if it doesnât spoil
u donât need to
Remember: the developers added trigger techs to specifically counter the whole "here's a dozen new recipes, maybe do stuff with them". And you're suggesting that they will now employ this mechanism to create the exact problem they built it to avoid?
u can actually unlock the ability to make rocket before making science
the trigger tech is there to avoid u not touching the recipes and keep unlocking them
it solves the issue perfectly no matter how the tech tree looks
Locking science behind building first rocket doesn't sound very fun to me
The whole implication of "science is only to be exported"
I'd rather do a bit of local research, shouldn't be hard to set up and tear down
my point is that u probably already unlocked the ability to build rocket there on the way to get science
I don't think those science recipes are that complex
whatâs the difference between local research and trigger tech if u need to remove those temporary labs anyway
OK: this is the known tree before the Gleba rework. Yumako Mash is used for 4 separate recipes. What 4 different conditions trigger them and how is the player intended to react to them?
u know, u can have trigger techs saying âmaking 500 local scienceâ
... are you serious?
r u assuming theres no recipes being removed/simplified after the rework?
I think having to figure out automating the new science is more fun than always focusing on getting the rocket first
at least it is better than having to setup a local lab to research just the local science
I do not view this as better
... why is that better?
well u can always ship in rocket parts anyway
I donât think getting rocket will be difficult
That's not a fun way to do that either
Why is throwing 15+ new recipes at the player better than saying "just build some labs"?
because u donât build local lab and they become totally useless later
Isn't that how early game on nauvis already works
You don't start building the end game build the moment you land
I really don't see the harm of doing a bit of local research before you can start exporting science if it's as simple as local science pack only
okay u use local science to research recipes to make rockets, it probably takes u 20 mins to unlock all of them. now u have to build rockets (from some new recipes) and your science production becomes idle
it that what u prefer to have?
Not exactly the way I imagined it, maybe you have a point
So the developers have two choices:
- Extend the early game on every planet with a bunch of dead time while they slowly build the infrastructure to launch a rocket, deluging the player with a copious number of trigger techs all intended to give the player what they need to get rockets going.
- Player builds labs on the planet and does some early cheap research, and they may need to decommission those labs later.
That's a real tough design choice.
I don't mind the research going idle eventually but it probably shouldn't be "here's the recipes you need, you can research all of them the moment you get science pack"
Everyone builds starter bases, things you need to just get going with basic stuff.
You build it, and tear it down once you're ready to build the main base. It's not a complicated thing.
I'm not sure how many steps you can fit into the rocket production with just one science pack
Or you ship in science from Nauvis and keep researching.
how I imagined it is, u start from scratch, knowing nothing, hand mine some rock/tree to get some new raw materials to trigger basic production buildings, get some raw resources from the environment to kickstart basic productions, once u have produced some basic components u trigger more techs to allow to to explore the crafting tree more with one or two new buildings, then with some more advanced intermediates crafted u trigger the necessary recipes for u to craft rockets and science locally. It is up to u to make science first or rocket first but they are all available at this point
or ship in rocket parts so u donât need to worry about local rocket production
no players can choose to bring rocket parts here
its a bad idea to unlock local rocket from local science pack because thatâs what actually makes progression slower
u should naturally unlock local rocket on the way to local science
and u can choose to ignore local rocket completely
as nothing stops u from importing rocket parts
less efficient perhaps but efficiency is for later game
That's way less efficient than shipping science packs (which have a rocket capacity of 1000).
Having just few buildings/recipes needed for the rocket be locked behind science wouldn't make it that much slower
And imo it feels more natural than doing science post rocket
Makes what progression slower?
how many rockets can u fit in a rocket?
Less than 1000 per launch.
one rocket equals 1000 packs
The closest to a number we've seen is that you can get 300 blue circuits into a single rocket.
say 150 blue circuits = one rocket, each rocket can send two rockets to Gleba which means 2000 AG science back
u need 12 rockets to send enough science from Nauvis to Gleba
... huh? Rocket parts aren't made of blue circuits. They need other stuff too.
7 rockets.
assuming other stuff is similar weight
2000 AG science needs 2000 of each science
oh so itâs actually 7*2 = 14
my bad
forgot that u need to send space science back to ground and send it to orbit again
whatâs your expected rocket capacity of rocket fuels and lds?
also keep in mind that rocket fuel will be very easy on Gleba
The massive amount of copper LDS uses acts as a strong limitation on how many can fit into a rocket.
the massive amount of copper used in blue chips didnât reflect on their weight
If copper plates have a rocket capacity of 1000, LDS can't have a capacity higher than 1/5th of that.
thatâs not how factorio works
That's because copper plates are multiple recycler steps down the chain. Recycling one LDS produces 5 copper.
numbers are tuned manually
If LDS has a capacity of more than 200, you can get 1000 copper plates from them, making shipping LDS a more efficient (in terms of rockets) way to ship copper plates.
I doubt these numbers will make importing rocket parts a good option, emergency option at best
What's the point of having the new processing chain if you can choose to not interact with most of it
also remember theres prod modules inside silo
At the end of the day, your argument is basically that setting up temporary labs is so bad that the developers will design planets with the expectation that players to send rocket parts to other planets just so that those planets can send their science packs back to Nauvis. And therefore, the developers won't have a problem dumping 20+ new recipes on a player before they get to actually research anything.
The very problem trigger techs were meant to avoid.
And you still haven't explained exactly how you trigger tech so many things that come from relatively few intermediates. Unless you think Gleba went back to the 1-fruit-per-product mechanism they previously used, these recipes are going to be an interconnected web of a small set of intermediates. So how do you trigger tech all of those without dumping a lot of recipes on the player?
I think u donât appreciate how good trigger techs can handle the 20+ recipe progression
whatâs wrong with unlocking 10 recipes from ingredients that u r already producing?
That's literally the problem trigger techs were invented to solve. The whole point of them is to not do that.
especially when those out puts are the items u already familiar with
no
u understand it wrongly
The example I gave with Vulcanus explains how it works. There's a clear progression of triggers:
- getting calcite gives you basic liquefaction.
- pumping acid gives you acid neutralization and steam condensation.
- getting tungsten ore gives you carbon and tungsten carbide
- getting tungsten carbide gives you the Foundry, lava processing and metal casting
- getting a Foundry gives you tungsteel
- tungsteel gives you the science pack and BMDs.
There's a clear sense of progression of triggers leading to the science pack, and each trigger comes from a particular thing and only gives you one or two things. The Foundry trigger is the only exception, as it comes with a plethora of recipes. But you're generally familiar with most of them.
the point of trigger tech is not to prevent u unlocking 10 recipes at once. Its to prevent u unlocking stuff two steps ahead
I really don't think the developers are going to put a gigantic roadblock in a planet's progression that will force the player to build up a massive infrastructure just to continue functioning. That sounds like something SE would do, not SA.
SE doesnât have infinite tech on Nauvis u can do while u go through other planets big puzzle
that's a lot of triggers
reminds me of minecraft modpack quest book
It's only really 6 triggers. Gleba likely would have to have more, especially with the new ore processing stuff that you need to have before you can even make a biochamber.
what's the reason it's needed before biochamber?
that will require some other explanations because the FFF shows it being done in biochambers
OK, I guess you don't strictly need them before the biochamber, but they are usable without the biochamber.
- Stromatolites are rock-like objects which have formed there over many years, acting as accumulated bacteria and ore for you to quickly obtain at the start.
- Yumako/Jellynut can be processed with a small chance to obtain Copper/Iron bacteria respectively, reinforcing the feeling that there really isn't much in it.
- Soon enough you unlock the Biochamber, and as you are the ingenuous engineer, you replicate and grow the bacteria in it to truly industrial amounts.
Note that step 3, unlocking the biochamber, happens after step 2. So those recipes have to be assembler and/or hand-craftable.
That is rather irrefutable.
at what point do the triggers actually help rather than hold back, if it's physically something I can't craft without touching said item/resource then it makes sense
The entire point was to eliminate weirdness for new players where you would research Fluid Handling > Oil Refining > Plastic > Red Chips+Sulfur+Explosives+etc > Mining Prod 2, before having possibly even seen Oil, then open up a Chemplant and have 5-6 new recipes and no idea what was even important yet.
For SA specific stuff, it guarantees you have to actually land on the planet and interact with new things rather than researching say "Travel to Vulcanus" and then a chain of probably 5-6 new techs (shot in the dark but Acid Neutralization, Liquifaction, Lava Processing, Tungsten Mining, Vulcanus Science Pack) before having even built a space platform capable of getting there.
ok that's actually a reasonable example
I was just worried that I cant make a pumpjack if i havent touched an oil slick
For pumpjacks specifically I'm guessing the are rolled into Fluid Handling (or their own tech), but you must place one before you can put down refineries or chemplants
so, based on that you need to actually have oil being produced before you can even craft refineries or chemplants?
this seems kinda restrictive honestly
Also I just noticed but the unlock is free and instant
you put down one pumpjack, click Start Research, and you now can make refineries
but id assume the pumpjack tech still costs the same
From an established player yeah it somewhat is, but having introduced a lot of new people to the game and watched them setup it is a lot to dump on a new person. There's kind of a lot of Red+Green tech you can just kind of unlock and then do nothing with for a while.
Again looking at Vulcanus though, it's the same deal where you could unlock the Foundry before even being able to pump lava or have seen Tungsten.
now those red-green techs I agree with, it's particularly annoying, they're mainly personal equipment but requires you to have advanced circuits to make use of, so i could see the trigger tech for those being gated by producing advanced circuits
but really, as a seasoned player it doesnt bother me as much now, because i can just not research them if i dont need personal equipment yet
initially I thought they'd reveal a new logistic mode for use on platforms since they've taken out everything but inserters and belts, so pneumatic tubes could potentially bridge the gap, and possibly also be used in terrestrial settings as well
What's wrong with inserters and belts?
they're good, I just thought they'd add something instead of ONLY taking things away
Renai throwers!
it makes a lot of sense in the absence of gravity, maybe you'd need a catcher inserter to pull it off?
(with baseball mit)
it seems like as soon as u unlock biochamber, u will be able to multiply bacterias using bioflux
Well, you still need to make bioflux
so making biochambler triggers bioflux, and making bioflux triggers bioflux related recipes?
I guess âcrafting a machineâ works well as a trigger
u probably donât âneedâ the bacteria breeding to make your first agriculture tower and biochamber
as u can harvest a lot of iron and copper (bacteria)from rocks
but I think bacteria breeding will still be a trigger tech
The following is what I would consider to be the minimum trigger techs needed to get to Ag science under the new paradigm. This presumes that the recipe for Ag science replaces Jelly-Nuts with Bioflux, and the assumption that bioflux comes from the two mashes in a biochamber:
- Yumako or Jellynut: yumako mash+seeds and jellynut mash+seeds
- Yumako mash or Jellynut mash: spoilage+iron ore and spoilage+copper ore
- Spoilage: carbon, nutrients
- Eggs and seeds: biochamber and yumako mash->nutrients
- Placed biochamber: bioflux
- Bioflux : Ag science
Note that of these recipes, only 3 of them likely require the biochamber (though several can still be done in one). Also, this represents a similar number of recipes to what you get on Vulcanus, and they have a similar number of required biochambers vs. required foundries.
If you want someone to be able to launch rockets before they can do science, you would need to add some way to trigger the following recipes:
- ore catalysis
- rocket fuel
- plastic
- sulfur
- lubricant (you need lube to make a silo, not to run one)
- egg manufacturing
- baked jellynuts & jelly-yums & nutrients-from-jelly-yums (for mass nutrient production, thanks to all of the biochambers you'll need to sustain rocket launches)
Note that baked jellynuts could be an ingredient in bioflux instead of jellynut mash, so that would be triggered above. Regardless, pretty close to double the recipes.
I think we need a thread specifically for people asking specific questions of those who actually know the answers.
something like #no-spoilers?
Like the opposite of that: a thread specifically for being spoiled, but very specifically.
I'm in a discord server with both #spoilers and #no-spoilers.
#no-spoilers is the one where we use spoiler tags
(and limit answers to what was asked)
why canât u unlock all of them by bioflux produced
I guess that goes back to the whole "is it good gameplay if trigger techs dumping a bunch of recipes on a player in a short space of time?" thing.
rocket fuel, plastic, sulfur, lubricant are all products that players already know. Assuming u make them from bioflux + fruits, its similar to molten recipes on Vulcanus
and bacteria breeding is also just a new way to make items that players already know
jelly-yum ikd
I feel like they removed it
now u make 50 nutrients from bioflux
A new, more complicated way that requires another biochamber that they have to farm eggs for.
nothing wrong with that
You do know that bioflux was in the game before they made these changes, right?
probably not as early as where it is now
Playtesters: Hey, Gleba's start is slow.
You: Let's change Gleba's start to be way slower.
not way slower if its interesting
and Iâm sure u will automate eggs earlier than u think
Attacking a dozen biter nests for eggs is not "interesting". It's interesting the first time. After doing it 3-4 times, it's just tedium.
u just need to attack one nest for about 9 eggs
oh theres more needs for eggs?
it's pentapods
That might be just enough biochambers to make the... copper you need. You now need another 9 for the iron you need. Then another several for all the bioflux and nutrients you need to run those things. Etc.
Iâm gonna be happy if pentapod eggs are used for a vital item
No other planet requires dozens of its main machine to be able to produce science packs.
how much copper do u think u need anyway
There are some needs for them, which is enough
not just for biochamber?
You are the one arguing that players will need to launch rockets before they can actually start researching Gleba stuff. Rockets are not cheap, even in SA.
hey they are
biochamber is required for pretty much everything on the planet
I think the amount of biochamber u need for ore will be much less than how many u need for science and other products
yeah naturally
so the fighting for egg arguments doesnât really stands for me
u probably unlock egg automation by trigger techs
If it's tedious, it's probably not what the devs planned
Like how burners can be made quickly and you don't need to mine even a single ore patch
Of course, some players like holding their button on a patch for some reason
Small difference is that bio stuff spoils đ
spoilage is useful anyway 
I wonder if devs simplified pentapod egg automation by making the eggs easy to void
if so theres chance they go into AG science
It's easy to void eggs. Put them in a chest and have turrets around it đ
đ€Ł
in a single stack, or should we spread them out?
imagine doing that force spawn the wigglers
Indeed. As mentioned in FFF, they spoil to wigglers đ
can we please turn eggs into nutrients or burn them as fuel?
I still wonder what will be the main power source on Gleba
nuclear?
boiler?
do u need a lot of power here anyway that biochambers takes nutrients only
do they also take power tho
Gleba's got plenty of water and fuel literally grows on trees. Assuming that spoilage's fuel value has not been buffed in the recent changes, before you've learned how to turn fruit into rocket fuel you can always run your factories on carbon, which is produced from spoilage. You can even do this more efficiently (though slower) if you turn mash into nutrients and let them spoil, then burn the spoilage for carbon.
At the same time, now that the initial part of Gleba involves deliberately making spoilage because ores are a byproduct of that process, you're going to have a lot of it lying around. May as well turn it into a useful fuel.
spoilage is probably the initial way to make nutrients as the fruit version requires biochamber
I wonder if u can just burn fruits as fuel
There's a recipe to turn mash into spoilage. One the FFF makes pretty clear is an assembler recipe and thus is hand-craftable (but it's also usable in the biochamber).
Also, it's never wise to make a fuel also be a furnace ingredient (though that's what they did with spoilage, so...)
So if you need some spoilage, you just mash the fruit (and collect any seeds) and then turn it into spoilage (and collect any ore bacteria).
But the "make nutrients and let them spoil" trick is for later when you want to mass produce things that use spoilage as an input, like carbon fiber or sulfur.
wait theres an assembler recipe from mash to spoilage?
where was that
- Stromatolites are rock-like objects which have formed there over many years, acting as accumulated bacteria and ore for you to quickly obtain at the start.
- Yumako/Jellynut can be processed with a small chance to obtain Copper/Iron bacteria respectively, reinforcing the feeling that there really isn't much in it.
- Soon enough you unlock the Biochamber, and as you are the ingenuous engineer, you replicate and grow the bacteria in it to truly industrial amounts.
Note that step 3 comes after the Biochamber, which implies that step 2 comes before the biochamber.
that makes sense
the thing is if u want to get spoilages this way u have ore as byproduct
Also, they really need to buff the number of module slots Biochambers have. Because unless there's something we don't know about those recipes, I can't see a reason to ever use the Biochamber version (maybe to save power) over using an assembler 3 (more module slots and faster).
well it could also be that the recipe is hand craftable but not in assemblers
Yes, but you need that byproduct and it's not an efficient way to make spoilage. The nutrient method makes way more spoilage per fruit consumed.
or devs forgot that u actually need biochambers to automate it
It doesn't work that way for fruit mashing; those can be used in both assemblers and biochambers.
it could also be that u get more fuel value by burning the fruits directly
fruit mashing can be in biochambers?
According to B-roll footage, yes. It's how I first found confirmation that green cubes come from jellynuts.
nice observation
it could be that the biochamber recipe is the no seed version
the assembler recipe gives u seed but much less mash
it also seems like biochambers donât consume electricity
Except for possibly the seed thing, I really don't think anything can get over "is 25% faster, doesn't require a hazardous intermediate and therefore is easier to quality cycle, and has 4 module slots".
At least one of those needs to be removed as an assembler advantage.
I mean the seed recipe could have much lower mash yield
also they could have changed it so the seed recipe can only be handcrafted
or in biochamber
what if biochamber has base speed of 2
this is fair tho
u may not need the mash to trigger biochamber tho, imagine the assembler recipe only gives u seed and no mash
or the assembler recipe is removed entirely
u just get some seed from trees to kickstart
where do u get your first seed to start the agriculture tower anyway
You don't get seeds from trees; you get seeds from fruit mashing.
why donât u get seed from trees
I mean
the tree u chop down manually
or they changed it so u donât need seeds to make the biochamber
Heard an sa streamer say ârail gunâ by accident when looking through blueprints
now u only need pentapod eggs and some metal parts
đ«
... because that's how "fruit" works? Like, that's what "fruit" literally is: it's the seed-bearing part of a plant that also contains something to make it enticing for other creatures to eat, thus allowing the seeds to be spread farther away when those animals poop them out later.
I mean this is before the Gleba change right?
I trust nothing from this fff now
WHERE is my jelly yum?
but since u posted this one
I guess I will trust you
This shows a yumako being mashed into mash and seeds, in an assembler
the fact that u made this post implies it stays the same after the Gleba change

btw the recipe icon looks gross now I had a closer look
@misty falcon how does the jellynut mashing recipe icon looks? I guess its even more disgusting
Where was Bioflux from the first FFF? It was always there; it just wasn't something they wanted to discuss beyond a brief mention.
The more recent FFF talks a lot about Bioflux because... the stuff it talks about is where bioflux gets used (though some of that is a more recent change). They didn't need to talk about Jelly-yums because those weren't involved in the changes they wanted to talk about.
Gleba could have changed radically more than what we saw. But there's nothing in what we saw that I would say requires any substantial changes to what we've seen. Like, they could have changed the plastic or rocket fuel recipes. But they would only have done that if those recipes were part of a problem they wanted to resolve.
I would hazard a guess that Bioflux in old-Gleba was used for pentapod egg replication and Nauvis biter egg production. So in that version, it was probably something you researched, like carbon fiber and all of its ilk.
But since the new version uses Bioflux to propagate ore bacteria, it's probably lower in the tech tree. It may even have a simpler recipe, since you'll need a decent amount of it.
it wouldn't surprise me if those blue tank shell looking things from the space age logo are the ammo for that
Like they were playing regular factorio and said it?
That was my first guess too, but it's not the case
I caught a glimpse of a mashing biochamber outputting seeds
oh
I assume the biochambers just use a different, more efficient recipe
it could be that biochamber has base speed of 2
Because there is legitimately no reason to use it otherwise
like centrifuges
well it would be perfectly fine if biochamber has base speed of 2 and 50% built in prod 
Considering that the biochamber only shares... 4 recipes with the assembler, it'd probably be better to just create biochamber-specific versions of those recipes.
It's somewhat unusual, I agree, but it's better than the alternative
maybe remove the assembler version
... why? Unlike most things on Gleba, Biochambers do not grow on trees. Early on, biochambers will be scarce, and the more the player can devote to science production, the faster they can progress.
Indeed, the first stage of the planet's special resource production not using the main building is pretty common. Tungsteel may be a Foundry process, but tungsten carbide is not. Holmium ore first goes into a chemical plant, then an assembler/Foundry. It's only after those that it goes into an EMP.
It would be strange indeed for Gleba to force biochambers onto people so quickly. Especially since making biochambers requires combat early on. I know you think it's good game design to force players to engage with dangerous spoiling processes like catalytic egg production as soon as you possibly can, but I've yet to see anything in the game that suggests that the developers agree with this thinking.
Especially now that the first biochambers you do make will probably be dedicated to bacteria sifting
I think letting assemblers handle mashing early on is fine
How else would we even get nutrients to fuel the first biochambers
From spoilage only?
I imagine that the Biochamber will come with the Yumako mash->nutrients recipe. But to kickstart it, yes, you'd need to make half-spoiled nutrients.
Oh, right, I just remembered the original recipe screen leak
Spoilage is indeed the only pre-biochamber source of nutrients
what do you guess green cube is called
Jelly-jelly?
Jellynut mash?
its not like u canât automate spoilage to nutrient process with assemblers. And it is actually more important that players get familiar with the spoilage version because that is one way how u can deal with spoilage
devs are surely into more enemy interactions in SA, but for those players who donât like combat theres a no enemy option anyway where theres still nests but no enemy spawns
Will non enemy players be disgruntled that they have to destroy big clusters of passive spawners
or "mark them for deconstruction" 
I expect an artillery remote rework/update
similar to how we got the RTS controller
If it isn't in 2.0 It should be in 2.1, surely
I just want to select an area and have nests/worms marked until they're all gone
Considering that artillery no longer guarantee-ably one-shots nests, this seems likely.
alternatively they can add artillery damage upgrades
imagine u can use artillery to attack demolishers
I will be disappointed if artillery isn't one of the best ways to deal with demolishers
you probably can but i think you'd need a lot of artillery to actually kill one outright. what was it, 1500 regen per second? that is doable with enough cannons but it's not quick or cheap. artillery might be a way to get demolishers attention and attract them into a pre-prepared killing area though
Artillery should be much easier to stack enough of than any other turret to burst the demolisher down quickly
From the safe distance as well
they will be at least helpful, remember they can be as additions to your regular combat method
Thinking about it, being able to mark a target to be shot at until destroyed would be very useful for using artillery to kill demolishers
They're large and slow enough that just targetting the head would probably still have artillery hitting the body
Damn. Last fff and we never heard about the 
Pepperbox ear is kill
I hope its Aquilo this week
Fulgora enemies for sure
Maybe the ear has been scrapped like the brain boys
Indeed, I hope it's not scrapped
What, you don't want quality ear?
We really are running out of fff topics...
Fulgora enemies (possibly sharing with Pepperbox ear) and the sussy Aquilo building are the only feasible ones left out of the stuff that we know might be coming
That's wild
I guess there also might be one more turret
indeed the devs did a good job of sharing both alot, and yet still leaving much up to interpretation
i really hope for aquilo building tmrw
they quite literally stated that they will share more on that in the fusion fff
âwill be covered laterâ
sounds like a promise
and tomorrow might be the last chance before everything spoils
Aren't there many other things that they said that will be covered later? Must be after release, I suppose, for most of them at least.
seems like it would be the same building
im a hard believer that the coolant building isnt just a coolant building
and on the fusion images where you can see them very compressed the colors vaguely match with this one
A lot of SA players have also said there's a ton we haven't seen yet, but of course we have no idea what those things could be 
that sounds really cool
and fits the theme extremely well
guess we find out in less than a week
Tomorrow for sure
On Monday we will know everything
hopefully you don't aggro 10 of them at once
I could see this being an issue with arty on gleba as well with stompers, having your defenses completely overwhelmed
I know, that's why I added that last "that we know might be coming" part
I was mainly referring to just fff coverage
I kinda feel my ear will be a cherry on top addition to SA similar to spidertrons in 1.0
so wont be covered in fff
at least not before the release
your ear?
yes my ear 
cool thanks
Would guess the ear is just an add on u can have early on with a functionality like personal roboport without the need of bots
Would be great to have a possibility to place blueprints early on
I must have missed something. To me an ear is the thing on the side of your head that you use to hear sounds with
The right ear of Pepper's profile picture
It's a snippet of some new entity
That was seen a few times in various fffs
ahh that explains it - I have compact view with no profile pics visible
Maybe tomorrow is trailer day.
My reasoning is that the embargo ending will create a large influx of people looking for the game, going to the steam page and FFFs.
A proper steam page with a trailer might go a long way in boosting sales.
I'd also love a proper 2.0 changelog, but that could also wait for the next one
the changelog will be like a book
Would you believe me if tmrw will be || ||?
it will be release postponement announcement
Gotta love when discord only shows that message lol
That makes sense. Trailer today and Aquilo introduction next week.
Rather than the other way around, like I expected.
I would also consider the space logistics (and its dev history) as a likely fff topic
If we dont get Aquilo today we will learn about it from content creators
It certainly is something of mechanical relevance to us, so a likely FFF topic. Some of the platform - planet interaction has been covered before, so might not fill an entire FFF.
The trailer won't allow anything else to go into the FFF.
it doesn't make sense to not talk about aquilo
I don't see how ... exactly.
The embargo lifts on Monday right
Someone will talk about Aquilo as it is the only planet we have 0 info.
so either way we will know on Monday.
I suspect the request to not talk about Aquilo/endgame until release has been dropped as part of an FFF rescheduling.
yeah, LAN attendees can freely talk about everything on Monday.
I can even speculate that the hypothetical FFF reschedule has been caused by risk management.
possibly
I was a bit surprised when I heard the NDA would expire before the release. I think the idea behind it was that there's marketing buzz before release, to help create the "wave" Kovarex talks about in the czech interview held during the LAN party.
Then Wube realised this awkward situation is going to happen:
If we dont get Aquilo today we will learn about it from content creators
So they changed FFF plans, which allowed to drop the request to not talk about Aquilo.
I can't say why it changed (I don't know), but my personal theory is that it just wasn't realistic.
So it did change.
the NDA*, yes
FFF plans, only Devs know
-# technically not the NDA, as the request wasn't part of it as far as I understand it
no you know wrong
eh, ok đ
are you allowed to elaborate?
original one said 'don't talk about ...', then were told later 'nevermind'
so not talking about Aquilo/endgame after the 14th was part of the NDA?
correct
Why did everybody say it's a request by Wube and not legally binding?
yeah, it doesn't matter much anyway. I was just curious. :)
Turns out requests can be legally binding 
not a lawyer, but "asking" means it's mandatory in an NDA imho
That's my interpretation and opinion too, but it's irrelevant now
why would it be risk management?
Asking people to partially shut up has a higher risk of them saying something they shouldn't.
And you there's only one way to unilaterally alter an NDA.
(the risk of somebody spoiling Aquilo before Wube does)
yeah that makes sense
Friday Facts #432 - Aquilo
the new years snow was actually real
Reading the first section makes it clear why the super landfill comes from Aquilo.
or the remaining parts of the space platform that dropped you here
Trupen
8 modules slots wtf
my quality calculator now has to go through 5 times as many combinations to find the best module composition. 55 million for the cry-ogenic plant ..
A combination of quality and prod is probably prudent there
Think of the speed reductions though
It can only optimise material cost 
also, isn't there a min speed for crafting machines?
Not that I know of. I only know of a min power consumption
8 prod mods: -20% crafting speed. turns your Cryogenic plant into a Recycler 
You should test it 

I knew it
I predicted a 4th tier asteroid turret. I wished for a railgun.
I didn't expect it to be that big đ«Ł
I predict space enemies
(only kinda, just giga asteroids would do the same thing tbh)
pretty sure the front plating has
FRONT
TOWARD ENEMY
written on it
Doesnât mean that thereâs enemies
there's enemies in other places
and huge asteroids
Speculation: successfully flying to aquilo is very hard, as there are those giant asteroids that you have little hope to stop from FFF 406. Rail gun is the way that these asteroids can be destroyed as they asked us at the end of this fff
The FFF mentioned getting to the planet with a beat up platform, that didn't even make it back đ
yeah, I also didn't expect the railgun to be on Aquilo
because we need it for safe passage
Yeah I assume getting there is one of the big milestones of the planet
The way the question is framed, I'm starting to think huge asteroids is not the answer to Earendels question.
You don't unlock a weapon as massive as this to help you with clean up duty.
I think its just huge asteroids
or something related to end game
giant wall at the edge of solar system 
Huge asteroids isn't a solved problem at that point, but something you have gone through successfully to reach Aquilo.
"successfully" might be a stretch, given what happened to the first space platform in the FFF
This assumes someone even made it to aquillo
I think many people did
I know many people did 
"Any landing you walk away from is a good landing
It's a great landing if you can use the plane again" 
It's definitely been a while since the LAN as well
and space platforms are 2d, so they are indeed planes
only we thing we need now is a landing 
the asteroid successfully landed on the platform?
The asteroid successfully turned one platform into two
i wonder what chemical plant recipes can a cryogenic plant use
most of them I guess
basically a replacement of chem plants in most situations
say plastics
sulfur
explosives
batteries
acid
I don't think it'll be a drop in replacement (ignoring the size diff)
In the FFF they mention
and 
8 module slots is no joke
also I'm sorry about your arm
It wouldn't have been as awesome as Aquilo :/
Ear*
well I didnât expect it to be in an fff tbh
Maybe next week
that reminds me, I wanted to add the Cryo plant in my program
and remember its said that u want the machine to pair with foundries and EMP
so it definitely do plastics for circuits
transporting coal is much better than transporting plastics with how much prod we can have
and with fluid 2.0 petroleum is not a big problem throughput wise
makes sense
I wanted to add 1 Coal -> 2 Plastic
but it's also double the stack size
Can't wait to have to import tungsten rounds for the railgun!
stack size doesnât matter that much when its on belts
"you wanted a deathworld planet, how about deathworld orbit"
and thereâs probably prod research for plastics
funny that with the best module u only need 10 levels of plastic prod to reach the +300% prod cap
thatâs 1 coal for 8 plastics
kinda crazy
I may just go full coal trains and liquefy -> plastic on site if the cryochamber does cracking
+200% per step with
is quite powerful
would be crazy if it does
that sounds too broken tbh
perhaps crude oil and cracking is still left for refineries and chem plants
results are in
this is non-intermediates
I guess the question is what items can you actually make in the cryoplant?
and what items it takes, if I want quality holmium, I can just make whatever needs it on an 8 quality moduled cryochamber and then recycle it
If they're recyclable. It may not be an assembler recipe so no guaruntees
true 
hopefully it can craft plastic, that would be helpful on vulcanus if mass producing red circuits there while loaded with prod modules. having a cryochamber on a volcanic planet is a strange thought though
I'm sure its going to have some serious power consumption, more than the EMP/foundry for sure
assuming cryoplants can do liquefaction and cracking, if my numbers are right 10 coal nets 1027 petroleum gas, with max prod that's 411 plastic for 61.375 coal, compared to getting petroleum gas from elsewhere, where you would get 491 plastic for the same amount of coal, so an ~83% yield
thatâs kinda crazy
I think cryo plant will not replace refineries
focussed on recipes that need cold temperatures and a lot of precision
yeah, it doesn't look like a machine for low tech stuff
low tech
I'm not expecting it to replace all oil infrastructure but it would be nice to have it help a little here and there to reduce demand
ok what if it improves barreling and you instead freeze the stuff and put it on belts and they spoil and when they spoil the stuff melts and you loose your fluids that would be nice 
aquilo orbit seems quite intense, maybe once the railgun is researched asteroid mining becomes a viable strategy 
i want asteroid mining and space megafactory
gotta wait until 21st
the new fluid system pretty much makes that obsolete
u have unlimited fluid throughput within a local system
someone will make a mod for that
well, SA is also a mod, technically.
Don't we already have that in SA?
maybe it's platform factories that abcd is after
Potato potato.
Drive me closer, I want to hit them with my sword grabby arms!
having asteroids big enough to place miners on would be pretty cool
Why? What does it matter how you extract resources from asteroids?
maybe if you can collect both iron and copper on your aquilo routes, it can craft LDS on the platform to drop it off, provided you ship plastic up there which I'm sure will be a lot lighter than the LDS itself
its definitely worth experimenting with
is much simpler tho, specially with the direct casting
and particularly nice for quality, as you only need plastic
Plastic on a space platform is going to be a bit hard to come by, but it's still doable if you can place an oil refinery and use basic liquefaction.
heck, just use the old liquefaction recipe
The one that uses steam? That's a bit hard to come by without a nuclear reactor.
Basic liquefaction only requires sulfuric acid.
you'll very likely have reactors in space
Sure, but at some point, you want to switch to fusion power.
Especially for a platform meant to feed Aquilo with raw materials.
Then again, it'd probably be better to dump the coal directly down to Aquilo and let them make plastic in-situ.
what's wrong with having a reactor just for steam?
1 reactor, 1 heat exchanger, all the steam you want
It takes up space and requires frequent trips to Nauvis to refuel it.
"frequent"
I'm also talking purely theoretically since I have no idea what the context of this is
obviously it's better to just ship the plastic anywhere than make it in-situ on the platform đ
but if you somehow wanted a self-supporting factory in space to make LDS and red circuits, I'd rather go with nuclear powered regular coal liquefaction than the simple one
perhaps u just ship lds and blue chips to Aquilo
say from Fulgora
lds has reasonable rocket capacity according to fff #426
I think LDS is going to be more scarce on Fulgora than people think. There's relatively little of it in scrap, and you need it to launch rockets to send out science, EMPs, and the like. If there is some extra, then yes, you can send it out. But its better to just source it from elsewhere.
I think Fulgora bottleneck will be holmium tbh
3.33333 kg per item?
I think weight is not the definition now
items are just defined by rocket capacity
rocket silo just calculate the approximate weight to show u
itâs actually more convenient for devs to tweak numbers this way
and also easier for us to calculate ratios
nice
is rocket capacity the same on every planets?
or is it moddable for each surface
itâs probably the same
it doesnât really add much to the game to have different rocket capacities on different planets
but i think it will make sense for modders
it doesnât nothing but making ratio calculation more tedious
maybe
perhaps u can have rocket with capacity multipliers
or a planet with capacity multiplier
because gravity is not all that matters
pressure also matters
how does pressure matter?
different amount of buoyancy
its much easier to go up in ocean than in air
even if the gravity is the same
launch rocket on ballon/submarines
I mean its easier to move upward if u r deep in ocean
u can swim in ocean but not in air
I hope the landing pad centre act as a global radar within the solar system for signal transmission
I had to do it
Even though we are literally 2-3ish days away from getting access to the recipes anyway
Assuming people wrote that down 
I'm sure people will start wiki updates on Monday just from scouring streams and having nothing else to do
Prediction: Cryo plant can only do chemplant recipes with one fluid input
Why?
Oh
I wasnât aware
Well, it certainly would be neat if the cryo plant could do cracking and sulfur
Ammonia + ice > ice platform
Don't even have to look at mods for that. Inputs are defined:
bruh machines all have several kW of passive power drain
which u need a handful of solar panels to support
on Aquilo
water is worth 10x as much now, burner devices work
might be a good idea to bring regular boilers
still need chemplants to separate ice from ammonia (and melt it)
might even bring a handful water barrels
reduce the kickstart phase as much as possible
or bring a nuclear reactor, it uses water more efficiently
Skipping straight to heating towers is tempting
keep in mind that both heat and power are required to kickstart things
heat only ensures things donât freeze
u still need power to melt ice or unbarrel the water
heating towers with heat exchangers and turbines sounds like a good plan, because Aquilo doesn't have much room
And that uses water more efficiently
Of course nuclear is still denser due to neighbor bonuses, but that requires constant shipments
no electric heater powered by fusion 
any news about promethium, shattered planet and solar system edge?
The crowdin is all we have, and to my knowledge it hasnât changed in any way in the past few hours
Huh⊠I guess I forgot. I could have sworn that basic oil had two inputs for crude and 3 outputs for gas
But itâs better this way anyway
How does one "read" the crowdin stuff?
#friday-facts pins
ty
that makes me assume the heating tower is a trigger tech
I don't think boilers/turbines work when not heated by heat pipes first
resulting in a hen-egg problem unless something can provide heat without being heated itself
mine giant asteroid near the scattered planet for promethium to craft promethium science pack. go to the edge of solar system to win the game
I hope you get a win before getting promethium
heat tower is useful on Gleba as an incinerator, maybe its unlocked there
I mean burning fuel for heat doesnât sounds like a very advanced tech that is delayed until the final planet
shattered planet seemslike post endgame content
and promethium science is the post endgame science
Heat tower feels like the secondary building of Aquilo.
It's a hybrid of boiler and nuclear steam production.
Why is there so much focus on heat tower being useful on gleba when you already have recycler to do the same thing?
Heat tower probably has a lot of throughput when disposing of organics.
Or boilers+steam condensation, though this might be something of a meme strat I feel like
Don't all recycling recipes have the same speed?
no idea
me neither
would be bonkers for the slow recipes
crazy that the new speedrun achievement is win the game in 40h
basically 5x the base game
"speed" 
well theres 5x the planets
Either way, I wish you could unlock heat tower before aquilo, using it as an early alternative to nuclear sounds fun
Doesn't it only go up to like, 30C?
1000
dev said 1000
30 °C is needed to unfreeze the buildings
30 is building's thawing temp
Reaching 500+ with regular burnable fuels will take a while though
Ooh, wait⊠What if steam condensation only works on 500 degree steam đł
that would be a weird limitation on a system that's built for continuous temperature use
Didn't someone say steam condensation is vulcanus exclusive recipe
That would be acid neutralization
Not sure why you'd need one without the other
You wouldnât
But there is this funny strat
Which I guess may be kind of useful if youâve gone to Vulcanus and Gleba, but not Fulgora yet
It means heat exchangers + turbines for uraniumless planets
I wonder if it's more efficient than boilers for power though? It's very much smaller because turbines are 6x times more effective than engines, but does it matter?
smaller, yes
more fuel efficient? I dunno
either is enough for some people to transition because efficiency
I had an idea. Even if Heat Towers have no temperature readout. Place a Nuclear Reactor next to your heater stack and stop fuel insertion to avoid waste.
Surely the immense cost of the reactor will pay itself back ... eventually.
we have recipe productivity research for
research
asteroid
scrap-recycling
processing-unit
steel-plate
low-density-structure
plastic-bar
rocket-fuel
rocket-part
Plastic will be funny. 1 Belt going in, 8 Belts going out 
i like asteroid productivity for my gaint spaceplatform
plastic and rocket fuel prod is agri prod, kinda
I would have expected them to either do both or neither
I wonder why they decided asteroids specifically needed itâŠ
so u have more resources to spend from limited asteroids?
But asteroids arenât limited
they are throughput wise
Oh, you know what, nevermind
I just remembered that travelling platforms need asteroids too
And those arenât scaled infinitely
its the same reason why u need prod for oil
And agriculture definitely is, especially now that we know about âovergrowth soilâ
So.. where did yummy value go?
đȘŠ
where is my jelly yum
my prediction
research all 3, and/or Aquilo
asteroid Vulcanus
scrap-recycling Fulgora
processing-unit Fulgora
steel-plate Nauvis
low-density-structure Vulcanus
plastic-bar Gleba
rocket-fuel Gleba
rocket-part all 3, and/or Aquilo
If they do require some off-world tech, I think it would likely be:
- Pre-space: Steel
- Space: Asteroid
- Vulcanus: LDS
- Fulgora: Scrap&blue circuits
- Gleba: Rocket Fuel&Plastic
- First-3: Rocket Part (pre-Aquilo)
- All: Labs
Kovarex mentioned months ago that none of the productivity researches require space science. It could have changed ofc
IIRC he said some do not even require space sciecne

