#Speculations
1 messages · Page 11 of 1
What I understood last time I read them, there's infinite researches, one of which doesn't need space science
and there's productivity researches, none of which require space science
Also I like that we have one infinite research that doesn't even need space science, so you have more choises of what you want to do at each stage of the game.
and
Exactly, doesn't need space science ever.
All of the productivity researches are like that.
those two statements do not really make sense without the distinction between infinite and productivity
Those last two sentences make more sense if you assume that each sentence is addressing a separate question from the comment being replied to:
Doesn't [steel prod] need space science period or is there a point that it will require space science?
Exactly, doesn't need space science ever.
Is it same with productivity for RCU? Is it 5 Nauvis packs indefinitely?
All of the productivity researches are like that.
Maybe I’m weird for feeling this way, but… Does anyone else feel like there may be too few new techs? As in, full techs that require science packs. And I don’t mean too few unlocks, I mean the fact that single techs often unlock very many things at once. Quite different from how 1.1 does it, if you think about it. For example, I barely see any techs that unlock individual recipes for the foundry and EMP. Most if not all of their recipes are just unlocked by trigger techs. Does anyone else find this odd?
If you only look at the tech from localization doc and assume it's a complete list, yes
I'm assuming it's missing quite a lot
I thought that's how it was supposed to be. Most planetary intermediates are trigger techs. You need research to figure out what to do with those trigger tech intermediates..
I don’t mean those intermediates
I mean, you need those to make science packs to begin with
I mean things like ore melting, or crafting various things with extra prod in the EMP
But what do you unlock with those science packs
That list seems to have almost none of science researched tech
Well, that’s in good part because old techs that were moved are not on that list
So artillery, T3 modules, spidertrons, etc. etc. are all missing
Making the list seem quite a lot smaller than it really is
I sure hope 1.1 tech is not the only stuff unlocked with new science
Well, duh it’s not
We know about plenty of new fancy things
And the science packs associated with most of them
Not that much compared to what was moved to the new planets
I expect there's more that we don't know
theres still that shovel arm mech suit thing we don't know anything about
Right, that elusive “mech armor” which makes you “become one with the machine”
I wonder if that can be controlled remotely like the spidertron
It was implied to have an equipment grid at least comparable to power armor 2
By one of the achievments
It’s also always referred to as an armor, while the spidertron is always grouped with vehicles
The 2.0 part also gets trigger techs, so the number of researches before the first rocket also goes down.
But not that singificantly
If Mech Suits have a grid of similar size to power armor 2, I doubt that they will be researched much beforehand. Unless there is some particular limitation with them.
To me it sounds like they added some other benefit to it that isn’t grid size because quality already covers that
What that benefit could be? No idea
Walking over pipes clearly
jetpack?
Who knows
By that point, Spidertrons and Remote view make your personal location more or less irrelevant.
Well, we don’t know what’s before what
Could be still somewhat useful for aquilo but I doubt they'd make jetpack just for one planet
The cryptic hint in the demolisher fff makes me think it’s a Fulgora unlock
Not on Vulcanus, not on Gleba because it already has spidertrons, and not on Aquilo either because it can be obtained before Vulcanus
could still be useful for outposting if it can be remotely controlled and is unlocked earlier than the spidertron
We still dont 100% know if fulgora doesnt have enemies last I heard too
I hope (cope) that it does
at least for how I like to play I'd get a lot out of it. ignoring the ores and biters, this is how the terrain will be configured for my SA playthrough (except on maximum scale), a jetpack would make exploring new islands/continents easier
That seems very specific…
put more generically, maps with a lot of water
Maybe if we cope hard enough
Itll be like the orcs in 40k and it comes into existence
You could get a spidertron, and just pepper small dots of landfill to walk across
A spider only needs a single tile to stand, its legs have pretty good reach, and it can fit a few exoskeletons
Ok this gave me a really funny mod idea
Now that landfill is removable, what if there was a mod that let the engineer automatically place landfill under his feet and then immediately delete it as he steps to the next tile
call the mod "Jesus"
I'm sure the engine knows how to deal with player collision and landfill removal.
We know that, it has been mentioned in the minable landfill FFF. I don't think that was a technical question though.
do we know if the player has to be on the first landing pad deployment, or if it can be done through remote view?
engineer has to set up the landing pad afaik
Dropping stuff from a platform doesn't place it. It just becomes an item on the ground or a capsule or something. For automated placement, you'd need construction bots. So you'd have to place it manually the first time.
Well, you don't have to place the landing pad specifically. But you do have to place infrastructure that can do the placement later.
Yeah, you said it better
short story: engineer has to go down the first time around
imagine its only slightly bigger than current mk2 armor and they nerfed the mk2 armor grid size
There'd be no point to Mk2 armor then. You can easily get a quality version of mk1 armor that matches it.
Resistances only matter if you're getting hit. By the time Spidertrons and Artillery are on the table, you're not in a position to be hit by stuff.
then no point for armor at all
Could have a special trait like you don't slow down when shooting, or walk over pipes for all the squeakthrough diehards ^^
You can do damage with PLDs from inside a Spider. You can also build stuff with lots of personal bots and run super fast.
what’s the point of running super fast when everything can be managed remotely
hm we still don't know what the demolisher dust clouds protect against do we
exoskeleton maybe
we know it applies a max speed cap to exo's, but I'm pretty sure the FFF said they also interact with something else we hadn't seen yet
jetpack would be my guess
could also be forced inaccuracy/misschance to artillery that goes through dust
r u saying that the engineer inside spider acting as extra grid size is one of the main application
but I agree adding Tier 3 armor with no special perk would seem odd given how beefy legend PAmk2 would be
just have more spiders
if it can fly it would be especially useful on Aquilo to cross ocean
It's a thing you can do, and it doesn't require anything you can't have when you get Spiders.
My overall point is that having 3 tiers of power armor does not make sense with quality. You can't justify a third tier of power armor by just saying "better resistances"; there are too many good ways to work around not having those.
Can you justify a third tier Assembling Machine? 
more module slots ^
Also it's mid-game in SA. Not late game the way the Mech Armor probably is.
Factory Grid inside Mech Armor would be wild and would fit the term "become one with the machine"
i irregular grid with builtin unremovable component
I like the shrek suit
Mech armor functions as jump clone and you can free swap between any active one?
You thought you struggled for one legendary armor, now make 4 more
I don’t see why more grid is not needed even we already have quality mk2 armor. With how powerful a group of spidertrons can be, why there’s no need to get a even bigger grid if its just for the engineer
quality power armor mk2 do have a lot of grid. That is, however, not a reason to stop the devs to add a power armor with even more grids
At least I don’t see anything broken with this addition and if the mech armor can make u fly it would be a great addition
At some point, you run out of useful stuff to put into it. Being able to control 500 bots, with nearly instanteous recharge and moving so fast you can phase through matter while never running out of power is good enough.
tool belt
something I saw in the translation site
tool belt equipment that probably expands your inventory
also shields
power and batteries for those shields
even more PLD because they are nerfed
u never have enough grid size that’s it
funny to see someone posting ‘we have too much grid’ 
||I'm almost positive the mech suit will have more grid space than PA2. There's a new achievment for "filling every tile of legendary mech armor with legendary equipment", suggesting its an even greater achievment to fill that vs legendary PA2 because of its grid size. And besides... its a nice endgame reward to have a silly amount of grid space to use for mass construction/killing||
also keep in mind that
only comes after Aquilo
Actually, that very achievement suggests the opposite
To me this sounds like their grid sizes are comparable, if not equivalent
Wait is that the wrong achievement
Hold on
2 different achievements I believe
all good. I wonder if the mech armor "does" anything other than have more grid space. although even if thats all it does, its still a nice upgrade
one guess is that u can fly
I’m fully expecting it to do something extra
I don't think they added an entire mech armor for more grid space
basically ignore all obstacles and ocean
I mean, if it was just more grid, it would be called power armor mk3
Another mk3 item already exists, that line was already crossed
hopefully
if u can fly it’s probably much easier to fly with the mech armor than riding a spidertron
because its probably faster
and spiders don’t cross water
I'd guess so, it has to fill some space that the spidertron doesn't
The spider is a unit and a vehicle, this is an armor
is that confirmed? a mech suit could easily be a vehicle
ah I see the achievements says "equiping" aswell
yeah same, i wonder if it will change the SPM meta
There was a line in the translation that was an error message saying something like “cannot interact with this when flying “
good find
Is that a more recent version? The one I downloaded yesterday doesn't have anything about "flying".
yeah you have to look on the website not the white text black screen download thing
That's all Mech Armor does? It flies? Even if that's an early planet tech, how long will you use it before it just stops mattering? Remote view already takes a lot away, and Spidertrons do the rest.
how do you know that its talking about mech armor
I guess on aquilo where there are a lot of potholes of water it could be useful
Because it talks about whether you can take armor off or not, and the only new kind of armor I'm aware of is "Mech Armor". Also, flight would be horizontal progression from Power Armor Mk2 and therefore would justify its existence.
After railguns that start at 10k damage, do we really need orbital bombardment weaponry? Artillery might be considered "seismic" damage.
could be unused and was previously a vulcanus turret reward
Seismic relates to earth and crust
so, the pieces are finally here together.. about the ||mysterious back hoe suit, called "Mech suit"|| but what tis the purpose of such it..
That and we havent heard of a vulcanus turret
could be scrapped
Whos to say it is scrapped?
could also be like a... quasi storyline research for that last area
They havent mentioned everything
Yeah
I doubt theyd put something scrapped into translation
right, endgame is ||shattered planet|| which could make sense why you're researching seismic stuff
i find it interesting that the ||3 achievements for the shattered planet gos from 10km to 60km is it survivability to go there?||
I could also see it relate to vulcanus
What with that demolisher and how it hits you with attacks from the ground
but it could just be fluff research like the SpaceEx mod (not SE) where it has very expensive final techs you have to complete before you can get the victory screen
test firing the weapon and you have to collect data before they'll let you return home empty handed ^^
99% it's bs but this is the wild speculation channel
The Weapon?
I still feel like it has to relate to vulcanus though,
like the demolisher's weapon?
seismic sounds like the demolishers damage type
Yeah
If it is related to vulcanus it's probably demolisher's damage new type
But I don't know why it needs a new one, why not just give it explosive
the entry was for an ammo item which is weird, I don't know about how enemies are coded under the hood but I assume they don't have projectile counts
I mean,
We gotta remember that they arent telling us everything
We dont know what the research tree is like
They likely still kept some surprizes
Like a seismic weapon
Or it's something scrapped
I heard the doc was updated, are tungsten pipes and other gleba plants still there?
Because you might have defenses against it. Also, if you're flying, seismic damage probably wouldn't hurt.
If its scrapped, then what would be the point in giving us the translation mention?
Because pobody's nerfect.
I doubt theyd just keep it in translation though
Anything interesting?
Besides apparently flying armor
2.0 adds base game achievements?
What was the changes to the doc
I think mech armor on Fulgora is reasonable
it makes traveling on Aquilo between islands much easier
how so?
we think u can fly with it
But do you really need flight on fulgora
I assume you'd mainly need it for vulcanus or aquilo, fulgora should be relatively easy to traverse
I think u mainly need it on Aquilo
oil oceans sound very easy to traverse yep
so it doesn’t really matter gameplay wise where it is unlocked
as long as it’s before Aquilo
thematically Fulgora fits
I do wonder what’s the recipe tho
mk2 armor needs T2 modules in the recipe
if mech armor needs T3 modules it means it need techs from multiple planets
say it needs speed3 and eff3
speed3 is on Vulcanus and eff3 is on Gleba
Techs that need multiple planets is the stuff I'm super interested in right now
Looking forward to tomorrow
perhaps it needs speed3,eff3 and supercapacitors so requires all three planet unlocks
The demolisher thing made it sound like it could be unlocked before you come to Vulcanus
I still think eff3 is space science unlock
Using u235 for it would make sense as well
But we know it uses fusion cells
Do we?
things may have changed
Well, that could be said about anything that was revealed
Gleba do need more toys so perhaps they gave it two modules
but I do like the eff from uranium theory
I just don’t believe it will be in the game anymore
I hope Im wrong tho
eff3 can’t be from the final planet
Maybe they can 
I mean it can, but that's a bit late no?
Especially if you already unlocked fusion
Unless they buffed/changed efficiency I guess
I feel like if there was a change to efficiency we'd have fff about it
There's going to be a lot that we didn't get an FFF about
removing efficiency modules?!? are you crazy? you of all people pepperbox!!
no not what I mean
I mean the fusion cell in eff theory
tbh I think lower tier modules deserve to have different recipes
different recipe between eff, speed, prod and quality modules
cheaper eff module makes it feels smoother
In fact, if it wasn’t for quality, I would even prefer the IR3 approach
no need but nice to have
Quality would work fine with the IR3 approach
Oh, but the new T3 recipes wouldn’t
tbh I hoped a improved version of IR3 approach where u don’t need to reprogram it in a recipe, u can just reprogram it in the module slots UI and its a blueprint thing
You could make it work, just include the unique ingredient as a part of the writing recipe, and return it on the formatting recipe
don’t return them 
I would say that's also valid
I kinda hope u make eff modules as the ‘basic version’ and u add more ingredients to make it into other versions
eff modules are quite expensive interms of what they provide
The T1 ones aren't
They’re already “cheaper” in the sense that the lower tiers provide a good enough benefit most of the time
Like, the higher tiers are needed only when paired with other modules
And there’s very rarely an overlap between “can use speed/prod modules” and “wants to conserve power”
It’s usually one or the other
New buildings having more module slots will help T1s even more, all of them will be able to easily reach -80% with just T1s
they are very expensive compared to other methods to get power
It's not just about getting power, it's about cutting pollution as well
these unique advantage only become valid with extreme world settings
otherwise it really doesn’t matter that much
also talking about pollution on other planets
Energy is more expensive on other planets though
not really
Efficiency modules will feel much more at home in a world where you can land on a planet with power-hungry buildings immediately at your disposal, but no power production set up yet
Maybe not significantly but still
Id say it’s cheaper tbh
In 1.1, you can always produce an appropriate amount of power for your tech level, because your base evolves over time
Vulcanus u have 4x solar and 500C steam from ground
The difference between being able to run 1 foundry and 5 foundries will make a difference on vulcanus before you're able to kill demolishers and blow up cliffs for more solar
500C steam is no joke
steam though
T1 modules are cheap, might as well stick it in there if no other modules are going in them
T1 modules are not cheap
They kind of are
t1 modules are very cheap for what they do
15 greens and 15 reds for -80% power consumption
80% of a foundry or EMP is a lot of power
unless u play the game super casually
I usually always find better use for my red chips
like for roboports and nuclear reactors
I saw module calculations last week that showed T1 modules pretty much pay themselves off within minutes no matter where you put them
prod specifically it was i think
Yeah speed and eff don’t “pay themselves off”
I actually disagree here
t1 modules are really solid
Modules are what eats all your red chips by way of sheer quantity alone
Like, how many roboports do you need just for contruction coverage
Not super many
I priority split it to modules
so any excess red ciruit production makes some modules
prod modules yes
eff modules questionable
it also depends on where u put them
miners for example is quite a big sink for eff modules
while refineries and chem plants are the place where u can save the most power by using eff
then its assembler mk2
Mk2 can’t even reach -80%
still u save more power per module than in other places
speed 1 is close to okay but I think a small reduce in cost would be nice
you play with old beacons you wouldn't get it 
Oh, right, I almost forgot about the “full prod and speed actually saves you more power than eff” thing
That’s kind of an underlying problem
yeah, that doesn't apply at t1.
: 5
2 
: 5
3 
: 5
4 
: 5
5 
this would be more of a pain in the ass than helpful imo
: 2
2 
: 3
3 
: 4
4 
: 5
5 
Alright, we've had a great time in this channel, but sadly it will end today
The channel should stay for 2.1 speculations and general FFF speculations
I think at that point it can just be folded into #friday-facts
thats crazy isnt it
just one more week
seems so unreal now that its almost here
or maybe im just too hyped for a video game
Damn, reading this .ini file is crazy lmao
You should check out the changes to base.ini as well
There's some pretty cool stuff
Powerful offensive vehicle capable of mounting various weapons.
Was changed to:
Powerful offensive vehicle capable of mounting various weapons and equipment.
Can I crtl f search here?
top right is discord's search system. you can filter channels too

I never thought I’d see the day
Mainly because I didn’t really want to see it
Tank getting a nice upgrade
Some other text implies that other vehicles will be remote drivable, not just trains/spidertrons
Either the search really sucks or that was removed
I’ll try again
Ah, I found it in core
Not base
It appears to be car only
There is a message for “this vehicle cannot be driven remotely”
Which I presume will pop up if you try it on the tank
If it's a part of core it's likely a prototype definition thing, in which case it would apply to both the tank and the car
i.e. the tank is a car
yep the tank is a CarPrototype
tank as early spidertron?
And how much it can have as well
do we know if qual spidertron has bigger grid?
Yeah i believe it does, don't quote me on that though
Actually a tank with roboport feels like the last piece of the puzzle for full remote view before the spidertron
I don’t think there was any puzzle to speak of
Remote building outposts without building roboport lines outside your base, specifically on Fulgora
👍
the incentive is still there even if we got remote tank tho
I would imagine the tank will have very limited grid size
say 2x8
so no exoskeleton
and quality may have no effect on its grid size
and u can’t RTS control a group of tank, u can only manually drive one tank remotely
last prediction before everything spoils: tank has equipment grid size of 2x8 and the grid size do not scale with quality so u can never use exoskeleton or portable fission/fusion in it
8 minutes to speculation results
Not really a reason to use it on Fulgora otherwise
I think we all know already that the endgame is || make as many standard pistols as possible ||
a major disadvantage of tank compared to spidertron is that u can easily crash your base when u try to move around 
That's from our team's base. One of our dudes really likes tanks so he sent them all planets as a care package 😄
I would hazard a guess that the RTS remote doesn't work on tanks either
and that’s even worse if tank can take exoskeletons 
2x8 was what i was thinking aswell, no exoskeleton, no fusion reactor. So still big incentive for the spidertron
That's just incentive for a
instead 
Imagine legs on a tank 😄
the equipment grid may not scale with quality
That sounds hilarious tbh
That would be super giga omega lame
just for tank
or only the horizontal dimension scales
it flies! mech suit flies!
OMG legs for tank 🤣
And can use roboport too?
Definitely!
Nice
Tanks are the "early game spidertron" now
how big is the grid for mech armor?
What science is mech armor at?
10x12 normal, 15x17 legendary
Argh, the wait is unbearable
That is so sicks!
So you don't need roboports all over your base to make remote view work!
much appreciated
I can see detaild recipes and tech cost somewhere?
Check #space-age and ask 🙂
@tardy quarry Original bioflux was removed, and Jelly-Yum was renamed to bioflux. So unfortunately, it's only in the game in spirit 😦
Bioflux+wriggler eggs
You got your wish
No, biter eggs! Seen in the latest FFF
There's biter eggs and pentapod eggs
Of course 🙂
I did, oops
okay
And what do you need for
? Guess
Something from 
I was excited for more uranium sinks
Pentapod eggs
bioflux?
IIRC, it actually is 
Like you speculated
Can't you farm spoilage with fish on nauvis?
In general, @tardy quarry were almost always spot on
I guess eff3 is actually that useless so they use

Had to be something cheapish 😄
what about
?
any examples 
tungsten carbide?
or tungsteel
more likely tungsten carbide
I kinda feel Gleba needed ores from fruits
Quite happy I was right about predicting there will be Gleba rework fff and then Aquilo fff
the loss of "Yummy value" as a stat is tragic
It was there last time, for nutrients
Oh, I thought it got renamed to a generic fuel value given the .ini mining
No yummy in the inis?
at least not in the spage-age.ini the first night it was up
IMHO bioflux should also have yummy value, as it's digestable by biter nests
But sorahn showed you yummy here 😄
yummy value has been a running joke in my household for a month now, i'd be sad if it wasn't ^^
wonder if it's due to being part of entity stats
It's in core.cfg
It sucks to have a chronic migraine and not being able to play ever 😄
feels so illegal to see you guys posting stuff now
IKR?!
Wait a minute
About efficiency 3
Were we technically sort of right all along
When we said it’s a Nauvis module
Because fish can turn into spoilage
Meaning it can be made with 100% locally sourced ingredients
I’m kidding of course, I still think the main determining factor is technology
But it’s funny how it ended up that way
Honestly the Nauvis farming chain so so very comical to me
After subjugating many alien worlds and commiting unspeakable monstrosities
Engineer guy retires to a peaceful life of farming trees and fish
What do we speculate on now
2.1
idea: nuclear rocket fuel as an alternative recipe for rocket fuel 
which give more use for u235
say light oil + u235 = rocket fuel
tbh I hope cryogenic science take u235. So u put your u 235 into science that unlocks fusion before fission power becomes useless
well its just a setup cost tho
I also hope u need bioflux instead of biter eggs to craft prod module 3 so its a bit easier
Nah, I think it’s perfect the way it is

This seems the place for it; since tanks are remote controllable and have grids, a "combat bot deployer" equipment for player/tanks/spidertrons would be super cool for 2.1
I’m seriously wondering when you would ever use remote tanks. Genuinely, what is their use case? What good is a base extending tool that can’t actually work outside your base? If any testers read this: What purpose did it serve in you guys’ playthroughs? Am I missing something?
I'm off planet and being attacked and I need to personally assist. Either ammo ran out, power was low, or I didn't cover a spot
We had 8-10 players in the team so expanding was done by hand
But it can clear nests around the base I guess, even though it doesn't have radar
That’s actually fair. I really didn’t consider the possibility of defenses every being breached. After so much time in my megabase save, I kind of forgot it can happen
I mean for an experienced player yeah it's a low chance
You will want to expand your ore patches at some point
and full bot coverage isn't always an option
though more possible Iguess with biter eggs and such
you might get biters in super awkward places
You need something to build your train tracks and outposts
How are they on Fulgora though
Is it even possible to use them there?
You can’t radar creep over tar
a personal combat roboport was thoroughly discussed at the LAN and is popular with the devs, but there was no time for 2.0
I do wonder how much you can cheese it through, you can place BP's through fog of war and in theory drive through blind
Can you?
I can understand sending spidertrons through it, they have their waypoints
Tank driving is manual
spiders have radars so it's moot for them
radar is quite long range
especially with 
I guess I may be overestimating the distance between islands
You can probably always take a roundabout route through a few close ones, leaving lightning rods+radars on solid ground
now I def want to try blind driving a tank and then just spamming a radar+solar BP blindly once I know i've hit a ledge ^^
I think radars have fair range which is way longer than large power pole ranges, and islands are not too faraway, just a bit further than larger power pole ranges
What was original buoflux?
and pentapod egg
Tungsten+carbon. Shocking I know
And calcite I think
No way
Where can you get ice and carbon, other than from asteroids?
Ice from ammoniacal ocean
carbon is made from soul burn
Carbon from spoilage or coal
That's cabron 😎
I still can't believe I just randomly told you about the event in dms and you were like 'what event?!'
how do you control the tank, with the RTS tool or something else?
I thought it was acid
Efficiency modules needing spoilage is so stupid I love it
It seems pretty clear that the developers are in on the joke of efficiency modules being kinda bad at this point.
what can you do about it
just make eff modules cheaper in general 
give eff modules a tiny prod multiplier which adds across themselves but the sum multiplies with any productivity effects present
and the efff modules would still be able to broadcast from beacons
the highest yield for the most expensive stuff would then require you to use prod + eff not because of a penalty for speed but because the eff would be getting even more material out of the prod
you could think of it as the eff giving a discount on the input cost
similar to how the big mining drill decreases ore depletion, or the biolab only costing half the science input per cycle of output
Overkill
but without having to do fractions of inputs, just augmenting the output prod
in SA, efficiency modules are not bad. there is a significantly longer amount of time where you are power-constrained much more than resource-constrained
space and fulgora are the two big places
and folks are severely underestimating how power-starved fulgora is
to the point where people were complaining that they "had to" carpet 70% of their island with accumulators just for the base to work
and efficiency modules are extremely valuable
power is "free" only on Nauvis and Vulcanus
because of 1. Nuclear power and 2. Sulfuric acid steam
it's gonna be a very long time until you get fusion and during that time, efficiency rules
Especially if you decide to be cheeky and use big miners/foundries on Fulgora
You will definitely need to -80% those
What prevents you from using conventional power on
? Lack of water?
(e.g. steam turbines from burning the infinite heavy oil)
Boilers using
from scrap is viable. The limit is water. But lightning and quality accumulators is good
I do think eff modules becomes a lot better with SA introducing more power hungry machines and space/power constrained scenarios
With 1.1, you always have buildings with power consumption appropriate for your production
In spage, with new planets, not so much
You can bring incredibly power hungry stuff to a freshly starting planet
lack of water, lack of space for accumulators
water is 10x more dense for steam now tho
Yeah my question was "if you're running out of space, why not use a constant power source like nuclear or first gen steam"
you can mitigate this to an extent with a platform processing ice above, but that requires several techs
if you're consuming 200 MW your scrap isn't enough to sustain power generation
I think a bigger issue is that early on u cannot connect power network across islands
actually, that's a misconception
Having played an extensive 0 seconds of spage, my thought would be something like ice harvesting platform in orbit + occaisional nuclear fuel shuttle from nauvis -> power?
there are large archipelagos of big islands that are easy to connect
but they have 0 scrap
Id say hybrid power might work
but the thing is, the more you build, the more power hungry you are, and the more of your space wants to be eaten up by accumulators
how big do u have to build reasonably before u unlock Aquilo stuff
Ice harvesting would be pretty weak, and unnecessary
Gleba has normal water, Vulcanus already has nuclear-level power locally
My guess is it massively depends on how rich you feel like being lol
I saw some SA base from Youtube and they all seem to be bigger that what they need to be
Apparently you can get a big chunk of the way through all 3 tier-2 planets without
or 
but you kinda have to slum it, I assume
theres even an achievement for not unlocking
before getting a planet tech researched
Missing out on damage upgrades and destroyer bots from yellow would make Gleba and Vulcanus pretty tough
And I don’t even have to explain why you really want elevated rails
also did they make any of the
recipe easier? like faster crafting speed or any
I saw in a Youtube video that
produced from assembler mk3 (without modules) are suspiciously fast
was it a quality assembler?
like 15s or something instead of 30s per rocket fuel
no I don’t think so
beacons?
Join us as we embark on an interstellar journey in Factorio Space Age! 🚀
In this first episode of our Let's Play series, we dive into the exciting new Space Age expansion and work on constructing our first space platform. Follow along as I navigate the new challenges, new planets, resources, enemies and technologies in the expansion.
*This seri...
Can you see quality in alt view?
yes
(of buildings etc)
huh
its like outputting rocket fuels every 12s
normalize it by the assembler speed of 1.25 we get crafting time of 15s for rocket fuel
instead of 30s in 1.1
it aslo means they made solid fuel recipe work faster otherwise there’s not enough chem plants to support those rocket fuel assemblers?
yeah that would make sense
btw I noticed that the FFF about space platforms seems super out of date now
Specifically:
- You can walk around on the space platforms now?
- There's no "space science in space" distinction from early space science?
decreased crafting time of solid fuel
I think now u unlock space platform starter pack together with the silo, and u unlock space machines with space science together by a trigger tech triggered by launching a space platform starter pack
get rockets, unlock platforms by launching one, unlock space science by harvesting an asteroid?
u unlock space science by crafting an asteroid catcher?
or building an asteroid catcher?
or catching an asteroid as u suggested
I guess it's over a year old so, fair haha
I'm significantly more weirded out by being able to walk around on space platforms
when was the translation file updated
or that biter eggs can hatch on space platforms??
I think they can still hatch
but I guess the drag eggs to the 💣 planet was a more interesting challenge than the realism of biters should probably die immediately in space
yeah you and biters can both walk around, the part where you just hang out in a hub is seemingly gone, based on some gameplay videos that released today
imagine the biters spawn in the hub and immediately destroy your platform
Plot of the next Alien(s) movie...
Is there really a point for #1240418991386787920 any more? 
We are no longer safely strapped to the hub
what did that ancient fff post imply the interrupt^2 were for?
hard freeze or stuff spoiling I assume
May have originally been for fulgora lightning but I don't think trains take damage from that anymore
Isn't that weird, that the coldest planet has no solid resources, other than chunks of ice in ammonia ocean?
What?
solids are all deep in the ocean, and the ocean used to be gases 
i guess for 2.1 
i'll start: even further improvements to fluids
"We reworked the rework of the rework of fluids and now they work the same as Satisfactory" 💀
we removed legs for tank 
also Kovarex said something about adding a way to send signals between surfaces. If that's not added by monday it could be a 2.1 feature
Didn't they already rework the reworked fluids?
Well you can know the state of fluids by reading Raiguard's user note
what is this?
is that the heater?
Recycler
No that's the 3rd thing 3 rows down
I'm 99% sure you could figure it out
Isn't that fone trough radars?
that only works on the surface itself, not between surfaces
Nah, all planets sharing the same radar net would be terrible
There has to be a way to separate them
configure in radar
One could have checkboxes in each radar saying "do share your network values with radars in planet X" and all radars of planet X that listen to the emitting planet receive the info
Would that work?
That radar could even change its direction to point somewhere else 👀
Id say landing pad center act as interplanetary radar is okay
Oh something no one talked about... this is astro toilet

We haven't seen one yet
How come the platform slows down when thrusters stop?
lets say gun turrets just really have that much kick firing on the final few asteroids
honestly with all the crap flying around on space I would not be surprised if the answer was drag
recoil from all the turrets
Honestly, with all that space junk flying around how is the Engineer's space platform not turned into shrapnel the second it moves?
Magic 🪄

The same magic that lets an ostensibly human person build a nuclear reactor with their bare hands in 8 seconds.
I'm referring to space dust, micro particles. Which could be moving at the speed of light at times iirc.
Cosmic rays?
Well, then again the Engieer's spacecraft isn't made of basically thin foil (unlike ours, which are), so it just bounces those off I assume.
We don't fly that fast
*near speed of light, nothing with mass moves at the speed of light ☝️ 🤓
and it's not dust that does that, but particles
None of the space physics makes any sense because it's not supposed to. It's designed to be fun and an interesting logistics challenge.
I do all the time
"When my craft gets hit, no one bats an eye
But when the james web telescope gets hit
Everyone loses their mind"
Wouldn’t that like disintegrate the platform
That's covered here:
https://youtu.be/wdP_UDSsuro?si=L3xv8zL61HN5IbZ1&t=139
PBS Member Stations rely on viewers like you. To support your local station, go to:http://to.pbs.org/DonateSPACE
Sign Up on Patreon to get access to the Space Time Discord!
https://www.patreon.com/pbsspacetime
Space is pretty deadly. But is it so deadly that we’re effectively imprisoned in our solar system forever? Many have said so, but a few...
Oh, just remembered this
I guess it was kind of a fail
But I wasn’t expecting anything else anyway
Though, if you really stretch it…
You could say that all the resources on Aquilo come from “fountains”
And that level is called “Secret Fountain”
I always see those yt videos “shooting a grain of sand at earth at the speed of light and it’s devastating
My ear fff, finally 
they kept you waiting right until the end lmao
my ear is already spoiled by now 
To be fair, I expected it to come in the very last FFF with the trailer 😄
I speculate that the new armor will be awesome
u don’t need to speculate 
"We have one more thing that none of the testers have really seen in the works […] It might drop first patch after release.” resume speculation
Where did you get this from? I’m very interested
https://www.reddit.com/r/factorio/comments/1g6xy3v/you_are_not_ready_spoilerfree/ its a quote from the playtester discord apparently
last bullet point in OP
Aye thank you!
If it's something as big as 1.0 spidertrons, that would be amazing
- I'm sure there will be some sort of easter egg at the end of route to Prometheus
I really hope so too
Like, anything
Literally anything
I knew they would do a surprise feature, just like 1.0
What are you all going to speculate about after the release?


Factorio: High Fashion
Promised biter dating sim secret level
you already date the biters, you buy them dinner (bioflux) and then they... uhhh... I don't want to continue this analogy anymore
Biter dating sim will be an in-universe dating sim that the engineer just runs on the biolab’s neural hardware
basically the matrix but for biters at this point
I have a (mini)problem
From yesterday, my browser can't find reddit website. I simply assumed reddit was down for everybody but now I'll look for a solution.
I use firefox and am located in switzerland.
NOTE: here is the list of all things I tested while writing the message
Edge also can't find it
My phone can't find it
My phone actually can find but only trough mobile data...
I need to talk to ask the owner of the wifi-box (I just got by my parents)
It could very well be your internet connection. Reddit is pretty good with uptime.
Maybe some kind of parental lock is on your internet? Not too sure.
well idk if reddit got blocked by wifi intentionnaly or not
But all the rest of internet work (that I know of)
(my messages got quite off-topic I know; originaly I wanted to ask you about the content of the reddit post but I'll read it on phone)
If everything works but reddit there's some deeper issue going on I think. Perhaps continue this on #offtopic if you need more help.
I'll just close the topic here:
My dad blocked wifi-acces to reddit something like eight years ago; and since I discovered reddit only after moving away from home I just discover this lol
Let's speculate about Factorio again
Could it be that flying ennemy of https://factorio.com/blog/post/fff-367 ?
Hello, long time no talk, we've got some catching up to do... Almost 1 year ago (FFF-365) we said "we don't think that [the expansion] will take less than a year to develop". Well it has been less than a year and it is not finished, so we kept our word on that :). But while it might not be finished, there is a still a lot we have done so far.
They explicitely said it was not there; but what if?
could be an enemy, could be a new weapon, could be new graphics for stuff. it could be anything
Oh and it will not be present at release
rip jelly bros, gone but not forgotten, would have made for a rad biolab
rip jellyyum
I really believe cooking/baking Gleba items in furnaces was a hilarious concept and it’s a shame it’s gone 
Now even burning spoilage into carbon is done in a biochamber instead of a furnace
Somehow
But tbf this one might have been for technical reasons
Because spoilage would have been both a fuel and a smeltable
Likely
It looked like it did work at some point, but I did only see it in like 10 seconds of footage
So maybe it was a lot more jank than that footage let on
Maybe it is a 2.0 Switch build 
I had a dream about what this feature could be and it made a lot of sense
Unfortunately I forgot
They also told that they had to abandon spidertrons in the development of 1.0
how do you think you are making the biter eggs?


trying my best to not be overly vulgar here
I speculate..... Expansion tomorrow
no way
We sure? Theres a chance it might be monday instead
I speculate.... Expansion today
The expansion will release in 6725.8 inserter swings
It does it for 30 seconds
Have fun today everyone. It was fun speculating with you guys the last year 👌
We'll still speculate on 2.1 😄
you can still speculate for 5 mins more
I speculate...You all are downloading the expansion
I will never forget the days waiting for may ear reveal, no need to wait anymore… 
and no need to wait to play Space Age anymore!

@tardy quarry do you have it installed
The expansion has already been released, go play it!
I speculate space age will be accessible via my computer
What will this weeks's FFF be about? 
Release and sales/player numbers, probably
And that one new feature no one has discovered yet 
Getting top selling and 7th played on Steam is nice
tripling your all time player peak is also kinda nice
Very
It's the top poster for the Steam store right now
Unfortunately a bit pixelated
top-selling, according to what metric? I am quite confused with all sources I have found, they indicate an order but no corresponding number
I hope someone can explain me
Revenue
They deserve every penny... it'll be interesting to see what they choose to invest that in next, since Factorio is evidently coming to a close sooner than later (for now at least)
Which is sad ngl.
But, who knows, maybe they'll make 3d factorio xD
They won't.
Wube said they want to make a whole new game in a different genre
some time in the future
xD
Just yesterday there was talk about a Rust RTS in their discord.
What next, Satisfactory RTS?
Factorio survivor 
I predict that this friday's FFF will be about how the launch went 
Yeah like 3 versions already and a ton of long tail bugs
What about a Factorio Visual Novel?
In Factorio 3.0, we will have 3 layer of train rails
stack train wagon
Every new whole number update
They add a layer of rails
Factorio Netflix Live Action adaptation
Factorio 8.0 - 32 track directions, 8 track layers
Factorio 360?
Galaxy of fame: https://www.factorio.com/galaxy
Wonder what that will be, maybe it will be mentioned in the future FFFs?
Maybe it's no longer Factorio Friday Facts
This week's FFF will definitely be about the release, some sales numbers, amount of bugs found and patched. Possible talking about some feedback e.g. requiring double click for choose stuff after quality....
Solutions are being discussed btw e.g. single click and you have to select quality first
That seems like the best and simplest solution
Logistic request already have quality selection at the bottom of the window, don't know why they didn't do the same for ghosts
They added Galaxy of Fame in 2.0.10 experimental, I'm sure that by Friday that version will be stable and they will mention it
I hope it's not getting closed before I finish it
/hj
I don't think it's planned to get closed...
I was thinking of websites/links of some old games you had as on CD disk, that don't work anymore.
But true, it's just got out and I plan to finish Space Age before the end of time
what is that
Check 2.0.10 changelog on the forums
Features Galaxy of fame. Offered when the game is finished. () Changes Non-blocking saving setting is no longer synced over the Steam cloud. Minor Features A…
I don't get it
It's the "Hall of Fame" for the players who completed the game
You can look at their bases, platforms and other stats
Though bases are only in the map view
kovarex has his save in it https://www.factorio.com/galaxy/Iron I: Alpha1-1.A1W3
new game can have name started with f
Fatisfactory
Do note it's old map gen, with biters on
. But it is the 200kSPM base...
cool thanks
oh ok, on a phone I couldn't click on the stars
So today the speculation for me is:
"We released! Thank you for the <some number> of sales! We solved a lot of bugs and working furiously on more. And here's a little treat: Galaxy of Fame."
some insight in some weird bugs that got fixed would be nice
seems good
Maybe some plans for futures as well
Called it
Called it
Well, sales amount was obvious
And I called GoF earlier
Any speculations for the next FFF?
I speculate that GoF will recieve some updates and they will be mentioned in FFF
Next FFF may be future plans and or technical stuff
#friday-facts message
Fair chance that FFF's may have more time in between for now
I was right, shocker 
I'm not surprised
I still find it very interesting how they completely removed the alternate of Space Science. Because back in 381 they mentioned how satellites could be launched to gain 10-30 per launch till you create them in space.
A few days ago I was wondering what happened to all that about them lol
But I’m not complaining
Does seem a bit like an unnecessary step
It was very unnecessary. The new way is so much better.
I just watched my brothers build their first space platform and once they remembered to look at the tech tree, the trigger techs guided them through the process pretty nicely.
I haven't played it with Satellites and Uranium, but I do very much like the current implementation. Straight to Space Science and guides us to space factories.
I still miss the uranium, but I've made my piece with that.
Maybe one day we can have u238 in yellow science
I hope we have a new robotics facility that makes engines, electric motors, bot frames, inserters, turrets etc. with 50% prod
Stone facility for making bricks, concretes, landfill, walls, rails, tungsten carbide... 
I wanted stack size increase for my inserters, but didn't want to do oil yet. I went to the field with a pumpjack and a solar panel, just to unlock it
yeah I did the same lol
just put down a pumpjack and don’t touch oil for a long time
Bring a tank to get a headstart for when you actually want to start Oil.
oh wait, that's locked behind Oil :/
Personally I think non-bulk inserter stack size research should not be locked behind bulk inserters
At least the 1->2 which is a huge boost
I think it should be that way. Hulk Inserter is the hand stack size inserter, other inserters only get increased hand stack size as side effect/free bonus.
For me the "other inserters" is the main bonus ^^;;
Early on the difference between a 2 hand size fast inserter and a 4-6 hand size bulk inserter just isn't super meaningful in most cases
especially for how expensive bulk inserters are relative to fast inserters
tbh I hope bulk inserters are unlocked behind all the regular inserter hand size upgrades
tech progress will be
: regular inserter hand size upgrade 1->2 and 2->3, then
unlocks with hand size of 4
: upgrage
hand size to 6, then
upgrade to 10 then
upgrade to 12
the player though process would be: ‘hey I want more inserter throughput’ -> ‘oh nice heres this upgrade tech that boosts all my inserters, and I can do 2 levels.’ -> ‘hum I want more’ -> ‘oh I need bulk inserter which gives me more hand size at the start and the following upgrades only apply to them’
Anything for today?
Landmine nerf 
lmao I’ll wait for it
tbh one way to nerf is to decrease their explosion effect radius
one of the main reason why my landmine ship works is because the landmines can be triggered 2-3 tiles away from the center so asteroids can trigger the landmines before they touch the space platform tile
me too
we have cannon turrets
I can't even quote the "we have <thing> at home" meme
Cannon turrets are so OP, they straight up delete stuff instead of dealing damage
can they delete asteroids
Yes. Damage is at least 10k, huge asteroids have 5k health and 3k resistance.
Except the Huge Promethium Asteroid. It has 10k health and 3k resistance. weird
ah, they all have twice as much health
a single railgun damage upgrade rectifies that 
yes
that it uses electricity to propel the projectile is not important
big chunk of metal comes out the barrel, it's a cannon
time to speculate a bit I guess
Vulcanus: 0.7071 FAU
Nauvis: 1 FAU
Gleba: 1.2247 FAU
Fulgora: 1.5811 FAU
Aquilo: 2.2361 FAU
SSE: 17.3205 FAU
if 1FAU = 1AU then vulcanus would be comparable to venus and fulgora would be comparable to Mars
It's really easy to discover the exact numbers by looking at the prototype definitions 😛
Each space location is defined by a distance and orientation, not x/y coordinates.
that sounds like polar coordinates
im aware that the inner planets are each 5 distance apart from each other and aquilo is 10 from fulgora but im calculating those of the solar power from space so its more realistic I guess
That's because it is 😄
The orbital transfer lines are linear interpolations in polar coordinates
ive used magnitude and gravity to calculate some more stuff relative to nauvis
Masses:
Vulcanus: 9 FM
Nauvis: 1 FM
Gleba: 2.42 FM
Fulgora: 0.648 FM
Aquilo: 1.5 FM
Volume:
Vulcanus: 3.375 FM^3
Nauvis: 1 FM^3
Gleba: 1.331 FM^3
Fulgora: 0.729 FM^3
Aquilo: 1 FM^3
Densities:
Vulcanus: 2.6667 FM/FM^3
Nauvis: 1 FM/FM^3
Gleba: 1.8182 FM/FM^3
Fulgora: 0.8889 FM/FM^3
Aquilo: 1.5 FM/FM^3
the star would have have the volume of 1000 Nauvis's
it would theoretically be possible to get nauvis's volume and hence mass through the stars colour if the star is correctly scaled
now I want to check the space map, but it's not there. weird
yeah the stuff is in the game files
It sure is there. But if the transfer lines are actually linearily interpolated, then they should curve outwards a bit.
I wanted to check whether that's true and by how much the curve deflects from a straight connection.
they can curve if you move the planets on the star map
they act a bit like a spiral if you do it far enough
I tested the interrupt in interrupt, its only meaningful when u have an interrupt that has more than one stops
and when an interrup interrupts an interrupt the interrupt that’s being interrupted is cleared completely
I hope I wrote it clearly
basically, interrupt in interrupt still only works when the train decides to leave a station. It is not triggered in the middle of a route
same as all interrupts then
Say interrupt one more time
So it's not really an interrupt, it's just additional IfElse for choosing where to go after each station
you didn’t interrupt my speculation on train interrupt interrupting interrupts 
basically if all your interrupt only has on destination, it acts as normall interrupt
I meant normal interrupts
Interrupts in interrupts are just 2nd level interrupts, which have priority over normal interrupts
no the priority is determined by the order u put them in the interrupt schedual
interrupt^2 can trigger when the train leaves station C, which normal interrup cannot
Okay, can you explain normal interrupts to me, like I'm a six year old girl?
Please:>
when a train leaves a station, it checks the interrupt schedule one by one and the first one that satisfies the condition is triggered. Once triggered the train will add temporary schedual(s) based on how the interrupt was defined
Oh, so interrupt can add several temporary stations
And on these temporary stations, only 2nd level interrupts can add another temporary stations, normal can't
Can interrupt in interrupt interrupt an interrupt in interrupt?
I think they do
Oh, that's neat
Would make sense for their name
They are called interrupts in interrupts, not 2nd level interrupts
imagine if u have a long interrupt^2 that triggers itself before it finishes
Before I thought interrupts can only add 1 temporary station
also a thing is
when an interrupt is triggered, it clears any existing temporary schedules
So, interrupts^2 don't act different from interrupts^1, if you don't have long interrupts(which add 2+ temp stations)
Huh?
basically yes
so after the train finished station E, it doesn’t continue to go station D
So if interrupt^2 intetrupts long interrupt, the train won't finish what it's been doing? That's sad
yes
tho I still don’t know why we would need to use long interrupts at all
Well, I can see potential usecase
Got signal for needing A:
- Go to A load
- Go to A unload
Though A unload still should be covered by a general unload interrupt, so not the best example
I wish we got a tutorial from the devs about that
the thing is u can define it using two interrupts
1: go to pickup if needed
2: go to dropoff based on what u have
I fail to see what kind of long interrupt can’t be just defined using multiple short interrupts
And two short interrupts is better, because it won't be broken by intettupt^2
yup
Wait, does normal interrupt work after D?
yes
Maybe D still counts as "In interrupt"
nah
When I fail to see the usage of interrupts^2
But the devs definitely used them for something
I think many devs also have no idea why they needed it
perhaps only Kovarex
or Klonan
it was kovarex, and apparently it was to do with handling spoilage
none of the other devs really knew what he was referring to at the time, nor did anyone else use them for spoilage in the first place 😄

Not for spoilage, but for generic stations on fulgora handling overflows to go to recycle
I still don’t get why its needed tho because its equivalent to normal interrupts if u don’t do long interrupts
Interrupts in interrupts have been mentioned in FFF-389
where it says
There is some very specific case where this is a crucial thing to have, but it is on a planet we didn't reveal yet, so more on that later :) .
Fulgora has been FFF-398
I don't understand it either. I asked Kovarex at the LAN, which prompted him to show me and a couple of guys his 200kSPM base
well actually I have and idea where it could be useful: space platform schedule. Because if the destination is not to an adjacent planet it may not follow the route u want, which means u may want to use long interrupts to define a specific space route

you need biter eggs

and 1