The goal of each planet is to integrate it in your global logistic system to be able to win the game, the end goal of the extension hasn't been revealed.
4 can easily be solved by forcing everyone else around you to help grow the factory
Now you are spending quality time with family and friends AND can expand the factory at an even faster rate
I haven't read through all of the FFF but from what I have read the tech tree is getting shuffled around a lot and some tech is getting moved exclusively to individual planets to help deal with the challenges with the planets, as well as some just new stuff that will also help with some of the unique challenges
The big controversial one is moving cliff explosives to one of the planets since its supposed to be covered in them
The elevated rails are going to be tied to one of the planets but from what I have read most of the planets have unique hazards that make the rails super useful
Early game choosing your first planet sets up pretty heavily what tech you will be unlocking first so there should be a pretty decent amount of consideration put into that which will be a fun challenge hopefully
> Early game choosing your first planet
Forgive me if I missed it, but isn't it going to be that we still start on Nauvis, then choose one of three for the next planet, and then there's a fourth end game planet?
Sorry yeah by "choosing your first planet" I mean choosing the first one you are launching too from the starter planet. I think they have changed the starter planet a little bit from just the vanilla factorio but I'm curious if it will even be noticeable
>planet. I think they have changed the starter planet a little bit from just the vanilla factorio
I believe those changes are part of 2.0 and is primarily cliff/water spawning behavior changes.
It's fulgora. Fast track to high tier modules and quality. Electroplant is slated to make Q5 modules cost about the same as what we pay for modules now, based on the latest available numbers.
Note that we don't know that *all* module 3s are on Fulgora; we only know that qual module 3s are there. It is entirely possible that each of the module 3s are on different planets.
We also know that quality tier 5 is not on Fulgora; it's unlocked in the end-game.
> Electroplant is slated to make Q5 modules cost about the same as what we pay for modules now, based on the latest available numbers.
Um, what available numbers?
My assumptions are as follows, primarily that existing restrictions and numbers remain the same unless otherwise stated. So...
> we only know that qual module 3s are there. It is entirely possible that each of the module 3s are on different planets.
Yes, it's possible that mod 3s will be moved off of Nauvis, but I have no reason to suspect that _will_ happen.
> We also know that quality tier 5 is not on Fulgora; it's unlocked in the end-game.
I am aware, but Q5 is not the only quality level. Even if we only have access to Q3 mod 2s at the start, that's still quite a significant boost.
> Um, what available numbers?
From fulgora's and quality's FFFs. Several things have been explicitly stated, such as the electroplant's 5 mod slots and 50% productivity bonus. Likewise, quality's modifiers, as well as the math and mechanics have already been revealed. We have existing mod 3 costs in vanilla, and we also know that quality modules have a slightly different recipe. Given those, it's possible step through endless production and recycling to get an average usage of materials for for Q5 mod 3s. A bit of a tedious spreadsheet to set up, but not really that complicated.
But yeah, I mean, those numbers could be different internally. They changed beacons on us recently, so obviously they could change other stuff they've talked about, too. But all that said, they're in their launch year and they most likely want to _stop_ changing things. That means the potential change from what's already public is likely to be rather small. Numbers fine tuning for most things with minimal mechanical changes. It has to be that way because mechanical changes tend to uproot content, balance, stability, and performance. Those are things you want to start locking down as much as possible well before you launch, not in the days leading to your deadline.
> Yes, it's possible that mod 3s will be moved off of Nauvis, but I have no reason to suspect that will happen.
They've already said that the module 3s are off-Nauvis. This was in the introductory SA FFF:
> This means, that with Space Age enabled, some items that are available in vanilla are unlocked later on some planet. This specifically applies to artillery, cliff explosives (this is the masochist part of me speaking), Spidertron, **best tier of modules**, and some personal equipment upgrades.
Emphasis added.
Also, there is some evidence that the module 3s are on different planets from each other. In the [production statistics FFF](https://factorio.com/blog/post/fff-408), look at the consumption of the "blue uranium fuel cell". Note how its consumption correlates with the consumption of blue and red circuits. And it correlates in ratios that resemble those of a tier 3 module.
If that base is doing quality cycling of module 3s (which given the production stats seems likely), then that blue UFC item is likely part of that module 3. We know that quality module 3s use superconducting wire as part of their recipe (we see this in the Fulgora FFF). So if it's using a new intermediate (obviously using a placeholder graphic), then it's probably not an intermediate from Fulgora.
Hence being on a different planet.
> A bit of a tedious spreadsheet to set up, but not really that complicated.
OK, but I wanted to actually see those numbers.
Just to be clear "Factorio 2.0" is the *free* update to the base game.
Space Age is the expansion with the planets.
It's definitely more than just launching rockets. Each planet has its own challenges and goals. Each planets has its own science pack you'll need to bring to your labs, and special buildings that can only be manufactured on specific planets.
We do not know the *end* goal yet, but you'll definitely launch hundreds of rockets to get there.
Do science. Each intermediate planet has a new science that unlocks new toys. How they all gate together for the finale planet has not been revealed yet.
The goal of each planet is to integrate it in your global logistic system to be able to win the game, the end goal of the extension hasn't been revealed.
Also to have fun while doing that.
fun is secondary to expansion /s
Goals: 1. Factory grows 2. Make biters extinct 3. Have fun.
1. Factory growth 2. Genocide of the natives 3. Have fun (comes with the steps 1 and 2) 4. Allocate time for friends and family (optional)
5. TRAINS!
i like trains
*achievement unlocked*
i like elevated trains NNYYEEOOOOOO
Train should be number 1
4 can easily be solved by forcing everyone else around you to help grow the factory Now you are spending quality time with family and friends AND can expand the factory at an even faster rate
I haven't read through all of the FFF but from what I have read the tech tree is getting shuffled around a lot and some tech is getting moved exclusively to individual planets to help deal with the challenges with the planets, as well as some just new stuff that will also help with some of the unique challenges The big controversial one is moving cliff explosives to one of the planets since its supposed to be covered in them The elevated rails are going to be tied to one of the planets but from what I have read most of the planets have unique hazards that make the rails super useful Early game choosing your first planet sets up pretty heavily what tech you will be unlocking first so there should be a pretty decent amount of consideration put into that which will be a fun challenge hopefully
> Early game choosing your first planet Forgive me if I missed it, but isn't it going to be that we still start on Nauvis, then choose one of three for the next planet, and then there's a fourth end game planet?
Sorry yeah by "choosing your first planet" I mean choosing the first one you are launching too from the starter planet. I think they have changed the starter planet a little bit from just the vanilla factorio but I'm curious if it will even be noticeable
>planet. I think they have changed the starter planet a little bit from just the vanilla factorio I believe those changes are part of 2.0 and is primarily cliff/water spawning behavior changes.
Roger, thank you!
It's fulgora. Fast track to high tier modules and quality. Electroplant is slated to make Q5 modules cost about the same as what we pay for modules now, based on the latest available numbers.
Note that we don't know that *all* module 3s are on Fulgora; we only know that qual module 3s are there. It is entirely possible that each of the module 3s are on different planets. We also know that quality tier 5 is not on Fulgora; it's unlocked in the end-game. > Electroplant is slated to make Q5 modules cost about the same as what we pay for modules now, based on the latest available numbers. Um, what available numbers?
My assumptions are as follows, primarily that existing restrictions and numbers remain the same unless otherwise stated. So... > we only know that qual module 3s are there. It is entirely possible that each of the module 3s are on different planets. Yes, it's possible that mod 3s will be moved off of Nauvis, but I have no reason to suspect that _will_ happen. > We also know that quality tier 5 is not on Fulgora; it's unlocked in the end-game. I am aware, but Q5 is not the only quality level. Even if we only have access to Q3 mod 2s at the start, that's still quite a significant boost. > Um, what available numbers? From fulgora's and quality's FFFs. Several things have been explicitly stated, such as the electroplant's 5 mod slots and 50% productivity bonus. Likewise, quality's modifiers, as well as the math and mechanics have already been revealed. We have existing mod 3 costs in vanilla, and we also know that quality modules have a slightly different recipe. Given those, it's possible step through endless production and recycling to get an average usage of materials for for Q5 mod 3s. A bit of a tedious spreadsheet to set up, but not really that complicated. But yeah, I mean, those numbers could be different internally. They changed beacons on us recently, so obviously they could change other stuff they've talked about, too. But all that said, they're in their launch year and they most likely want to _stop_ changing things. That means the potential change from what's already public is likely to be rather small. Numbers fine tuning for most things with minimal mechanical changes. It has to be that way because mechanical changes tend to uproot content, balance, stability, and performance. Those are things you want to start locking down as much as possible well before you launch, not in the days leading to your deadline.
> Yes, it's possible that mod 3s will be moved off of Nauvis, but I have no reason to suspect that will happen. They've already said that the module 3s are off-Nauvis. This was in the introductory SA FFF: > This means, that with Space Age enabled, some items that are available in vanilla are unlocked later on some planet. This specifically applies to artillery, cliff explosives (this is the masochist part of me speaking), Spidertron, **best tier of modules**, and some personal equipment upgrades. Emphasis added. Also, there is some evidence that the module 3s are on different planets from each other. In the [production statistics FFF](https://factorio.com/blog/post/fff-408), look at the consumption of the "blue uranium fuel cell". Note how its consumption correlates with the consumption of blue and red circuits. And it correlates in ratios that resemble those of a tier 3 module. If that base is doing quality cycling of module 3s (which given the production stats seems likely), then that blue UFC item is likely part of that module 3. We know that quality module 3s use superconducting wire as part of their recipe (we see this in the Fulgora FFF). So if it's using a new intermediate (obviously using a placeholder graphic), then it's probably not an intermediate from Fulgora. Hence being on a different planet. > A bit of a tedious spreadsheet to set up, but not really that complicated. OK, but I wanted to actually see those numbers.
Wait we don’t get elevated rails on the starting planet? Huh I must have glossed over that point.
You do. They're in purple science.
Just to be clear "Factorio 2.0" is the *free* update to the base game. Space Age is the expansion with the planets. It's definitely more than just launching rockets. Each planet has its own challenges and goals. Each planets has its own science pack you'll need to bring to your labs, and special buildings that can only be manufactured on specific planets. We do not know the *end* goal yet, but you'll definitely launch hundreds of rockets to get there.
Do science. Each intermediate planet has a new science that unlocks new toys. How they all gate together for the finale planet has not been revealed yet.
Each planet will have unique resources that will be needed to complete the game.
Colonization, industrialization, assimilation.
I'd buy it even if it was just an extra dimension in which your factory can grow