Factorio Friday Facts

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  • Опубликовано: 2 окт 2024
  • Today we learn more about the mechanics and gameplay on the new planet Gleba, coming in the Factorio Space Age Expansion. It involves harvesting the environment, and some other mechanics I was truly not expecting at all that should make things quite intersting and challenging!
    Let me know your thoughts down below!
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    • FFF - Factorio Friday ...
    Check out Factorio at: www.factorio.com
    Factorio is a game in which you build and maintain factories.
    You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don't really like you.
    Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.

Комментарии • 129

  • @KackBratze001
    @KackBratze001 3 месяца назад +12

    This effectively adds time management to your production. This is literally just-in-time manufacturing, like in real life.
    You'd need to precisely time your production so that your science pack catches the rocket at the last second before launch. Ideally, you could measure the exact amount of time spent in the production chain, from cutting the trees to outputting the science pack.
    Assuming there was a way to know the ETA of space platforms, you'd subtract the production time and start producing exactly at zero.
    This could lead to factory designs with some interesting and sophisticated power supply designs. One could use power switches to shut down huge parts of the factory until the platform is close by. Or, set recipes only when needed. I can imagine speed modules becoming very important.
    Most importantly, there will be no buffering anymore. So, since throughput is still important, you will still build up the capacity of your factory. Instead of chests, the size of your farm and the number of trees will become your real buffers. You 'plant' more ore patches, so to speak.
    Cool concept. Honestly, there is still a lack of compelling reasons and rewards for mastering the planet early.

    • @intquant
      @intquant 3 месяца назад +1

      My guess is that we'll get rocket turrets, spidertrons and maybe prod 3 on this planet.

  • @peterschmidt1900
    @peterschmidt1900 3 месяца назад +53

    Massivly overproducing the one ingredient that spoils is the wrong path. You just add massive spoilage.
    It is better to buffer enough of everything that does not spoil, so the stuff that spoils can be consumed asap, to minimize spoilage.
    Remember: it becomes available in bursts in huge quanitities, whenever a spaceship arrives. Until you have a full chain of spaceships doing deliveries all the time.

    • @colinkennedy1461
      @colinkennedy1461 3 месяца назад +3

      And whats funny is even within a given platform delivery there's going to be bio-packs that were loaded first and are more spoiled than the packs loaded closer to launch. You'll probably want to filter your bio-packs as they arrive at your labs to so that the most spoiled are processed first to even out the curve and keep your science production as constant as possible.

    • @MyOmbu
      @MyOmbu 3 месяца назад +2

      At least from the FFF one thing that can be used for spoilage is making plastic Wich does not decay

    • @Lyss3r
      @Lyss3r 3 месяца назад +1

      you might just be able to fuel an entire base (very early on at least) with the excess spoilage getting filtered out from a circular belt that feeds the not rotten product back into the circle and burns the spoilage/deletes the rest via recycler, though i don’t think that one wont need much when you consider how busy the now stack/later bulk inserter is throwing that stuff into the boiler consuming 1.8 MW of it per second. If that thing is constantly running the boiler produces like 7,3% of its electricity only for the inserter feeding it. An it looks like a spoilage has a fuel value in the decimals. Overproducing with the excess easing the electricity bill could be viable.

    • @nnelg8139
      @nnelg8139 8 дней назад

      Buffering causes spoilage, though; everything rots as it sits.

  • @vaderciya
    @vaderciya 3 месяца назад +14

    I have full faith in Wube to develop the expansion properly. They haven't put a foot wrong yet, and I don't see any reason to doubt that the spoilage mechanic will be done properly and in a meaningful way. So even though I can see why people might not like it with what we're told so far, I don't think we have enough info to be "against" it at all

  • @binathiessen4920
    @binathiessen4920 3 месяца назад +13

    To minimize spoilage my plan would be to ship all the science packs to Gleba so that the agricultural science doesn't spoil en-route.

  • @Lyss3r
    @Lyss3r 3 месяца назад +4

    i do think that the biochamber will be brought over to other planets if the plants needed for its processes can grow there and be automated with the agricultural tower, wich would make sense considering that they mention landfill for the plants to grow in. one could just replace the entire hassle of building new oil outposts because of the relatively fast depleting oil with the stagnant production shown here as a more reliable way to get your oil products. many people don’t like oil processing so maybe this is a valid alternative later on. also if the gravity of the planet might affect how fast/tall a tree can grow under harsher/less harsher gravity.

  • @drblitzzz
    @drblitzzz 3 месяца назад +24

    Freezer chest which reduces spoilage (during space transport) would be a sweet addition

    • @DeronMeranda
      @DeronMeranda 3 месяца назад +4

      Or pollution, which accelerates spoilage. Or irradiation which halts spoilage. Unfortunately I think any of those would would make the computation to costly.

    • @EmperorJake
      @EmperorJake 3 месяца назад +4

      Refrigerated rail wagons would be interesting too

    • @guanteblanco8995
      @guanteblanco8995 3 месяца назад +6

      Final planet is an ice planet so we might get that!

    • @arthurmoore9488
      @arthurmoore9488 3 месяца назад +1

      @@DeronMeranda From my guesstimate, some of these things need to be alive to work, so irradiation isn't an option for everything. Nutrients can be irradiated, but seeds can't. If we assume the biological science packs are doing some sort of research on living things, then most things in that chain can't be irradiated either.
      Irradiation as a special machine would be really neat for nutrients though...

  • @seanblackburn6046
    @seanblackburn6046 3 месяца назад +20

    Seeing that the other two new sci packs don't spoil, unless the new stompy enemies are tough to deal with, big G looks like the place to be doing research.

    • @Xterminator
      @Xterminator  3 месяца назад +3

      Yup definitely leaning that way as well!

    • @seanblackburn6046
      @seanblackburn6046 3 месяца назад +2

      To be honest, i would have to agree there needs to be something other than a logstics challenge on this planet. In SE, the Vitamelange chain was weak like this, too. Lots of production hurdles for content but nothing to write home about for unlocks other than being a pre req for modules.

    • @ghislain2966
      @ghislain2966 3 месяца назад +5

      Perhaps. On the other hand, this planet seem like there's a lot of rain, so Solar Power seem like it's out of the windows. Uranium doesn't feel like it'll be present on this planet as well, so it'll be hard to produce energy, you'll have to import Uranium or Coal. Moreover, what if Pollution decrease the yield of the plants, meaning it'll decrease the productions rate of the vegan science pack ?

    • @UnashamedlyHentai
      @UnashamedlyHentai 3 месяца назад

      @@ghislain2966 spoilage appears to burnable as fuel

  • @stratvids
    @stratvids 3 месяца назад +33

    As long as each item has the same spoil rate they could implement the spoilage with just a created timestamp on each item. if an item spoils in 10 min and it was created 5 min ago then it's 50% spoiled. still requires some calculation to display bars and convert to spoilage but you won't have to continually update the item data

    • @syriuszb8611
      @syriuszb8611 3 месяца назад +2

      Until it is shown on screen or goes through splitter with filter, belt reading or inserter, it does not need to update its state. It doesn't necessary exclude the chance for extending the spoilage time (like with refrigerated wagons) but would make it a little more complex (for example they would need to switch between frozen and unfrozen versions of items). It probably is not just created timestamp because the freshness is inherited, so it will be easier to make expired date.

    • @kal9001
      @kal9001 3 месяца назад +1

      The rate can simply be -1 per tick, and when each item is created there are two variables, one for current 'freshness' and one for total freshness. Total freshness could be for example 6k and reduces 1 per tick, however the item may be created with it's current being 3k due to damage from the machine process. That damage may be reduced through research so items are made with a higher proportion of the maximum available.
      It's also possible a higher quality 'tree crane' or other research can produce fruit with a higher maximum as well.

    • @syriuszb8611
      @syriuszb8611 3 месяца назад +3

      @@kal9001 But the whole point is to make it so you don't have to update every item per tick, it would be awful for performance. That's why they will probably relate it to some timestamp and calculate everything only when needed.

    • @stratvids
      @stratvids 3 месяца назад +2

      @@kal9001 that would be horrible for performance which was what my op was addressing

    • @stratvids
      @stratvids 3 месяца назад

      @@syriuszb8611Im just going of the mechanics shown, if they make it more complex then of course you'd have to optimize differently. as far as the inheritance that can still be calculated at craft time. if the decay rate can be modified then I agree you can't just use a timestamp

  • @wodzu_9319
    @wodzu_9319 3 месяца назад +6

    Kovarex adressed the performance concerns - spoilage is "cheap" computation-wise, according on him.
    The naive approach would be to loop for each item every tick and update the freshness stat - this is terrible, as computation grows linearly with item count [ O(n) ]. Thankfully, there is a O(1), a constant cost solution.
    How it's implemented, is each item has a timestamp when it was created (let's call it T, cointains exact game tick) and time to spoil (S, in game ticks). So all you have to do is check these two and compare to current game tick (let's mark it X) to determine spoilage:
    if X = T, fully fresh
    if X = T + S, fully spoiled
    This is only calculated in two situations - when item interacts with something (like an inserter, crafting machine, or placing it in inventory), or when the item is rendered on-screen, to draw the spoilage bar. So spoilage kinda works like a Schrödinger's cat - nothing happens until you interact with it or look at it.
    Personally, kinda hype, since this mechanic throws in a completely new design consideration, and I don't think any mod has ever came up with something similar.
    As for "Stuff to bring home", uhm, well, if you can craft artificial soil and use it on Nauvis, we have an alternative solution to oil products - maybe some more things. And DEFINETLY GUNS - Gleba will have hostile aliens after all.

    • @KaneYork
      @KaneYork 3 месяца назад +1

      You can also easily defer the actual conversion into the waste item until something actually needs to inspect what kind of item it is (an inserter or splitter).

    • @Xterminator
      @Xterminator  3 месяца назад +2

      Ah nice, I had not seen that explanation from Kovarex. Good to hear that's it's computationally cheap at least.
      Glad to hear you're hyped! I'm kind of in between until I play it, but more on the hype side than not at least.
      Also good point about probably having some sort of advanced or unique weapons and military stuff here. Which is kind of ironic since it's the most natural and organic of the planets so far lol

  • @karelpetr
    @karelpetr 3 месяца назад +6

    I can agree that this FFFs is not really showcasing the benefits of this planet. That being said, each of those three planes offers an equal amount of interesting and needed technologies that you want to unlock and export everywhere.

  • @KrimsonStorm
    @KrimsonStorm 3 месяца назад +17

    Another awesome analysis!
    I won't lie, at first I thought I'd hate the idea of spoilage. I think part of that was due to my reliance on oversaturation. And thinking about it more, I actually really do like it, because it forces me out of my comfort zone and get me to do on time production and shipping.
    Only 2 tree types is interesting, I hope it feels like enough variety.
    The crane I think still needs work with the grabber arm but I think it makes sense it looks like an inserter because in essence it is, and it's good that similar things share a similar design language.
    My one question I got to figure out is: how does pollution affect the trees? On nauvis, trees die over time due to pollution but also remove it. That might mean we want express trains shipping goods from plantation areas to factory areas which is interesting.

    • @Xterminator
      @Xterminator  3 месяца назад +5

      Thanks! I'm feeling the same, and think I'll probably warm up to it more when I actually play with around with it in game.
      I also had the same thought about just 2 trees. But, I trust that they'll make it interesting still.
      That's a great question about the pollution! I hadn't considered that yet actually

    • @arthurmoore9488
      @arthurmoore9488 3 месяца назад +1

      I'm not a fan of the crane in the middle. It feels too unrealistic. Especially with the way the claw just seems to dangle. I think it might be better to take a page out of how they did the mining rigs and make it athing that runs on rails overhead. That's something we've seen played with in real life for small gardens. Scaling it up to tree sized.

  • @brilliantarrow4125
    @brilliantarrow4125 3 месяца назад +4

    So, based on last Friday Facts, I think I have some assumptions about the things absent from this FF and future FFs. In FFF #413 they said "The planet is still work in progress. But we better show it now because we will need to keep showing elements of Gleba in future posts." I think the drought of new content between showing Fulgora and now was because they needed to show Gleba before they could show us anything else exciting, and they didn't show Gleba sooner because it wasn't ready to be shown yet (We still haven't seen the red biome because according to them, it was still too rough to be shown.) So I think that the reason they didn't show a compelling reason to come to Gleba in this post, was because it's going to be the focus of a later, or several later FFFs. I just hope they'll show that Mech suit they teased in FFF #402 soon...

  • @NODShallRise2024
    @NODShallRise2024 3 месяца назад +8

    I need this expansion. I feel we shouldn't jump to conclusions. Remember, they've been testing this stuff for a long time. I can almost guarantee that if it were a big performance hit, it wouldn't be in the game.
    Well, here's hoping the expansion releases before H5N1 does.

  • @TrevorSmithy
    @TrevorSmithy 3 месяца назад +4

    I hope you can use the tree planter to plant trees on nauvis

  • @tobydods4515
    @tobydods4515 3 месяца назад +5

    I think this is a really interesting concept and a good foil to the "just make way too much of something and then store it until needed". I am thinking that players may need to build an inventory management subsystem that monitors a storage chest and removes items just before they completely spoil and turns them into something non-spoilable (e.g. plastic).
    The other point I think may be quite interesting is the seed allocation between re-planting, creating biochambers and the seedable soil tiles. This could be very involved and lead to your plantations dying off if you do not allocate enough seeds to the re-planting process!

  • @Matt_82
    @Matt_82 3 месяца назад +6

    They said these machines should replace oil, so maybe they are super chemical plants? the plastic production ones seems pretty fast, even without quality and modules

    • @vandenburg123
      @vandenburg123 3 месяца назад +1

      Yeah 100% agree, not to mention that yhis looks quite green? At least I assume the trees absorb pollution like normal, so could potentially be like solar, but for oils.

    • @Lyss3r
      @Lyss3r 3 месяца назад +1

      i do think that the biochamber will be brought over to other planets if the plants needed for its processes can grow there and be automated with the agricultural tower, wich would make sense considering that they mention landfill for the plants to grow in. one could just replace the entire hassle of building new oil outposts because of the relatively fast depleting oil with the stagnant production shown here as a more reliable way to get your oil products. many people don’t like oil processing so maybe this is a valid alternative later on. also if the gravity of the planet might affect how fast/tall a tree can grow under harsher/less harsher gravity.

  • @colinkennedy1461
    @colinkennedy1461 3 месяца назад +2

    Im still wondering how we're going to be extracting iron and copper given how limited those patches were. Maybe slime-farming? Im also wondering if Gleba's agriculture can be brought back to Nauvis as a kind of renewable resource for some materials. Intentionally spreading invasive species seems very Factorio.

  • @stvm
    @stvm 3 месяца назад

    I think it will still be possible to ratio science well, it will just be harder to calculate the exact build size ahead of time. You would have to build maybe a dedicated transport line to get the Agri Science to the labs in a consistent amount of time. Once you have that transport consistency then your agri build and final average spoilage amount will be consistent and you just have to adjust the overall agriculture factory scale to match your other science output.
    I actually really like this idea because it offers a different thing to optimize for (transport time and CONSISTENCY) which is a brand new constraint.

  • @chuckbillrow
    @chuckbillrow 3 месяца назад +5

    So long as the time from orchard to lab is consistent in your factory the amount of spoilage on your science should also be constant enough to plan your ratios around

    • @colinkennedy1461
      @colinkennedy1461 3 месяца назад +4

      I've also been thinking part of what Wube is trying to do is make growth smoother and more organic as you go from initial setup to megabase. Quality is in this vein, as are some of the productivity boosts from the foundry and electromagnetic plant. Rather than design your base with a specific ratio in mind from the beginning you can much more smoothly dial up or down production of a given resource or science chain.

  • @luke4916
    @luke4916 3 месяца назад +2

    I think there will be a way to preserve the science packs. All it needs is some very very cold temperatures, and I can think of just the planet needed!

  • @kryzethx
    @kryzethx 3 месяца назад

    So far, it seems the best setup for science would be to ship all of the other packs to this planet instead of shipping the packs off of this planet lol

  • @HL65536
    @HL65536 3 месяца назад +1

    Performance should not be impacted at all, if implemented correctly. Factorio is the only game where I can be confident that the devs will indeed implement it correctly.
    How? You don't have to compute anything at all to calculate the spoiling process: just save the item creation time. Computation only needs to be done when it actually matters, e.g. when it is being consumed in an assembler or looked at by the player.
    It doesn't even have to be converted into spoilage yet when nobody/nothing looks at it (Schrödinger's spoilage).

  • @DeronMeranda
    @DeronMeranda 3 месяца назад +1

    I like this because it is so different, and is not just about perfect ratios and predictable but way-too-similar and sterile megabases, which I find boring. Also, another low-energy fuel source! I currently use trees to power some of my utility trains inside the innermost parts of my base because it makes them run slower and I'm less likely to get run over. (Please add some kind of speed limiting system for trains!)

  • @linuxguy1199
    @linuxguy1199 3 месяца назад +2

    This. Expansion. Is. Going. To. Be. Epic.

  • @RocketMan1081
    @RocketMan1081 3 месяца назад +3

    I am all for this mechanic, just like quality. I like that they are making each planet have a unique approach to playstyle. This one in particular favors my usual playstyle and that is not having huge buffers of everything. I enjoy having all the items constantly moving on the belts and being consumed. Just forces people outside of their own playstyle box for a bit of the game. I find that better than going to another planet and placing the same blueprints around.

  • @astrophil79
    @astrophil79 3 месяца назад +1

    Wonder if the spoiling items can have quality? Then there are two attributes to track

  • @hilburn-
    @hilburn- 3 месяца назад +2

    My main concern with the spoilage is that it might make train based distribution nearly impossible - as they inherently have large buffers and input/outout last in first out, making the first items in significantly aged compared to the last.

    • @intquant
      @intquant 3 месяца назад +4

      That just means that we'll need to use smaller, latency-oriented trains instead of thoughtput-oriented ones, and send them more often instead of waiting for them to fill entirely.

    • @hilburn-
      @hilburn- 3 месяца назад +1

      @@intquant potentially yeah - I'm definitely not going to go complaining about this without having more of an idea of how it plays, there are methods I can think of to make it work - e.g. Demand triggered harvesting to ensure nothing is waiting in buffers to be used - but I really like trains (cannot wait for the changes coming...) and am a bit hyper sensitive to anything that would reduce their effectiveness!

  • @Bibbedibob
    @Bibbedibob 3 месяца назад +1

    You assumed that a 50% spoiled science pack would contribute only 50% of the amount of a regular science lack to the research progress, but I'm not sure that is true.
    The way I interpret it is that items will be treated as regular items for all recipes and researches and the only point of the spoilage meter is to show when it will turn into spoilage.
    So as long as the science packs get to the labs with more than 0% freshness, they will count as a regular science pack.
    So ratios shouldn't be a problem as long as your production chain is quick enough that every science pack reaches the labs before spoiling.

    • @Xterminator
      @Xterminator  3 месяца назад +2

      I mean, that's pretty much what it sounds like from this part of the FFF right? (That level of spoilage contributes to how much science progress it gives) "On the other hand, the new Agricultural science packs do spoil which reduces their value for research, so you will be incentivized to try to bring home the freshest science packs you can."
      The fact they say "you will be incentivized to bring home the freshest science packs you can" would indicate to me that the level of spoilage impacts the amount of science or contributes, which they also say right above that. :)
      Completely spoiled products can't be used at all for their intended purpose, so once it's spoiled completely, you couldn't use it anyway I believe

  • @nandoPluister
    @nandoPluister 3 месяца назад

    Maybe I get this wrong, but doesn't every item count as a full item as long as it isn't spoiled?
    That's why you get an item with 30% spoilage because the input was also 30% spoiled. Its just a timer, you have to use the science pack before it spoils, or turn a spoilagable item into something that doesn't spoil before it spoils.
    I don't believe we need 100 99% spoiled sciencepacks to match one normal science pack

  • @devilmaycry1980
    @devilmaycry1980 3 месяца назад

    spoilage shouldn't really cost any UPS, you are not tracking spoilage, you just store when the item is created and how long its max life span is and you have spoilage percent at any time (like when showing on screen or when used in recipe) by just subtracting current time from creation time. I am sure thats why there is no way to slow or pause spoilage because if so, you would need to actually track it for every item.

    • @ravener96
      @ravener96 3 месяца назад

      You can slow the spoilage by changing the timestamps when you put it in a fridge. It's not done per tick so doing that calc should be cheap

  • @simonmcneilly55
    @simonmcneilly55 3 месяца назад +1

    First mod installed, disable spoilage… 😂

  • @dlearn863
    @dlearn863 3 месяца назад +1

    Empyrion has awakened! Let's bring some more factions and peaceful animals so that the planet can really come to life.
    It is necessary to update outdated models of assemblers; they are completely unsuitable in design.

    • @jayjasespud
      @jayjasespud 3 месяца назад

      I don't think we'll ever see passive fauna because it's already a game that has to optimize so much.

    • @dlearn863
      @dlearn863 3 месяца назад

      @@jayjasespud mb factorio 2, dlc or special campaign?

  • @trismugistus
    @trismugistus 3 месяца назад +1

    I had the same reaction on "why come here?" Spoilage seems like a very different / complex mechanic to deal with so it feels like it needs something huge to make the choice to come here be on a par with Vulcanis and Fulgora. They didn't say that the Biochamber has any prod bonus or has loads more module slots and if it just gives new ways of making oil-based stuff like plastic, well Nauvis (and Fulgora) have infinite oil so it's not sounding all that great.
    If it's a "combat planet" then that's great but you can play passive / no biters so... yeah.

  • @RobertGoddard86
    @RobertGoddard86 3 месяца назад

    Thx again, I don't mind some different game play.

  • @nicolasestevez8664
    @nicolasestevez8664 3 месяца назад +1

    Some real spoilers in this video!

  • @cmdrblahdee
    @cmdrblahdee 3 месяца назад

    What about labs that sort of network together?
    Like, planet A has labs burning Red pack, planet B has labs burning Green packs... overall, I'm still making progress on science that requires both because they communicate?
    This way, you set up the labs and production where it's needed instead of shipping it all over to be in one spot.

    • @Xterminator
      @Xterminator  3 месяца назад

      That would be cool and helpful, although I don't think that will be a feature that they add

  • @JedidiahPhillips
    @JedidiahPhillips Месяц назад

    I think there might be a self correcting feedback loop that's interesting here. If you overproduce the science packs, they'll buffer up and degrade as they wait. Assuming that more spoiled science packs get used up faster in research labs, this creates an equilibrium where your science pack production will eventually match your science pack consumption.

  • @KeinNiemand
    @KeinNiemand 3 месяца назад

    Not really a fan becouse this makes the infinitley scalible city block base I do kind of unviable you can't buffer stuff for trains (required to make LTN work at all) and you can't have kind of location independance you get with trains where you can just add another block of whatever you need anywhere in your base and it just works (troughput is smaller for larger distances but wiht trains that dons't matter until you get to megabase scale). With spoilenge you can't just add another block on the other end of the base so if you don't make a perfect plan from the beginning and didn't leave enough space for example you have to rebuild the same stuff over and over and remove everything else you build in between. It's impossible to handle spoilage in a modular way unless your modules covers the whole chain from start to finish (including the labs), anything smaller and it's impossible to make a uneversallly blueprintable design.
    I don't want to redisng my whole factory every time I want to scale up which spoilege forces you to do. I'll definitley use a mod to disable spoilage.

  • @aartbluestoke3352
    @aartbluestoke3352 3 месяца назад

    spoilage can be done very cheaply the bottleneck would be lots of writescausing memory bandwidth and locking pressure- if it can be managed by just reads and trickery, the perf impact is mostly a rendering trick of that bar, and a single subtraction on ; eg a 'spoils at tick' 2 byte number. you would only need to even read it to render (grey bar of length now-spoiltime), or when it was used as a craft - it could be ignored the rest of the time for basically 0 overhead, just a few bytes per spoilable object on the belt

  • @SunShine214_2
    @SunShine214_2 3 месяца назад

    Maybe Gleba is meant to be for more "all-in-one" blueprints, kinda like in mindustry. Regarding spoilage, I think the science packs will be the ones with the hours long spoil timer, so shipping to a different planet likely wont be a concern

  • @tekbox7909
    @tekbox7909 3 месяца назад

    The ability to activate and deactivate machines with circuits will probably be big for this. You have it wait on the slowest spoiling item or even before harvesting until you have all no spoiling items ready and then you work as quickly as possible to make what you need and use the spoiling items before they have time to spoil to much

  • @dorian1370
    @dorian1370 3 месяца назад

    Every single thing from the friday facts i liked so far but the spoilage mechanic i don't like. I think you should add a refrigeration ore something like this to prevent spoilage during transport.

  • @SnowSHrine
    @SnowSHrine 3 месяца назад

    Although Gleba is my favorite looking planet I feel like it's a bit disappointing in the fact that the mechanics on the planet are just weird for the sake of being weird (not that that's a bad thing) and doesn't actually give me any reason to wanna go there first other than how it looks.

  • @Draugo
    @Draugo 3 месяца назад

    This is just another trash mechanic like quality. The more of these spoilers we get the less I'm excited for the expansion. There are some good things coming but many of them are added to base game and the rest can be replaced with more interesting mods.

  • @americankid7782
    @americankid7782 3 месяца назад

    I really really want to see how the Spoil Mechanics work.
    It’s an interesting idea that I really want to see how it works.

  • @jayjasespud
    @jayjasespud 3 месяца назад

    I'm kinda hoping it leads to tech that can combat pollution, among other possibilities.

  • @VeganCheeseburger
    @VeganCheeseburger 3 месяца назад

    Thank you. You noticed a few things that I missed when I read the blog.

  • @YeOldePixelShoppe
    @YeOldePixelShoppe 3 месяца назад

    The funny thing is the more spoiled a science pacl is the quicker you get to the non spoiled ones I guess

  • @YodaIzChaos
    @YodaIzChaos 3 месяца назад

    Its an interesting idea, but I definitely agree that there should be a better reason to come here than just for science.

  • @JanPlaysPiano
    @JanPlaysPiano 3 месяца назад

    It doesn´t change anything towards a goal for x science per minute. The flow of effective science per min is still there for the green science. Just ignore the "spoiled" science and make the effective science per min. The spoil % should be constant assuming a constant material flow.
    My concern is also performance. Tracking spoil % for each item seems to be a heavy load.

    • @nickdumas2495
      @nickdumas2495 3 месяца назад

      Yes, exactly! Faster transport belts and more efficient logistics are just a fancy productivity module to plug into your ratio calculations if you're into that kind of thing.
      Performance shouldn't be a concern, since the decay rates can't be changed. Because there's no refrigeration, you can store the tick it was created, and never update that data again. Calculate the remaining life with a subtraction and division on demand.

  • @basildaoust2821
    @basildaoust2821 3 месяца назад

    Reading the FF isn't a problem but fewer comments about random shit while reading I find less helpful. If you hate spoilable maybe keep that to yourself, while you read out the thing. Or maybe try to do it a little less. Though I do keep coming back week after week :)

    • @vincentvoncarnap
      @vincentvoncarnap 3 месяца назад

      i think his feedback was very constructive here

  • @obe726
    @obe726 3 месяца назад

    Maybe you could send the seeds back to Novas and plant trees there

  • @jgrif7891
    @jgrif7891 3 месяца назад

    It's more complex, but you can still accommodate spoilage as a kind of failure rate (i.e. 95% freshness could roughly translate to 95 successes out of 100 successes in a linear case). It does depend on if spoilage is logarithmic, linear, or exponential, but the community will probably settle on a few standards to strive for based on the effect spoilage has on science production.
    I'm kinda bummed out that they don't allow some preservation state. Refrigeration is obvious, but if they felt that is too simple, dehydration, pickeling, or distillation could allow for unique forms of transport and resource state management. A quick example would be harvesting the fruit, dehydrating the fruit and distilling the fruit juice to allow more compact transport, then recombining the dehydrated fruit and distilled fruit juice along with water to bring the fruit back to the original state when it's ready to be processed in the science packs or other components. Maybe I'm overthinking this, but this feels like a missed opportunity.

  • @SkorjOlafsen
    @SkorjOlafsen 3 месяца назад

    Never been a fan of biological anything in factory games, and spoilage is too much. With this change Space Age is too far from my preference in factory games, so I'll have to watch XTerm play and see how it really plays out, rather than blindly buy on day 1. Who knoows, maybe it will surprise me, I'll certainly by interested in streams, but lotta good factory games out there these days.

  • @desbrug
    @desbrug 3 месяца назад

    Optimalisations are now more on quick logistics. So how soon can you ship your product. You seem to be able to have an other approach where you produce more, but also more spoiled products.

  • @TimDrogin
    @TimDrogin Месяц назад

    Pollution on gleba might have whole another meaning, as having big factories will pollute the air and kill the trees, killing the production, which will leave a player with several choices. Make outpost for growing in places with no pollution, but spoilage it will be a tough challenge to solve. Or, efficiency modules! They can have a whole new life on gleba

    • @TimDrogin
      @TimDrogin Месяц назад

      Ethanol can be a thing, used as an eco power source in boilers

    • @TimDrogin
      @TimDrogin Месяц назад

      Also, I think they might add some equivalent of a Vulcanus oil send, but it will be something like a spore field which will mess with machines.

  • @a13w1
    @a13w1 3 месяца назад

    Don't know how I feel about a time limit on items as time hasn't really been a problem in this game to deal with before. Though will make builds more interesting to deal with this.
    Also do wonder if science now will not require everything in one science machine.
    edit: I suspect a spider-tron of some kind maybe also being produced from this planet (to make you want to come here and deal with that big enemy they mentioned)

  • @YeOldePixelShoppe
    @YeOldePixelShoppe 3 месяца назад

    Spoilage, you mean anti quality?

  • @dovos8572
    @dovos8572 3 месяца назад

    the first thing i thought after hearing about the science packs is to just ship all of the other science packs to that planet and have many as compact as possible factory lines for this one that directly goes into the researcher.
    that said i don't really know if that is possible because i haven't really followed the updates in great detail.

  • @killerrock323
    @killerrock323 3 месяца назад

    Massively over thinking it

  • @lucidmoses
    @lucidmoses 3 месяца назад

    I found a weird way to remove land fill and get the water back. When did they add that back to the game?

  • @peterschmidt1900
    @peterschmidt1900 3 месяца назад

    My main concern is how spoilage per item will effect ups.

  • @dez3940
    @dez3940 3 месяца назад

    i think nutrient spoilage doesn't matter bc i think its more fuel than ingredient

    • @dez3940
      @dez3940 3 месяца назад

      i bio plant and orchard thing use it in everything it seems

    • @dez3940
      @dez3940 3 месяца назад

      or maybe the soil

  • @ichputzhiernur4376
    @ichputzhiernur4376 3 месяца назад

    i just read the ost myself and was wondering what this is, a new dlc or gamemode?

    • @Xterminator
      @Xterminator  3 месяца назад

      It's a new huge expansion for the gaming coming out later this year. Definitely worth catching up on all the news by going through the Friday Facts since last August, and/or watching my vids on them since then. :)

    • @ichputzhiernur4376
      @ichputzhiernur4376 3 месяца назад

      @@Xterminator ok thanks, didnt hear of that before

  • @LordWhirlin
    @LordWhirlin 3 месяца назад

    The difficulty is going to be bootstrapping and setting up an initial base with spoilage. Think about the first time you set up oil refining as a complete noob. Now... imagine if the whole time you were setting up oil refinery, if your machines were idling, and everything coming across your machines were spoiling, and now you need to manage the spoiled stuff...
    It destroys main BUS and cityblock approaches, leading to individual, bespoke manufacturing nodes with a single end item in mind, and trying to ratio out the initial tree as the miner?
    I'm more likely to set up 1 tree to 1 science pack wholistically, creating all components along the way in the best ratios I can, landfill more area, rinse, repeat, rather than individual centralized intermediary production nodes and transportation.

    • @jgrif7891
      @jgrif7891 3 месяца назад

      I don't see how spoilage kills main bus or city block designs. A priority input filter splitter as items come off the bus with a circular belt that connects back in and you're good to go.

  • @MyOmbu
    @MyOmbu 3 месяца назад

    i wonder what liquid we use on the trees as the building has an entry for it..

    • @Xterminator
      @Xterminator  3 месяца назад

      Ohh interesting thought. Maybe just water? Or some sort of liquid fertilizer perhaps

    • @MyOmbu
      @MyOmbu 3 месяца назад

      @@Xterminator yeah I am thinking something different from water as that would be too easy in gleba.

  • @swietytomasz
    @swietytomasz 3 месяца назад

    Gleba is one of Polish words for Earth/Ground/Soil/Dirt

  • @mqb3gofjzkko7nzx38
    @mqb3gofjzkko7nzx38 3 месяца назад

    Yet again I think the solution is to have all your science labs on space platforms. They can just stop by each planet and load up on all the science packs. This also eliminates the single landing pad bottleneck.

    • @Xterminator
      @Xterminator  3 месяца назад +1

      Somehow I actually didn't consider this... Lol
      But I love that idea!

  • @shadowhenge7118
    @shadowhenge7118 3 месяца назад

    First mod ill be getting is no spoilage.

    • @jgrif7891
      @jgrif7891 3 месяца назад

      I'd bet there will be a world creation setting

  • @marcoshalberstadt7646
    @marcoshalberstadt7646 3 месяца назад +4

    Since the split among the fans is so large it definitely fells like something that should be a world creation setting.
    Personally I feel like it could both be interesting to design around as well as frustrating when you just want to design things casually, I feel like sometimes I wouldn't want to have this step as a requirement for end game.
    And all of that without the added concerns over whether thousands of items with a timer and an attached graphic update might affect the performance for larger factories.
    Either way, I'm sure there will be a mod to disable this, so it is certainly not a game breaker for me.

    • @karelpetr
      @karelpetr 3 месяца назад +3

      I honestly think that when you have production set up on Nauvis, Vulcanus, and Fulgora, you will have enough experience to deal with the spoilables. This isn't about rushing things, but more about new, unique designs. You can do it at your own pace.

  • @fasddfadfgasdgs
    @fasddfadfgasdgs 3 месяца назад

    Betting this replace the chemical plants.

  • @quigzinator
    @quigzinator 3 месяца назад

    where 2.0 sim video?

    • @Xterminator
      @Xterminator  3 месяца назад

      Sadly I've been so overwhelmed with other work and life that I haven't had a chance to get back on and join them for any more videos. :(

  • @marquisrenard8616
    @marquisrenard8616 3 месяца назад +1

    Anyone noticed the green Transport belt ? Maybe it's some 60 Items/s Tier 4 belt. This would make Sense as it could split perfectly into two 30 Items/s Belts and facilitates fast delivery of spoilable products.

    • @Xterminator
      @Xterminator  3 месяца назад +4

      They actually already revealed this quite a few Friday Facts ago: www.factorio.com/blog/post/fff-393
      Near the bottom of the post. :)

  • @emanuelbandrabur5338
    @emanuelbandrabur5338 3 месяца назад

    I don't know about this. I'm not a fan of punishing mechanics

  • @namshimaru
    @namshimaru 3 месяца назад

    Wube cooking up something special with this one