A missed opportunity I to have an unlockable radiator of sorts, which whould require coolant to craft. Heat pipes primarily used to move the heat, not to disperse them. Having a late-stage unlockable radiator with radius four for example whould be a really nice reward
Yeah, it's a fairly basic implementation, but it is a long way into the expansion at that point, so I'm sure they reigned it in so that it wasn't overwhelming (that's why the jellyfish alien went). Modders, I'm sure, will add a lot of stuff.
I thought if the power outage on aquilo happens, it might turn out that the burner inserters will finally be useful. Ironically, the most basic and unnecessary item in the game will be the only salvation on the last planet. You have built a 100k spm base on five planets, and it all works only thanks to the burner inserter on last planet, which does not let it stop.
25:54 A 200km deep ocean sounds like rail support and rail ramps can't be used without ice underneath. You can see the edge of rail ramps at the lithium brine unloading 12s into the base flyover video.
I’m curious what you’d need to be able to unstick your base remotely if it gets frozen after you leave? Like if the inserters need heat how do you feed heat towers/fission plants?
I love that railgun turrets have 8 directions. Building diagonal wall defences with flamers is ugly, because you have to bring the flamers closer to the wall to fire at enemies horizontally and vertically while spitters outrange you diagonally.
30:50 - The pink material seems like it's the same "pink" metal found on Fulgora. Here, it's being thrown into furnaces and new buildings to make quantum computer chips. 31:20 - I assume the blue liquid is a coolant, suggesting that the building itself is part of the fusion power infrastructure that was hidden in earlier FFF when fusion was shown. from what i understand you can either cycle the coolant using this new building or opt for a less efficient recipe that consumes the coolant to generate additional power at the cost of losing the coolant. 47:00 - There's underground space beneath the rocket silo that extends deep deep under the ground, so it's not a stretch to assume this structure could also have a similar underground segment. 50:00 - The concept art of the lower structures reminds me a lot of the Iron Curtain from C&C Red Alert 2. 😄😄 sadly i was unble to finish the vid but... A few notable observations: Some buildings seem to be excluded from freezing, like solar panels, accumulators, offshore pumps, and power distribution. This makes sense, as if the entire base froze, you'd risk being soft-locked, or even unable to start on the planet at all. Something I wish they had implemented is a "heat core" building-a 2x2 solid copper block that could store heat. Additionally, I’d like to see heater towers that provide less heat (meaning lower max temp) but are safer to use, while reactors could reach higher temps but risk damage (and explosion) if pushed to their limit. I can imagine some players might disagree, especially those who like to run their cores without any circuits. Finally, I’m curious about how the heater towers will work with burning materials on Gleba, as mentioned in FFF. Will junk or rotten items have burn value and be usable as fuel, or will you need coal or solid fuel to power the heating tower, with biological waste being incinerated separately while the tower runs? id preffer the second option BUT i kinda doubt that.
They mentioned in the FFF post about spoilage that it can be burned directly (as well as used to make nutrients for the biochamber and "wasted" in the recycler) to get rid of it.
I think I can say this now, but at one point with how quality worked you could end up with negative acceleration if you used legendary spoilage as a fuel in cars. So it basically reversed the acceleration and deceleration. :D
@@trismugistus welp all i know ... this is going to be one looooong week for me .... with all the content on yt and twitch and me still unable to play even tho im home 😅... must resist to watch livestreams ... oh who am i kidding there 3 streams open right now 🤪
Power poles, rail items, and train stops seem immune to freezing. Wondering if you can avoid needing to route and heat belts by using lots of train and directly unload them (with heatet long inserters) into machines. Great alternative to power intensive bots.
The gameplay resembles the mod called fantario, where you have an extended midgame with heat fueled inserter and assembler, that was similarly painful and fun 😅
I can imagine it will be very funny to make chubby rockets only to move aquilo science to the fulgora. However, having only one landing pad per planet is quite a limitation
When space age comes out I am not building my main base on nauvis, this planet may be a candidate depending on if you can get basic resources there (stone, iron, copper and coal)
I mean, you can pretty much import anything, so it's viable to do anything, except for the "must be built on" restrictions - just depends how complex a time you want to give yourself.
13:45 I realized this are actual graphics from the last planet only a few weeks ago. I did not make the connection at the time it was originally posted.
There should be an advantage and disadvantage to overheating your buildings for instance in exchange for increased production speed overheating your buildings also damages them also certain buildings cannot be overheated and other buildings might need to be overheated to function
I won't go into detail, but the heating mechanic in the base game is pretty basic. I suspect it's partly because of the whole thing they said about the gribbly biter - you've played *a lot* of factorio by the time you get there, and adding too much could quickly make the whole thing overwhelming... especially since there's other stuff too :) I'm expecting mods will add more complexity.
the "you are trapped there" part, will you still somehow be able to kill yourself and respawn on Nauvis? or is it a restart unless you save-scum? I never save personally xD
I guess I can spoil this, as it's a general point not specific to Aquilo, but: You respawn where you die, with the exception of destroyed platforms where you go to Nauvis (I think - haven't confirmed it personally). In single player, when you depart for a planet it creates a special autosave before you go. So if you get there and realise you've messed up somehow you can quickly reload. Multiplayer they assume your fellow players will help you out...
i'm not a fan of it, i think it restricts the building possibilities too much. Edit: I think they're making the game too much of a puzzle game with the rotting stuff and now this...
Yeah, it's quite basic in how they've implemented it. One of the problems with balancing the expansion is that they're adding a lot of new systems and stuff that you need to do, so making it really punishing at the end was too much, and I'm sure it would have left many players feeling the game was unfair / not fun. Modders will have a field day, I'm sure :)
@@trismugistus yep, and to be fair , they did mention that this was the driving issue behind removing it as a mechanic. that said, when (if) I get to that point, I'm likely to be one of those who mod it back in. ( eh, playthrough two?) It just makes sense to. Particularly given you are floating on a methane/water ocean
Music free version - th-cam.com/video/mAwsMRKDOO4/w-d-xo.html
speaking of music, will you be able to post the OST when the embargo lifts?
A missed opportunity I to have an unlockable radiator of sorts, which whould require coolant to craft. Heat pipes primarily used to move the heat, not to disperse them. Having a late-stage unlockable radiator with radius four for example whould be a really nice reward
Yeah, it's a fairly basic implementation, but it is a long way into the expansion at that point, so I'm sure they reigned it in so that it wasn't overwhelming (that's why the jellyfish alien went).
Modders, I'm sure, will add a lot of stuff.
12:45 So the sentence "The last planet is like seablock" was explicitly forbidden in the NDA? 😀
The first rule of seablock, is you don't talk about seablock
Absolutely what I’m thinking
Thats weird because the FFF already revealed its like seablock
@@funnyduck4568 wait true… what if it references something else then?!
Frostpunk??
I thought if the power outage on aquilo happens, it might turn out that the burner inserters will finally be useful. Ironically, the most basic and unnecessary item in the game will be the only salvation on the last planet. You have built a 100k spm base on five planets, and it all works only thanks to the burner inserter on last planet, which does not let it stop.
An interesting speculation ;)
25:54 A 200km deep ocean sounds like rail support and rail ramps can't be used without ice underneath. You can see the edge of rail ramps at the lithium brine unloading 12s into the base flyover video.
just place floating pice of ice under rail support
I will neither confirm not deny :)
"YOU HAVE TO PROCESS THE OCEAN"
Shouldn't take long.
Great video! Can’t wait until Monday!
I got work Monday !!!
Thank you kindly :)
Hope you like the content from today!
Not all day, surely ;)
@@trismugistus yes! It’s fantastic! Really nicely done! Can’t wait to watch more and get my hands on it.
36:15 You NEED the solar for disaster recovery from brownouts and blackouts.
I’m curious what you’d need to be able to unstick your base remotely if it gets frozen after you leave? Like if the inserters need heat how do you feed heat towers/fission plants?
Not really, there are other protection/recovery solutions.
I can tell you if you're cool with spoilers, but a clue is that not everything freezes.
I love that railgun turrets have 8 directions. Building diagonal wall defences with flamers is ugly, because you have to bring the flamers closer to the wall to fire at enemies horizontally and vertically while spitters outrange you diagonally.
Here's hoping they implement the same for flamers
The extra fun bit of railguns is you can't put walls in front of them (they'll destroy them)
They can be a bit of a menace, tbh :)
Yeah, it was the exact first thing I thought when I realised you could put them down at diagonals.
I sincerely hope they've made heat pipes performant.
From what they've said they've not changes them, but they said they had been optimised a while back.
30:50 - The pink material seems like it's the same "pink" metal found on Fulgora. Here, it's being thrown into furnaces and new buildings to make quantum computer chips.
31:20 - I assume the blue liquid is a coolant, suggesting that the building itself is part of the fusion power infrastructure that was hidden in earlier FFF when fusion was shown. from what i understand you can either cycle the coolant using this new building or opt for a less efficient recipe that consumes the coolant to generate additional power at the cost of losing the coolant.
47:00 - There's underground space beneath the rocket silo that extends deep deep under the ground, so it's not a stretch to assume this structure could also have a similar underground segment.
50:00 - The concept art of the lower structures reminds me a lot of the Iron Curtain from C&C Red Alert 2. 😄😄
sadly i was unble to finish the vid but...
A few notable observations:
Some buildings seem to be excluded from freezing, like solar panels, accumulators, offshore pumps, and power distribution. This makes sense, as if the entire base froze, you'd risk being soft-locked, or even unable to start on the planet at all.
Something I wish they had implemented is a "heat core" building-a 2x2 solid copper block that could store heat.
Additionally, I’d like to see heater towers that provide less heat (meaning lower max temp) but are safer to use, while reactors could reach higher temps but risk damage (and explosion) if pushed to their limit. I can imagine some players might disagree, especially those who like to run their cores without any circuits.
Finally, I’m curious about how the heater towers will work with burning materials on Gleba, as mentioned in FFF. Will junk or rotten items have burn value and be usable as fuel, or will you need coal or solid fuel to power the heating tower, with biological waste being incinerated separately while the tower runs? id preffer the second option BUT i kinda doubt that.
They mentioned in the FFF post about spoilage that it can be burned directly (as well as used to make nutrients for the biochamber and "wasted" in the recycler) to get rid of it.
I could answer, but feels like I'd spoil the fun of you finding out :)
I think I can say this now, but at one point with how quality worked you could end up with negative acceleration if you used legendary spoilage as a fuel in cars. So it basically reversed the acceleration and deceleration. :D
@@trismugistus welp all i know ... this is going to be one looooong week for me .... with all the content on yt and twitch and me still unable to play even tho im home 😅... must resist to watch livestreams ... oh who am i kidding there 3 streams open right now 🤪
I’m quite happy with this planet
Yeah, it's interesting. A little slow initially and really prone to cascading failures and death spirals, but actually pretty easy to recover from.
Power poles, rail items, and train stops seem immune to freezing. Wondering if you can avoid needing to route and heat belts by using lots of train and directly unload them (with heatet long inserters) into machines. Great alternative to power intensive bots.
Heated long inserters are not necessarily the only option...
For the doors on the cryo building I thought it was to “cool off” the internals using the super cold air on Aquilo.
Could be. I'd expect a puff of "steam" in that case, though.
The gameplay resembles the mod called fantario, where you have an extended midgame with heat fueled inserter and assembler, that was similarly painful and fun 😅
I can imagine it will be very funny to make chubby rockets only to move aquilo science to the fulgora. However, having only one landing pad per planet is quite a limitation
Throughput isn't really a limitation that I've seen anyone complaining about, tbh.
When space age comes out I am not building my main base on nauvis, this planet may be a candidate depending on if you can get basic resources there (stone, iron, copper and coal)
I mean, you can pretty much import anything, so it's viable to do anything, except for the "must be built on" restrictions - just depends how complex a time you want to give yourself.
What will be the extent of the spoilers you go over on the 14th? I know you said you won’t go over things like the purpose of the rail gun, etc.
I'm avoiding everything related to Aquilo and end game until the 21st.
13:45 I realized this are actual graphics from the last planet only a few weeks ago. I did not make the connection at the time it was originally posted.
My guess at the time was that it was "real" in-game graphics, not least as it would have been a lot of effort for just a Christmas postcard.
t=50.55s you want the great word Agitator
Thanks :)
There should be an advantage and disadvantage to overheating your buildings for instance in exchange for increased production speed overheating your buildings also damages them also certain buildings cannot be overheated and other buildings might need to be overheated to function
I won't go into detail, but the heating mechanic in the base game is pretty basic. I suspect it's partly because of the whole thing they said about the gribbly biter - you've played *a lot* of factorio by the time you get there, and adding too much could quickly make the whole thing overwhelming... especially since there's other stuff too :)
I'm expecting mods will add more complexity.
@@trismugistus a good point
the "you are trapped there" part, will you still somehow be able to kill yourself and respawn on Nauvis? or is it a restart unless you save-scum? I never save personally xD
I guess I can spoil this, as it's a general point not specific to Aquilo, but:
You respawn where you die, with the exception of destroyed platforms where you go to Nauvis (I think - haven't confirmed it personally).
In single player, when you depart for a planet it creates a special autosave before you go. So if you get there and realise you've messed up somehow you can quickly reload.
Multiplayer they assume your fellow players will help you out...
👏👏👏
i'm not a fan of it, i think it restricts the building possibilities too much.
Edit: I think they're making the game too much of a puzzle game with the rotting stuff and now this...
It makes it slower, but I don't feel it's that restrictive. The rest of how the planet works is more restrictive, in my opinion.
Paragraph three: oh so our pollution is heat, we have to proberbly not melt the floor!
Paragraph 19: well go on take the challenge out of it
Yeah, it's quite basic in how they've implemented it. One of the problems with balancing the expansion is that they're adding a lot of new systems and stuff that you need to do, so making it really punishing at the end was too much, and I'm sure it would have left many players feeling the game was unfair / not fun.
Modders will have a field day, I'm sure :)
@@trismugistus yep, and to be fair , they did mention that this was the driving issue behind removing it as a mechanic.
that said, when (if) I get to that point, I'm likely to be one of those who mod it back in. ( eh, playthrough two?) It just makes sense to. Particularly given you are floating on a methane/water ocean