Factorio 2.1 – Space Casino Alternatives

In the previous 2.1 post, I ran some tests regarding Space Casino alternatives, notably those specific to maintaining a space platform. The sum of it is that the removal of Quality Mods from crushers effectively made anything space related obsolete, with some caveats.

  • The rate of asteroid collection cannot be improved in any meaningful sense. Once you are moving between planets, the rate at which you encounter asteroids is relatively fixed.
  • The rate of crushers vs. recyclers is substantial. Crushers return 80% of the material, Recyclers only 25%. Seen another way, it takes 1250 items crushed to get 1000 out. It takes 4000 items to get 1000 recycled.
  • It takes about 4 steps to go from normal to legendary, each one a gamble. To get 1 legendary asteroid, it takes about 30,000 from recycling.
  • In pure math, it takes about 7x more material to get the same results, and you cannot practically increase the amount you put in the machine. Well you can, you just need to build multiple platforms.

Right, so you’re stuck with less elegant options. The good news is that you only need coal, iron, and calcite. The even better news is that you need very little calcite as it’s used for stone, which is in turn only used for buildings, not actual products.

One important bit of context in this post. It assumes that you are only using normal quality science products. If you want to do legendary science, odds are you’re well outside the intended audience here.

Raw Upcycling

This is the act of taking any material, applying quality to the first step, and where you don’t get legendary, you recycle it until you do. As pointed prior, this gets you on average 1 item per 30,000. It is stupidly inefficient, if only because the throughput is so high. On top of that, every time you process something in a production building, you increase the odds as you at least get 100% of the output back, and with productivity, potentially more.

For example, if you were to process something with a max 300% productivity boost, you would only need about 7,500 raw items to get 1 legendary. Research improvements are very helpful here. There’s different math when it comes to adding quality mods, and where.

Intermediate Upcycling

The idea here is pretty simple. You want an intermediate product that you plan to recycle in order to get legendary material. The practical application is quite hard, as you need a decent supply of those materials first, in order to make that product. The general idea is:

Input base products -> Create intermediary with quality mods -> recycle anything that isn’t legendary –> use recycled material to make more things.

The main issue here is that you will end up with items of varying quality throughout and need to make different quality products from them, with some interesting filtering on belts. It’s about 10 regular production stations to 2 uncommon, and 1 of each rare, epic and legendary. If you do it once, it’s pretty easy to understand the flow for any additional time. The more of that item you need, the more space you need to orchestrate it all.

Quality Mods

There are three paths, one of which doesn’t actually count.

  • Path 1: Tier 3 normal quality. This takes Superconductor rods, and gives 2.5% bonus. Only make these to start Path 2.
  • Path 2: Tier 2 legendary quality. This requires green, red, and blue circuits, an upcycle, and provides 5% bonus. Insert Tier 3 normal mods until you produce your first rare or better, then replace away.
  • Path 3: Tier 3 legendary quality. This requires legendary Superconductors, which is it’s own thing, and gives a 6.2% bonus. They are a pain to make, and should only be used once you have fusion power everywhere.
Q2 Legendary Upcycler. Dirty, does the job. While this is on Fulgora, it actually works better on Vulcanus due to red/green chip production.

Iron

Raw ore is not really an option as only Nauvis has any in decent quantities, and you’re likely using that for something else. Vulcanus can give you infinite iron plates relatively easily, for very little calcite cost. Foundries also have a native 50% productivity, with 4 mod slots, making it a small footprint to output a full belt of iron plates.

Recycling them is one option, but if you were to turn them into iron chests with a 4 mod slot assembler, you’d be even more efficient as those are super fast to create and give/take 8 iron plates.

Iron and Stone Upcycler, fits in a 50×50. The top has coal too. I’ve made further mods to this to make it tileable.

Calcite

Right, this one is either super complicated or super easy. Calcite is used in only 3 things – fuel, artillery shells, or cliff explosives. Those last 2 have multiple sub-products and are difficult to produce at scale. In this case, it’s better to just do a raw upcycle as you have so much available on Vulcanus.

Now, since calcite is only used for stone, you’re likely better just making stone instead. This can actually be quite simple… copper foundry directly into a recycler. You’d need to get rid of the copper fluid mind you – which is achievable through an extremely simple decider configuration.

Set a decider output to the following, connect to a foundry, and voila… no more liquid copper.

Coal

This one is a big ‘it depends’. Coal is primarily used in the construction of plastic, which can be a bottleneck as it’s used for a ton of things. Plastic Productivity helps a lot here, as Chemical Plants can only take 3 mods. You’re gonna need a lot of coal!

If you’re on Vulcanus, you’re likely sitting on Coal deposits that are in the millions. There are two options present – raw & grenades. Grenades will give a 20% boost and some iron plates as an output, but they take 8s to craft each using 10 coal. 10 coal can be recycled in less than 2 seconds. Given near infinite supply and throughput options, raw seems the best option.

Closing Thoughts

I think it rather obvious that getting legendary anything through infinite inputs is not hard. Space Casinos essentially put it out of mind and let you concentrate on the more complex builds, while giving new ideas to creating items in space. By making this be planet bound, it actually increases the scalability as it’s way easier to create a new production line there than build a new space platform.

My rough math says that for each Casino I had, I’ll need roughly four times the space to collect a similar amount through alternative means. The main issue is the sheer amount of Quality Modules needed to get this running well. Vulcanus can easily build an upcycler for Q2 modules at 5%. Legendary Q3 require fusion + trains + upcycling of capacitors on Fulgora… that’s a long term thing.

It also means that collecting materials from space to do anything non-space related (e.g. fuel or ammo) is pretty much gone. The domination of Vulcanus for nearly every late game production is even more cemented. The only hiccup I now see is that you’ll need multiple fusion power plants and a decent amount of foundations to expand sufficiently.

Factorio 2.1 Experimental

I’m giving a new playthrough with the experimental build of 2.1. There are things that work well, others are more frustrating. Quick thoughts…

  • Mods: None work, which is less. I really miss having the Burn Stack mod which allows burning gas/fluids.
  • Mod Toggles: You can disable quality, if you want. I opted not to, though didn’t invest in quality until I was heading to Aquilo
  • Blueprints: 98% of them work as expected. 2% seems small, but there are issues you will need to troubleshoot. Chasing gremlins.
  • Fluids: Measuring volume in pipes is great! Being able to flip Pumpjacks is also a very nice QoL bit, allowing much tighter builds.
  • Landing Pads (extract directly from them): For regular builds, no real impact. For Aquilo, or massive SPM builds, this is a fairly significant change that speeds up a LOT of activities.
  • Radar: Scanning the entire galaxy is possible now. I’ve yet to find a practical use for it, in fact, turning it on in my blueprints caused issues in reading too much stuff I didn’t actually have. What really sucks is that you can’t change a radar setting while on another planet (yet).
  • Labs/Biolabs: You can set research based on available research packs, based on priority. Primarily useful for Gleba, as you waste time when that material isn’t available. It does help with Aquilo research later on. By the time you reach Prometheum, this doesn’t mean as much as you’re effectively always researching with every component.
  • Rocket Logistics: The game will automatically distribute the amount of items based on weight to meet demand. So if you need like 2 collectors and 8 crushers, that will come in 1 rocket instead of 2 with a ton of excess. This is an absolutely massive QoL change for the mid-game… I figure it’s cut the distribution load in half, at least. Any ‘first landing’ logistics request is going to be super fast, and shipping stuff to Aquilo long-term becomes ridiculously efficient.
  • Space Logistics: You can now request items from ANY planet or from another platform. Shipping from any planet rarely makes sense, as rarely are you producing an item at volume across all planets, so that’s actually caused way more issues. Shipping between platforms, that has extremely niche use cases – like having a space platform above Aquilo making extra rockets for another transport ship. There are many odd behaviours here though.
  • Visual Uplifts: I do like this. Assembler and Rocket Silos look a whole lot better.

Space Casinos

Bye Bye Space Casinos. Important to note that a major piece of Space Age is that all materials are either infinite in harvesting, or infinite through alternative means, your challenge is in the design to get infinite output. Space Casinos leverage the infinite material nature of asteroids, along with quality modules that result in legendary base material (iron ore, coal, or calcite).

So let’s math this out a bit.

  • Asteroid Reprocessing has an 80% output chance, with 2 mod slots (12.2% chance). Rough math, 9.76% chance per event to move up a piece. When you get a legendary asteroid, you can then process it for up to 300% output. At legendary levels, this thing spits out material.
  • Recyclers have a 25% output chance and you can add 4 modules to these (24.8% chance). Rough math is 6.2% output from harvest to end. Same end result of 300% productivity. The net effect is 50% as efficient as crushers, per step. This part is important!

The good news is that recyclers are significantly faster than crushers, so you should need much less of them (rough math is less than 10% of the previous crushers), which is good as each recycler takes 100% more quality modules to work. The footprint is tiny.

This means that existing Space Casinos can be repurposed using recyclers instead of crushers, needing only a fraction of the modules to function. New Space Casinos can theoretically be built with a much smaller footprint – the tradeoff being less collectors and less input of asteroids… so it may end up being a horizontal line as a result.

I’ve built a few processing plants for legendary material. The math here per step is substantial. To get to legendary material, on average, you need to run through 4 upgrades (uncommon, rare, epic, legendary). With each step being 50% less efficient, that 0.5^4 which ends up being around 3% of the prior model. I ran a test, with legendary modules (25% total per recycle) between Gleba and Vulcanus four times. Zero legendary. In fact, it took 10 trips to get 1 legendary item. So this model doesn’t work anywhere close to prior.

The old Space Casino design
The new Space Casino design (the legendary quality mods are on the way up)

I also tried to pre-process the items in crushers and then recycle, for higher volumes. Legendary productivity modules means you need 3 recyclers for 2 crushers (yay!), and you need stack inserters too, or the belts stop working. Reprocessing asteroids is an option if you’re overweight on any given type.

About the limits possible without belt jamming.

And to clarify, you don’t need more crushers, you can see that even just having 6 is enough to saturate a belt. I guess you could build another first recycling line, but the results remain very similar. The output is simply atrocious. Maybe 2 legendary items per run.

So seems pretty clear. The previous space casino model is broken. Getting iron, calcite and coal… the volumes are cut tremendously. Iron has other options. Coal and Calcite, you may just need to manage expectations for a bit and run multiple versions of these space harvesters. More investigation required!

The Odyssey

I am a very large fan of ancient history and in particular the bronze age. That covers 3300BC to about 1200BC. This is the age of myth, with very little writing, as that came mostly in the iron age. What we know if that time is quite limited, and what is written is often written centuries after occurring. It was a time of gods.

The Odyssey is a great example of this. What we know of it is generally attributed to Homer (800BC) about an event that happened a heck of a long time before (1200BC). Think about that for a second. If I asked you to talk about a story that happened in the year 1600, but gave you no books and only people to explain it, what would you actually understand? Heck, even Homer was an oral poet (as he was blind), so the written versions are solely interpretations, many years later.

The Odyssey is not a factual retelling of actual events. There is no proof that there was a Trojan Horse – in fact it’s barely mentioned at all in this story, and what we know of it came from the Aeneid written by Virgil in about 30BC. That’s 800 years after the story was told, and 1200 years after the actual even took place.

What the Odyssey is, is a story. A story meant to convey the storyteller’s principles and values in an entertaining medium. We experience that daily today. A thousand years ago, theatre and books. Two thousand years ago? Three? This story is thematic, and nearly all adventures today replicate the structure of a nearly 3,000 year old tale. It is enduring and impactful.

In the past 100 years there have been nearly a dozen retellings of this story in film & TV. I can still remember the version with Armand Assante, where he basically had sex with everyone on his journey. The most recent interpretation from Chris Nolan is in theatres now, and I did have the chance to see it in IMAX. I have thoughts.

First, and importantly in all Nolan films, is the artistic elements. There’s very little CG anywhere, which is frankly mind-boggling when you think of the scale of things. The sound and picture framing are simply ridiculous, it’s a purposeful loudness and structure. Truly this can only be fully appreciated in IMAX – the environment and presentation is so important. Don’t watch this on a phone! As is often with Nolan, the narrative structure is broken and non-linear. By seeing Odysseus at multiple simultaneous points in his journey, you can better appreciate his growth. There isn’t much artistic liberty taken in the story, as the main beats are hit in the order they normally are, and the themes all remain in various formats. There is liberty in the cast and weighting of the various themes, but that’s the point – I’d watch another version or read a book if I wanted something done before.

What I did enjoy in this interpretation was the weight applied to humanity. There is no direct involvement of any Greek god here, simply the fall out of prior items. The Cyclops (which is wildly impressive) is present and is still Poseidon’s child, but Poseidon himself is not here. The journey of Odysseus through all of these events therefore is a human burden, and the growing realization of the impacts of his decisions. What may have seemed small is in fact epic in scope. The journey in the literal sense is also figurative – that’s why we have the word odyssey after all.

The net result is that this film is an event. Event with a capital E. Whether you enjoy it or not, there’s a likely line in the sand of ‘did you see this or not’, similar to things like The Matrix. Go see it!

Dave the Diver: In the Jungle

This is more of an expansion pack than a DLC, surreal amount of content here and strongly recommended if you have the base game.

Dave the Diver has a solid gameplay loop. Dive, find fish (or fish like), farm, run a sushi restaurant, and embark on a zany quest with bosses. I spent many an hour exploring the depths. In the Jungle takes that model and then goes ‘watch me’.

The core loop of diving + restaurant still exists. You still have weapons (though the interface is much improved). But now you play in semi-real time, need to manage friendships, collect and battle bugs (ala pokemon), explore with a turn-based RPG, actual fishing (!), Duck Hunt, and decorate a tiny shack. The whole game takes place in a different area, so aside from your diving gear items, nothing else transfers here. There’s a solid 10 hours of extra content though, which puts this in expansion territory.

The new stuff:

  • Friendships: You need to feed them certain meals or give certain gifts. They end up coming to the restaurant and at max friendship, give you some rather useful item. I like that there are more than 6 characters this time, makes the world seem much more alive.
  • Bug Battles: Rock / Paper / Scissors with a stupid amount of RNG. This is the only part of the game that is not fun as the random is too random for my tastes.
  • RPG: This is very weird. Super Mario RPG like actually. I mean it sort of works, but it has no real long-term value.
  • Fishing: Basic enough and provides some fish you can’t get elsewhere. About time I say! (Also, don’t bother upgrading your rod, trust me).
  • Duck Hunt: Pretty much exactly what you think it is. Gives bird meat, which is a mid-tier ingredient.
  • Decoration: No in-game value other than looking neat.

The old (but improved) stuff:

  • Diving: You still have the RNG of the map but the fish themselves are always present. You want a caiman, it’s going to be top right 100% of the time.
  • Gear: You start with a purifier for the dirty water and the minute you upgrade it, you no longer need it. If you’ve maxed it all in the base game, then this seems very strange.
  • Weapons: Ahh, this is so much better. You get access to all 4 weapon types from the start now, at the same time! Upgrading them is the same structure as before. The large area wave gun is life, prioritize that if you can!
  • Restaurant: Some minor tweaks here and there. You need to shoo monkeys away from time to time, making one of 2 servers mandatory. Cooking skewers has replaced the Wasabi mini-game where you are needed. Recipe ingredients are harder to come by as dispatching gives less and there’s no real farm this time. From a practical perspective this only means upgrading recipes takes a lot longer.

The way some systems are presented, this seems like the foundation for more content. The ‘bones’ here are generally improved from the base game, so I’d certainly welcome it. Give it a shot!

The Incident at Galley House

I like puzzle games, particular those focused on deduction. Return of the Obra Dinn remains top of list for me. A recent addition to the genre is The Incident at Galley House, which is a remake of a text only gamed called Type Help.

The challenge with describing any of these games is that the plot and the mechanisms to uncover the plot are so intertwined that they can’t really be talked about without spoiling the other. Going in blind is all but required to fully appreciate the art. In that respect, I’ll try to avoid as much as I can.

The GODOT engine can do a lot of things, and puzzle games is one that it really does well. Voice acting, interactive buttons, simple animations. Puzzles are about how your brain perceives data, so generally less is more from a visual aid perspective. Well… more is more I suppose as if the effort was made to visually present something, there’s a reason for it. That is certainly the case here, as the presentation is extremely well done.

The game starts off simple enough, you’re sent to investigate a slew of deaths at Galley House and through various presentations of key data, you piece together a timeline of characters, locations, and events. A few times I thought I was playing ‘And Then There Were None’, as it feels as though the characters all have something to hide, yet have a common thread. The act of discovering a name, or an avatar to show the character is as much fun as figuring out how they all interact within the timeline.

This timeline acts as a branching spiderweb of sorts, and some are hubs connecting to a half dozen threads, while others are simply dead ends. The good news is that you don’t have to discover all the threads, just piece enough of them together to get the major beats from start to finish. My obsessive part wanted to find all the bits though, and there are handy indicators when a thread is left to be found. In fact, the UI itself is a really an amazing tool as compared to the text only version. The visual aids are a tremendous help when you’re trying to keep track of key bits of data – it even comes with a search feature! I wouldn’t consider it difficult in any way, and if you do get stuck on any bit there’s a free hint system too.

By the time I closed the book on the mysteries of Galley House, I was somewhat amazed at how the story itself was constructed. All the logical breaks actually made sense, and seeming dead ends turned into new roads. Time, memory, and perspective are all key pieces of any puzzle, and they are wonderfully done here. It’s good to have closure.

Also worth noting, it plays great on the Steam Deck. Strong recommendation!

Chrono Cross

Do I need to explain this game? It’s from 1999, so I guess there are folks that don’t recall it. I picked it up again on a Steam Sale, like less than $10 type of deal. Nostalgia I guess.

It’s a sort of Chrono Trigger in 3D, a spiritual successor with next to no thought on the lore conflicts between both games. In order to collect all the possible characters, you need a minimum of 3 playthroughs. The difficulty level isn’t really there (aside from 2 specific fights), making it a rather weird game in the SQUENIX repertoire of JRPGs.

There are 40 characters to start, which is an absurd number with very little meaningful purpose. Feels like every NPC with more than 2 lines becomes someone you can recruit. Each character’s set of abilities is determined by their elemental grid. Some have a lot of low level slots, some more near the end. You can more as you level, which is realistically only occurring when you defeat bosses… so no point in grinding for levels! Combat is a mix of melee + magic. The first playthrough favors magic, in fact the ‘perfect’ ending requires it. Eventually you become so strong that a small knife attack is enough (the final boss is balanced for level 48, you can max at 99). This could have been a rock/paper/scissors type of system, but it lacks the mechanical depth to do so. I mean, how could you with 40 characters and find any semblance of balance, right?

The story is convoluted and hard to follow, especially with the final twists and turns. In fact, I’d argue you are better off not having played Chrono Trigger to make sense of it all as there are too many conflicting plot items as a result. Time traveling, fate, destiny, and warring reptiles all play a big part. There are some interesting, though short, side quests throughout. That part is actually a lot of fun to run through! The thing about RPGs is that the plot needs to have some sense… but this feels more like ideas were thrown on the wall without any thought. Which is a real shame.

The good here, is that it plays really well on the Steam Deck and is bite-sized enough to playthrough in small sittings. My 3rd replay was maybe 20% of the time of the first one, just because I knew what I was doing and there was no real combat challenge.

The less good is that the plot makes little sense, the meaningful moments are hidden in a diluted cast, and that we’re unlikely to ever see a Chrono Trigger 3.

Rose-colored glasses were certainly part of the purchasing decision. I have spent more on a bad coffee, so no real complaints here. In fact, it’s a great marker in the SQUENIX journey of RPGs. This experimental game worked in some areas, didn’t in others, and the next game out learned a ton of lessons.

Life is Defined by Loss

I’ve been away on a break for a few weeks, hence the quiet blog. Where generally folks use New Year’s to ponder their annual goals, I do that during the summer break as a mental reset. And this year was an interesting one. Within about a week two meaningful events occurred.

First, a great friend’s father passed, a man I knew for over 30 years and treated everyone as his best friend. It was relatively quick, and he went out with a giant grin. He was a man with infinite energy and boundless optimism. Truly a fascinating character and no matter how bad a day you may have had, he was enthused to make it a good one. He embodied the adage that ‘a stranger is just a friend you haven’t met’.

Second, Belghast passed away. A year to the day that he lost his wife, and nearly 6 months from when he shared he had cancer. ‘Pillar’ is a term that is thrown about, and in this case it’s certainly apt. Blogging is everywhere and in today’s age, one of the most archaic forms of sharing if you’re not using some sort of AI tool and recipe hunting. Bel found a way to bring more people under the tent (Blaugust) and somehow found time to share his passion for gaming on a near daily basis. His was one of the few blogs I checked on a near daily basis… and as a habit I still do, until it hits that we won’t see anything more. He’s frankly the reason I played FF14 and enjoyed the time spent in there with him and the guild.

It’s an interesting thing this concept of life, as ephemeral as it is. I’m at that age where there are way more funerals than weddings, way more divorces than baby showers. The absolute certitude of youth is replaced with a sort of melancholic acceptance of loss of control.

It reminds me of a sci-fi trope that immortality is a curse, where true appreciation is bound by the loss of something. The act of procrastination or deference to a future date is pushing out the ability to enjoy what you have today. There are so many things that can happen tomorrow that you can’t control, and if you can do something today, you generally should.

My friend’s dad lived every day like it was going to be his last. Nearly his entire life that way. Bel shared what he had with what tools he had on a near daily basis, spreading the good word of community and gaming as a way to bring people together. Neither made excuses, they just appreciated and moved forward.

If there’s a resolution or attempt I want to spend my energy on, it’s exactly that. Appreciate the day. Appreciate the gift of the people around me. Cause tomorrow is another day that may not bring that gift.

PoE 2 & Diablo 4 – End Game Events

This will seem like a weird comparison, but functionally it’s the 2 big hitters in the ARPG space. The deeper I get into PoE2 the more dramatic the differences between Diablo 4.

The design concepts are really the big deal here, in the macro and micro space.

  • Importantly, Diablo 4 has an overworld that is interspersed with timed events (Helltides), PoE2 doesn’t have anything like that as everything is instanced. Helltides are about the closest thing D4 has to PoE2 in construct, which is wild when you think about it.
  • Diablo 4 has its end game activities wrapped up in War Plans, a meta progression that covers all end-game activities
    • Tree of Whispers: Meta achievements for loot boxes
    • Dungeons: A large pool of maps with bosses
    • Lair Bosses: Harder enemies with targeted loot
    • Infernal Hordes: Wave based single arenas
    • Undercity: Time-based dungeons with the ability to target types of loot
    • The Pit: Time-based dungeons meant to progress skill gems
  • PoE2 has the end-game wrapped up in maps, which are procedurally generated and have one or more of the following events within:
    • Towers: A massive meta progression tree that modifies all other map conditions for better loot and harder difficulty
    • Breach: An expanding circle of enemy spawns that also gives currency for crafting rings/amulets
    • Rituals: Small arena-based events that give access to crating materials + uniques
    • Delirium: Map-based timed runs that increase difficulty over the run and duplicate bosses
    • Vaal: From the last league, a rogue-like dungeon creator.
    • Abyss: Chained enemy spawns that provide piles of loot and access to a cavern with more loot
    • Expeditions: Use explosives to uncover loot boxes or rune events
    • Exiles: Player-like enemies with loot drops based on their class
    • Summoning Circles: Summon bosses
    • Strongboxes: Kill enemies to open a chest
    • Runes: Wave-based events that provide runes + crafting mats
    • Summons: Unfreeze enemy groups.
    • Wisps: Follow them around and they will eventually upgrade an enemy to a harder version
    • Trials: Small rogue-like events that add difficulty markers during progression. Die and restart if you have the rare currency to do so. (Concepts are sound, but the execution is atrocious. These are worse than Infernal Hordes in nearly every conceivable way.)

Diablo 4 has a mechanic where each specific event cannot overlap with another. It is not possible to have Lair Bosses show up in the Pit, for example. If you want to do an activity, you are only doing that activity. This is why Helltides are my favorite content as the random events add some variety. Dungeons are not fun as they all play near identical – rush to the end and kill the boss. Infernal Hordes are likely the worst as they are time-based and unless the RNG gods are on your side, provide next to no loot.

PoE2 is way different. Every map contains 1 or more of any given event. Sometimes all of them (except trials). The meta progression changes some of the mechanics so that they can overlap in even more interesting ways. I’ve had multiple maps where I had bosses on the map, with a pair of Exiles, tripped a Breach and had an Abyss fight at the same time. There’s something to be said about the pure chaos of having 5+ mechanics all going at the same time, surviving it, and then being showered, absolutely showered, with loot drops. And that’s just a random map! The planned events alter some component of the map for pinnacle bosses (think ultra hard bosses). Rituals are something else, where you progress through 5 maps and the boss of each map follows you to the next one. The last boss fight has you fighting at least 5 versions.

It’s like the difference between going to Dairy Queen and then going to a real Ice Cream bar. DQ gives you a limited set of pretty decent options. Hard to get confused there. An Ice Cream bar has hundreds of permutations and options for you, and no two orders are the same.

The net effect is that every PoE2 map has something different to offer, and that something is going to reward you in some fashion. This design principle for end-game activity is focused on always providing more things to do rather than limiting your choice. The main challenge (and 0.5 does a great job of addressing this) is that having too much is about as appealing as having none. You need some guardrails of sorts to get kick started, learn the systems, and then choose to tailor what you want from it.

Factorio 2.1

Which is going to be the last meaningful patch for Factorio, ending a 10 year dev cycle. And well, hundreds of thousands of engineer (player) hours. 2.1 is going to bring a lot of QoL bits but no actual content… fine, there are seemingly infinite mods for that!

Most of the design concepts of Vanilla were thrown out with Space Age, as production chains dramatically changed and ‘free’ material was the new foundation. No longer did you need to mine iron patches, you simply used free molten lava and had infinite amounts. The mechanical transport mechanisms of vanilla were sort of cut and pasted to the space versions, specifically relating to rockets.

Trains used to be required on Nauvis, not a little required, like a LOT required. They generally operated on a single concept of maximum efficiency of moving 1 type of material from one place to another. Need another type of material? Build another train. The investment cost of trains is exceptionally low, and they are mostly sunk costs. The ‘challenge’ with trains was making sure that railways didn’t conflict. Blueprints solved this.

Rockets in Space Age are treated as disposable, and somewhat expensive, trains. You load them up, shoot them up, and move on. The ‘challenge’ here is on the actual platforms and landing pads, a give an take of requests and availability. If you need 15 of something, the rocket will generally only send you a full stack of 100. If you don’t have a stack of 100, you won’t get any items. You can certainly manually change this, but it’s painful. And in the early stages of Space Age, this is very costly. Even late game, the method of delivery of parts means that you can only effectively build platforms around Nauvis, as all other planets will have asteroids attacking you and no real way to defend them.

2.1 is going to modify the logic on the pile of this. Rockets will be able to ship partial stacks, based on requests. You’ll be able to ship between platforms. You’ll be able to apply better logic on requests so that you can pick up a material from any planet, rather than just one. Very useful QoL bits here and will certainly smooth out some rough spots. For those struggling to ‘kick start’ Space Age, this is a welcome change.

Of all the items, I have only seen one mechanical item of note. What 2.1 is also bringing is the death of space casinos but for some reason keeping the LDS shuffle. Space Casinos are space platforms that upcycle material to legendary, notably iron and coal using rarity mods. In 2.1 rarity mods will be removed from space platforms. This is odd since casinos are actually a pain to build, while the LDS shuffle remains (recycling legendary low-density structures give MORE material than you invested, meaning free LDS, copper, and steel.) It is entirely possible to get legendary iron and coal from other means, though admittedly scaling those is it’s own challenge. To me though, this doesn’t address the core issue – that legendary items exist in the first place. I like the benefits legendary items provide, it’s just the mechanisms to get them that are broken and burdensome. But hey, there are mods that just permanently unlock legendary once researched, and I would think that is the likely end-scenario here.

Given 2.1 is just around the corner, and marking the end of an era, it’s bittersweet to see it come to a close. Factorio isn’t just a great game, it’s honestly a gold standard for the genre where there are dozens and dozens of imitators. What was achieved with an insanely small team of absolutely dedicated developers is beyond impressive. Now for the modding community to figure out what’s next…

Satisfactory 1.2

It’s been nearly a year since patch 1.1, which was mostly QoL stuff as a result of the massive 1.0 launch. Well, 1.2 is here and there are a few notable changes.

  • Rain is back, which was removed to do occlusion issues (it rained indoors).
  • Additional game mode where you can set the resource costs and node richness values. This is a sort of middle ground to ‘build for free’ mode. Tweaking power consumption is a nice option.
    • Related, Space Elevator costs can be tweaked if you want to turn on ‘hard mode’
  • Vehicle pathing and reworks. This is more like trains now. I’ve always thought the concept of vehicles was good, but the execution was really quite random. Trains are almost always a better option, and at the end game, drones run the show.
  • Trucks can now transport fluids. This is good for mid-game options, where for some reason you don’t want trains.
  • Daisy Chaining for power connections between buildings. Never really had an issue with this outside of the start of the game, but certainly a ‘cleaner’ view of power poles.
  • Pipeline T-Junctions. This one is weird. Fluid dynamics in Satisfactory are physics-based, which really shows up when you make aluminum. Should make for cleaner pipes… should.
  • The recipe list also now shows alternative recipes prior to you unlocking them. I really like alternative recipes, as much for efficiency as flexibility. This QoL thing effectively removes the need to alt-tab to a wiki.

In total, the majority of this is also in the QoL space, though vehicles are the bigger piece. Which brings to topic the choice of when to use which vehicle. First, the list:

  • Belts & Pipes
    • Belts go from 60 to 1200 items per minute and can span the entire map. These generally make for ugly maps if you rips belts everywhere, but for short distances they absolutely rock.
    • Pipes are 300 or 700 per minute. Liquid piping usually isn’t too bad and due to transport issues, often better than all other options. Gas piping… this actually impacts your factory locations. Very rare to ship liquid in mass quantities for long distances.
  • Terrain Vehicle
    • Truck – Unlocked at tier 3. Uses for medium deliveries (25). Uses fuel. Needs a dedicated path.
    • Tractor – Unlocked at tier 5. Used for larger deliveries (48). Uses fuel. Needs a dedicated path.
  • Rails
    • Trains. Unlocked at tier 6. Used for long distances and very large deliveries (32 per car). Uses electricity. Needs a rail.
  • Air
    • Drones. Unlocked at tier 7. Uses for very large distances and smaller deliveries (9). Can only deliver material, not liquid. Uses fuel. Auto-maps.

The tiers do matter. Tier 3 is Phase 1 of the elevator. Tier 5+6 are Phase 2. Tier 7 is Phase 3. This generally means that Tractors are somewhat irrelevant as Trains are way more effective and unlocked at the same time.

Picking the appropriate delivery model is primarily a math exercise… how many items do you need per minute? You would be surprised at how few items you actually do need near the end game and how many items you need for raw materials. Time to delivery is total (volume per trip * # of trips per minute). The distance and pathing matters. Small trips with Trucks are going to be faster than trains, and way faster than drones. Medium trips for trains work well enough. Long trips, trains and drones are king. Something like 200 items or less per minute across medium/long distances, drones are amazing.

I tend to apply a rule of thumb here. If I can see it, I will belt/pipe it. If I can’t see it, and I only need a few, then I will drop a drone. If I can’t see it and I need a lot, then I’ll add some cars to a rail. Trucks are used for a very niche set of work on micro-factories, which are primarily Sulfur or Carbon related as those recipes aren’t used all that much and the nodes are in weird spaces.

Which gets back to 1.2 and vehicle changes. These are good changes, yet apply to a niche deployment. They don’t move fast enough or transport enough to make them viable alternatives to trains. This patch has a lot of work in it, no question there, but the net effect for a playthrough isn’t actually impactful.