observations and expectations from a new player getting ready to go for shattered planet
Posted: Mon Jan 26, 2026 2:31 pm
now one thing before all: please don't spoiler anything.
hi, I recently got hooked (about november last year) with factorio, built a 5-10k spm megabase in vanilla factorio, but ups got bad so I lost interest, instead of rebuilding with ups in mind, I decided to plunge on space age, and what a nice surprise, consequent directionality shift towards where we came from, space, after all we crash-landed here, now we go back to the stars and explore other worlds, how refreshing as a general feeling experienced while trying to figure out each planet.
to not make this post not longer than absolutely has to be, here are a few key observations and then a few specific to the point in the game I am at now, which to me seems the most interesting point of them all, it's the point where you allegedly finished the game, but are still far from reaching the mysterious shattered planet. the fact that it is so enormously far away is a huge bonus on the mystery front and it's been chosen very very well. about 40x the distance from aquilo to the edge of the solar system, which was 100k kilometers if I remember correctly.
so basically I am there, creating lots and lots of theories on what might expect me on this shattered planet, I want to share some of my wildest but still realistic thoughts, so maybe game development can harness some of those and maybe even implement some in the future if they are valid or applicable enough.
some theories on the shattered planet considering the only hint the game gave me so far (I shunned any spoilage from youtube or other social media, so I really have no clue)
1. there will be a way to discover warp drive, or space folding drives, making my spaceships able to just jump from one planet to another, making the 4m km no more nuisance after been mastered once, would go in line with most of the game's mechanics, where, like in life, you have to prove you are able to go through some chores, to later be rewarded with technology which will make the effort worth it (crafting to automation, belts to bots, tank to spiders and so on). so, this is my biggest expectation I guess, but not the nicest, it will come later in this list. so somehow under very harsh conditions on this planet, I will figure out a way to get to this space-folding tech, think of "event horizon" there, they put a nice explanation of this tech in their movies.
2. not exclusionary to 1, but possible to go alongside: we find out more about either the civilisation that had to flee fulgora or what happened there, we find out more about monsters, or we have to deal with new crazy monsters there, some which are somehow connected to all other planets and make things make sense for the players a bit more, maybe some lore after all? or hell, what if this planet is actually inhabited by the civilisation that fled fulgora, and we have to arrange with them somehow? maybe nukes can come back to the table at this point as I feel nukes have kind of got a real wokeness treatment in space age so far (too heavy for a rocket, yeah, sure... anyways it would be a nice arc and a nice comeback like to show those fulgorians how far I have come from crashlanding on nauvis to sending some nukes to their bases, maybe even by some long range devices you know, so I can mine shattered planet "unobtanium" so I can get frickin space folding tech to get back in no time instead of having to chore through millions of asteroids.. just a thought.
3. this might be the nicest idea I got after looking through the pretty galaxy when officially finishing the game, and seeing other players as neighbors, so the shattered planet could be code for something really nice which really really would hit the players on a lot of levels really deep as an experience nobody expected from factorio at all. here it comes: you go to the shattered planet, you either figure out some crazy new tech (or not, does not matter really) but in the end it leads to you being able to *drumroll* *engage* with other factorio neighbors! holy cow, invite them to your planets or space ship, give the game new interfaces to give permissions to other factorio players, so they can actually join your game, improve designs, or do menial tasks like build a new mining outpost on nauvis in exchange for some socializing. what did I just say?? socializing in factorio?? Didn't everyone think this was some kind of entertaining addictive but antisocial (after all we all quit our social lives for about 2-3 months before finishing factorio and/or space age, didn't we?) task, when starting to play factorio? and now this guy actually expects the game to open op to what, mmo-territory? well, yeah kind of, think about it, think about the arc. first you crash land on an alien world, then eventually you manage to reach for the stars by cutting wood, crafting tools and managing resources, then you reach something like aquilo, which's soundtrack is just the epitome of where the arc (the game-arc I mean) in my mind is heading towards (mostly by expressing the desolate loneliness we suddenly feel so far out, nobody else there, and then because of some silly mistake or sucking too much cold fluoroketone and your base suddenly starts freezing, just wow) and then we even go even further out for some mystery planet further embracing our inner loneliness which really creates a huge huge desire for one of the mot basic human needs. socialization. and then we actually can do this with other (albeit) virtual human players? mind blown. this point three, if it's not implemented, would absolutely complete the emotional tension arc of the whole game, it does not even have to be very functional, not even the "let others do something on your base) part needs to be implemented, merely being able to have them walk around your base (without being able to shoot anything, unless permitted of course) and seeing two player images on your spaceship cargo landing pad window for once, would absolutely warm up hearts I guess as a final icing on the post-game-cake, which as I mentioned initially, I have not experienced yet, so no spoilers on what expects me on the shattered planet please please!
---
so anyways, these are some thoughts so far, sorry if this is mostly meta, and not regarding actual in-game mechanics or details, as I think they are so well done already, the only gripe I have in this regard, is with the stack inserters waiting for more nutrients in hand, which then turn to spoilage then the inserter is fcked. this caused my gleba base to shut down once or twice I guess, but nothing which can not be sorted out. if you saw my 400spm gleba base, you would vomit all over your desk but it's a functional mess as long as I don't use those stack inserters too much there.
so yeah, to sum-up my wishes and expectations for the mystery planet: 15% lore expansion, 60% socializing networking features aka let other players join your solar system, combined with the necessary new tech (which you have to work through chores to actually get there in usual factorio fashion) to make this all possible 25%. of course any player should not know that he is working towards this goal while doing so, as is very typical for factorio, too.
what an arc that would be after all, right? I really do hope this expects me, something which I just can not really expect from past experiences in this game up until this point. basically it all boils down to this:
TLDR: another player on your mega "shattered-planet-spaceship", the pride of your fleet and the epitome of your efforts, shared. what is it all worth, if we can't actually share?
I hope this post inspired some. now I will go off upgrading my best space-ship to finally go to the likely dark and cold and crazy mysterious shattered planet, to find out if the imagination of a whole team of developers was even better and more appealing and cohesive than the ideas I shared on here. I really am excited about this, I am a bit over 40 and have not played a video game in a long time. I usually do music and sound-design for other projects, and since I am on a mac, gaming is usually not worth it performance wise, but hearing how well this game does on my m1 max mac, which I use for work, and gathering how likely engineers (yes some call me an audio engineer, too) like this game, I thought I'd give it a try, and oh boy did it perform well, mostly the fans did not even turn on despite megabasing, how nice for a change. of course vanilla factorio then mostly turned into a how much spm per UPS I can get without upgrading my cpu. little did I know space age would bring quantum processors, aka quality modules and crazy productivity increases and stack inserters which makes megabasing kind of moot, and thus tames the cpu/vs megabase spm discussion a bit, it seems, for now, well probably not really in the end, I will likely try to megabase space age, too at some point.
anyways I hope you liked my post, and maybe I will do a remix of some of the aquilo soundtracks, if that is ok with the composer, you know we musicians have way too inflated egos, so there is always that...but playing so much factorio, made me compose technoid remixes of cold harsh aquilo soundtracks in my mind several times already. luckily I have a really nice studio with lots of old analog synthesizers, and I hear such have been used in the scoring for this brilliant game already. but, the soundtrack must grow, doesn't it?
(edited spelling errors (arch--->arc) on february 6th)
hi, I recently got hooked (about november last year) with factorio, built a 5-10k spm megabase in vanilla factorio, but ups got bad so I lost interest, instead of rebuilding with ups in mind, I decided to plunge on space age, and what a nice surprise, consequent directionality shift towards where we came from, space, after all we crash-landed here, now we go back to the stars and explore other worlds, how refreshing as a general feeling experienced while trying to figure out each planet.
to not make this post not longer than absolutely has to be, here are a few key observations and then a few specific to the point in the game I am at now, which to me seems the most interesting point of them all, it's the point where you allegedly finished the game, but are still far from reaching the mysterious shattered planet. the fact that it is so enormously far away is a huge bonus on the mystery front and it's been chosen very very well. about 40x the distance from aquilo to the edge of the solar system, which was 100k kilometers if I remember correctly.
so basically I am there, creating lots and lots of theories on what might expect me on this shattered planet, I want to share some of my wildest but still realistic thoughts, so maybe game development can harness some of those and maybe even implement some in the future if they are valid or applicable enough.
some theories on the shattered planet considering the only hint the game gave me so far (I shunned any spoilage from youtube or other social media, so I really have no clue)
1. there will be a way to discover warp drive, or space folding drives, making my spaceships able to just jump from one planet to another, making the 4m km no more nuisance after been mastered once, would go in line with most of the game's mechanics, where, like in life, you have to prove you are able to go through some chores, to later be rewarded with technology which will make the effort worth it (crafting to automation, belts to bots, tank to spiders and so on). so, this is my biggest expectation I guess, but not the nicest, it will come later in this list. so somehow under very harsh conditions on this planet, I will figure out a way to get to this space-folding tech, think of "event horizon" there, they put a nice explanation of this tech in their movies.
2. not exclusionary to 1, but possible to go alongside: we find out more about either the civilisation that had to flee fulgora or what happened there, we find out more about monsters, or we have to deal with new crazy monsters there, some which are somehow connected to all other planets and make things make sense for the players a bit more, maybe some lore after all? or hell, what if this planet is actually inhabited by the civilisation that fled fulgora, and we have to arrange with them somehow? maybe nukes can come back to the table at this point as I feel nukes have kind of got a real wokeness treatment in space age so far (too heavy for a rocket, yeah, sure... anyways it would be a nice arc and a nice comeback like to show those fulgorians how far I have come from crashlanding on nauvis to sending some nukes to their bases, maybe even by some long range devices you know, so I can mine shattered planet "unobtanium" so I can get frickin space folding tech to get back in no time instead of having to chore through millions of asteroids.. just a thought.
3. this might be the nicest idea I got after looking through the pretty galaxy when officially finishing the game, and seeing other players as neighbors, so the shattered planet could be code for something really nice which really really would hit the players on a lot of levels really deep as an experience nobody expected from factorio at all. here it comes: you go to the shattered planet, you either figure out some crazy new tech (or not, does not matter really) but in the end it leads to you being able to *drumroll* *engage* with other factorio neighbors! holy cow, invite them to your planets or space ship, give the game new interfaces to give permissions to other factorio players, so they can actually join your game, improve designs, or do menial tasks like build a new mining outpost on nauvis in exchange for some socializing. what did I just say?? socializing in factorio?? Didn't everyone think this was some kind of entertaining addictive but antisocial (after all we all quit our social lives for about 2-3 months before finishing factorio and/or space age, didn't we?) task, when starting to play factorio? and now this guy actually expects the game to open op to what, mmo-territory? well, yeah kind of, think about it, think about the arc. first you crash land on an alien world, then eventually you manage to reach for the stars by cutting wood, crafting tools and managing resources, then you reach something like aquilo, which's soundtrack is just the epitome of where the arc (the game-arc I mean) in my mind is heading towards (mostly by expressing the desolate loneliness we suddenly feel so far out, nobody else there, and then because of some silly mistake or sucking too much cold fluoroketone and your base suddenly starts freezing, just wow) and then we even go even further out for some mystery planet further embracing our inner loneliness which really creates a huge huge desire for one of the mot basic human needs. socialization. and then we actually can do this with other (albeit) virtual human players? mind blown. this point three, if it's not implemented, would absolutely complete the emotional tension arc of the whole game, it does not even have to be very functional, not even the "let others do something on your base) part needs to be implemented, merely being able to have them walk around your base (without being able to shoot anything, unless permitted of course) and seeing two player images on your spaceship cargo landing pad window for once, would absolutely warm up hearts I guess as a final icing on the post-game-cake, which as I mentioned initially, I have not experienced yet, so no spoilers on what expects me on the shattered planet please please!
---
so anyways, these are some thoughts so far, sorry if this is mostly meta, and not regarding actual in-game mechanics or details, as I think they are so well done already, the only gripe I have in this regard, is with the stack inserters waiting for more nutrients in hand, which then turn to spoilage then the inserter is fcked. this caused my gleba base to shut down once or twice I guess, but nothing which can not be sorted out. if you saw my 400spm gleba base, you would vomit all over your desk but it's a functional mess as long as I don't use those stack inserters too much there.
so yeah, to sum-up my wishes and expectations for the mystery planet: 15% lore expansion, 60% socializing networking features aka let other players join your solar system, combined with the necessary new tech (which you have to work through chores to actually get there in usual factorio fashion) to make this all possible 25%. of course any player should not know that he is working towards this goal while doing so, as is very typical for factorio, too.
what an arc that would be after all, right? I really do hope this expects me, something which I just can not really expect from past experiences in this game up until this point. basically it all boils down to this:
TLDR: another player on your mega "shattered-planet-spaceship", the pride of your fleet and the epitome of your efforts, shared. what is it all worth, if we can't actually share?
I hope this post inspired some. now I will go off upgrading my best space-ship to finally go to the likely dark and cold and crazy mysterious shattered planet, to find out if the imagination of a whole team of developers was even better and more appealing and cohesive than the ideas I shared on here. I really am excited about this, I am a bit over 40 and have not played a video game in a long time. I usually do music and sound-design for other projects, and since I am on a mac, gaming is usually not worth it performance wise, but hearing how well this game does on my m1 max mac, which I use for work, and gathering how likely engineers (yes some call me an audio engineer, too) like this game, I thought I'd give it a try, and oh boy did it perform well, mostly the fans did not even turn on despite megabasing, how nice for a change. of course vanilla factorio then mostly turned into a how much spm per UPS I can get without upgrading my cpu. little did I know space age would bring quantum processors, aka quality modules and crazy productivity increases and stack inserters which makes megabasing kind of moot, and thus tames the cpu/vs megabase spm discussion a bit, it seems, for now, well probably not really in the end, I will likely try to megabase space age, too at some point.
anyways I hope you liked my post, and maybe I will do a remix of some of the aquilo soundtracks, if that is ok with the composer, you know we musicians have way too inflated egos, so there is always that...but playing so much factorio, made me compose technoid remixes of cold harsh aquilo soundtracks in my mind several times already. luckily I have a really nice studio with lots of old analog synthesizers, and I hear such have been used in the scoring for this brilliant game already. but, the soundtrack must grow, doesn't it?
(edited spelling errors (arch--->arc) on february 6th)