I'm surprised how many people aren't aware of the Satisfactory modding community page. If you want to checkout Satisfactory plus download the mod manager and it's a one click install for Satisfactory plus: ficsit.app/
So, as a (former) Factorio player who plays heavily modded, I recognize these basic ores from the Bobs/Angels mods from Factorio. I've done multiple play-throughs of Bobs/Angels including Seablock (Yes I managed to play through that and launched a rocket in Seablock!) - The ores Saphirite, Stiratite, and Rubyite as the base ores that you combine and alloy to make all of the resulting real-world metals like Iron, Copper, Tin, Aluminum, etc. are all very familiar to me. This is fascinating that someone made a mode that used this basic principle of these ores and processes, and applied it to Satisfactory. I'm CERTAINLY going to have to try out Satisfactory plus, probably after 1.0 comes out and they update their mod to be usable under Satisfactory 1.0! Excellent!!
Didn't nearly get as far as you did in Factorio, but yes I also see the bob's and angels mods from factorio. Man that was complicated, guess I'm going to get a degree in engineering before playing this mod, but here goes!
Angelbobs is not PTSD, check out Pyanodon :D It has over 60(!) recipes/ingredients JUST to make circuits. Red Science has around 40 Steps. You literally have to mine quarz, make molten glass out of it to make bottles and petri dishes, combine petri dishes with substrates to get a new substrate just to mix that with a glass bottle to craft red science. Its for masochists and I love it :D
Looks like a great mod, but the complexity is a bit of a barrier if you have limited time to play; think the base game strikes a good balance between complexity and satisfaction with getting an end result. Great that there are people out there doing this though
literally as I watched this I was like "The vanilla game already scrambles my brain enough near the end game. IDK who this mod is for but I am not them"
i did one of these overhaul/enhancement mods for starbound. and i learned there that more is not always better. I can think of people that this caters to, but I am not one of them. Problem for me is: except for longer lists on excel: what new game feature/gameloop does this provide? or is it just.. more of the same.
This is the exact problem I ran into on my second attempt at this mod. Some of the builds were fun but mid game it got so ridiculous. Oil for example when you first go into it in the base game only needs about 3 machine types and you deal with one by product which after you've containered it you can just burn off for some excess power. In this mod it took about 12 machine types and multiple repeats of the same machine to build and I still never got it fully automated. I had to bring in two alternate resources to process by products and then build a massive power plant just to eat up the fuel it made. I stopped playing shortly thereafter.
Yeah, I keep looking at this mod in the mod shop. And it looks interesting. But also complicated as hell. It adds A LOT to the game, in terms of resources, buildings, and recipes. You can do a lot more with this mod, but it also takes longer to do it all because the production processes are expanded so much. I prefer a more casual gaming experience, and I just know if I try this mod I'll end up throwing my PC out the window LOL. So this mod is not for me. But the instructional video review you made here is FANTASTIC. It gives a great intro to the mod, and a lot of answers to the questions that people will undoubtedly have about it.
This sounds freaking incredible. Thank you a lot for making this video. Im definitelly making a note to remind myself to play this at some point after 1.0
This mod makes the game more "realistic" in the building process. Needing screws for everything is extremely realistic. We need screws/bolts for practically everything we build irl. The foundations aren't just concrete slabs, they are reinforced structures that can handle enormous amounts of weight structural load, which needs plates and screws to build them. The only way I could see making this bit more realistic would be to use iron 'reebar' instead of screws, and using iron wire (which is used to tie the reebars together). Which would add in a whole other set of construction lines to make enough reebar/wire just for foundations. I'll stick with just a bunch of screws 😜
honestly, the modular miner might just be the best part of SF+. I don't like how tall they are, but the modularity and the many different ways of using them that come with it is great. Not to mention, the two outputs.
So many things that this mod adds should be in the base game -More Byproducts in general(not as ludicrous as Satis+ tho) -Multiple inputs and outputs in more machines -Inputs/Outputs at different positions on the machines and not just front and back Theese concepts would make base satisfactory way more fun and interesting
Totally diggin the Wind and Solar Power even though I can just hear the CSS Devs puking and vomiting on it over how disgusting it'd be to them. :P On the other hand, what heartless monster(s) thought of Incarcerating those poor Doggos!? D:
Playing this mod with a friend as our return to the game and it has been a blast. The sheer size and complexity is quite fun to figure out. Doing it with another person helps with the fatigue and feeling of never ending building. The most fun we've had in this mod has been in late nights, where we are both so cooked in our brains that we both try really hard to figure out wtf we were doing
yknow after greasing stationeers, this is the kind of complexity and involvement I never knew I was missing in satisfactory. I think ill be giving this one a shot
Definitely want to see a play through of this mod after 1.0. The addition of biproducts like Captain of Industry has currently is a huge plus for me as base Satisfactory and Factorio are boring and unrealistic and have little challenge aside from over saturating the input lines to get the full output.
After 3824 hours in this game and several videos about it at my YT channel, I think it is time to try Plus also. The only thing that I hate at mods is that many of them stop working when game gets updates and ppl wait for long time for mods to be updated (if the dev still supports them ...).
If this is by the same team that make the Bobs/Angels mods for Factorio (Pretty sure it is), They are usually right on top of game updates and usually only have to wait a short time (a few days at most, usually not even that long).
Thanks for this video! I'd been just going through the motions on a Satisfactory playthrough as I couldn't come up with anything new and interesting that I wanted to do (especially after they announced all the node changes). Seeing this video made me just say screw it and started over with this rather than another regular playthrough while waiting for 1.0. Even though I find it overly complex it does feel a lot different because of that so I think I'll still be ready to roll when 1.0 comes out.
I've a moddet world with a friend with over 200 Hours. So kinda still in the early game, but I can say: I LOVE IT! Automated Biomass and Farming! Cant believe thats not in the base game. But yea to make it short: I love the mod, it makes the game challenging and amazingly fun! Cant wait to see what they are gonna do with tear 9, 10 and beyond! ^,^
I’ve watched some videos of Bitz playing with this modpack on his channel. I find it intriguing. It reminds me a lot of modded Minecraft’s tech mods that are similarly complex. However, I’d much rather play Satisfactory 1.0 at the moment, and I’ll find some time to play with this mod once it’s overhauled for 1.0 and I have more time on my hands.
The timing of this video was absolutely perfect. Apparently, I'm not alone with my complex feelings about playing just before 1.0 releases. If you continue your old build, it feels like it's all for nothing because you're going to start a new game anyway. If you start a new game now, you won't get very far before 1.0 breaks everything and you'll be starting over again. If you play some crazy mod, it's the perfect solution. If it's fun, that's great. If not, that's also fine, because you'll just switch to 1.0 vanilla when it's released.
Never bother with mods for most games but this one looks interesting. This kinda reminds me of the game: captain of industry. Watched many videos of one guy playing it.
Infinite Zoop is the best mod, but Plus is a close second ;) Plus does making everything 10x more complicated and it took me about 350 hours to get to the last tier without unlocking any endgame space elevator parts and have actual buildings. The end game teleportation is flipping AMAZING!!!! I don't know how to build hyper cannons so teleportation was the fast travel I was looking for.
NOP NOP NOP. As a hardcore Factorio player, krastorio-SE-seablock-Pyanodon, (I couldn't finish the last one though) I will wait for 1.0, finish a vanilla run and them install this mod.. Maddness incoming.
Greetings fellow Factorio Engineer!! While I've never punished myself with Pyanadons, I've played-trough all the other major mod-sets in Factorio. I'm really partial to the K2/Space Exploration combo as well as the full Bobs/Angels/Seablock mod suite! I actually played through long enough to launch rockets in Seablock! I can't wait to try out this Bobs/Angels concept in Satisfactory!! That will be great! I'm waiting until after 1.0 comes out and they get Sat-plus working under 1.0
Golden rule in Plus - if you think you've built a big enough factory building for any given process, quadruple it!! We got close to end game in Plus before update 8 stuffed it up, it was awesome, and yes very challenging :)
I'm a big fan of this mod! It adds the perfect amount of complexity that tickles my brain just right! The only thing I'm not a fan of is the math and byproducts get really difficult in tier 6+. Not a fan of underclocking machines to stuff like 56.4786%. I believe they're working on making the numbers a little nicer.
I havent seen any, but im curious if anyone knows one! I actually think part of the problem is the model for the miner. I have had a miner line up correctly in one orientation, and not align correctly in another orientation. so maybe the model for the miner needs adjusting, and the nodes correctly aligned.
In a recent dev stream they said they might change it to allow the miners some wiggle room when placing them on the resource node. Then you could hold ctrl to get them to snap to world grid. After 1.0 tho
With a bit of creativity (using blueprints), you can align the miner perfectly centered on foundations, and have those foundations snapped to a world grid height, allowing to seamlessly blend your mining outpost foundations back to your world grid foundations (with very acceptable clipping which I try to avoid). I have "OCD" in factory games, therefore I am obligated to place miners perfectly like this ever since I solved the way to do it. Holding out for 1.0 in case they do decide to align the nodes (but I doubt they will).
@@Julian-br7wb I've seen guides on how to do that, and this might be the road I have to take. I also have enough OCD that it bothers me if they aren't aligned, but I usually don't have the patience for something grand. What I have been doing is creating a building around the miner, so that you cannot see that it isn't aligned from the outside.
Satisfactory Plus is astoundingly brain-burning, and in all the best ways possible. I’m over 100 hours in, still not in full control of my spaghetti, and not yet finished with Tier 4. Multiplayer has hiccups-oh the shock-all affecting only the person not hosting the game, so generally manageable. My brother has reached the point where he’s accepted he’ll never feel like fixing some of our inefficiencies, because he cares far more about seeing the next new thing. Overall, utterly worthwhile, especially since the mod team have said they have every intention of updating past 1.0’s release to incorporate it properly.
@@molybdaen11it is, but has some issues here and there. But you can play. Also on dedicated (there is only the shop hard bugged but that’s not in our hand since is caused by SML)
@@molybdaen11 No idea about that. My brother and are are probably another 100 hours from even having that tech. In our vanilla game we didn't build any, just HUGE conveyor systems.
Coffee Stain Studios should add this as a New Game + mode for players who beat the original campaign :D Obviously have to compensate the mode makers but damn would this be great for those dark winter nights!
the fluid extras pipes and some of the mods with more foundations/shapes etc. should be in 1.0 we really REALLY need that... more ores would be okay but more GASSES is really needed.
Along with other people saying this, but yes. This should be apart of the base game and not a mod. I get a company can only do so much but companies should learn to utilize their community for development (within reason)…
I saw this and Imkibitz playing this and had to give it a shot, even with 1.0 on the near horizon. Angelbobs in Satisfactory? Welp, there goes my productivity completely
I gave this mod a few hours with friends on a dedicated server. I would not recommend it with their current design unless you just like making things harder for the sake of making things harder. Many ideas are excellent, such as multiple ways to upgrade miners, and more advanced separation and sorting of ore giving you more and higher tier raw materials. Those elements add new and interesting gameplay elements. But some of their design decisions just add grind with no benefit. An example is everything needing screws. While this is more realistic, needing screws for everything does not add any new decisions or challenges, it just makes you build more screws. If the team can cut the meaningless bloat of needed parts that don't create new gameplay, and focus on the new layers of resource management and production, they'll have a masterpiece of a mod. Until then, I'd recommend against it.
id luke to see a playthroug it'l be good if their is 2 mods 1 that doesent change the recipes and just focus on some new bulsdings (miners, energie, doggo farm biomas farm) that is just a fusion of existings mods and one that fully change the game i dont have the time for play fully the game but i'd like to have a package mod like that
Seeing what people build already in Update 8, the fact that 1.0 will probably add complexity, it's hard to imagine someone wanting MORE complexity and granularity. And here I am, having downloaded the mod, and hooked. Send help.
Played it a couple of times, it's a fantastic mod but I rather wait for 1.0 and SF+ to update from that. If you're chomping at the bit for more SF though then by all means, it's different enough to warrant a playthrough atm.
Me and a freind played Satisfactory Plus until a game update broke the mod. I suggested that this should be the base game but my freind said than nobotdy would play the game. You need to have played through the base game. It is hard but very fun.
This video summarized it pretty good, why i hated this mod so much. Everything felt unnecessary/annoyingly complicated. Played it 20 hours and more than half of that felt like work. Even the most basic, reliable and automated powersources are redicolous to setup because hey, why shouldnt i just require like 5 extra production lines for basic stuff. Powering 40-50 maschines with biomass is just a pain in the butt. Then you finally seted up the prodution line just to see that the steamgenerator needs a water heater and extractors... Imo all that complexity belongs to the late game, no the very early game. 11/10 annoying chore simulator mod.
For the right sort of person this is crack cocaine, but satisfactory+ is for the nerd population of satisfactory players, and that's saying something. It has very hard early game complexity (e.g. the first machine you build has a biproduct so basic iron production feels as hard as balancing oil production in the base game; and the difficulty ramps from there) but it has lots of variety and all of the assets and new gameplay is very high quality. You can bounce between your farms to decide whether you need more slug breeding food or mycelia production for your air purfication to feed your T3 ore refning recipe to get the 9th metal and then go to your oil platform and balance the 4th byproduct, and it's loads of fun for the right sort. It's just a distraction generating machine, but there's so much to do.
For people that have +1000 hours that's absolutely true but satisfactory is also addictive because the milestone are always achievable and you don't feel overwhelmed. A mod like this one can make the less hardcore player feel like there too much time to invest in the game to have fun. So in my opinion the base game is just designed for everyone and mode like this is perfect to expend the experience.
@TheDarkLasombra Honestly, a solid game as is. I've got 1200 hours in and have enjoyed it 100%. I'm just not sure that the update will have enough fresh content to compare to the Sat+ mod, which has a 2nd playthrough difficulty expansion feel to it.
Like devs said, their goal is to provide the best "Core game" they can and not complexify it too much . The reason behind is to make the game more accessible so it can reach a wider community. The second reason is to give space for the modding community and allow the player to customize their personnal experience as they like. In my opinion they made the right call :)
I already have this mod but it is to big for my computer and crashes the game and my Steam client so it will have to wait until I finish building my new computer rig.
I'm surprised how many people aren't aware of the Satisfactory modding community page. If you want to checkout Satisfactory plus download the mod manager and it's a one click install for Satisfactory plus:
ficsit.app/
@@user-zp6ff2gr4n some not all
riiiight, its just not there to be found, even in the search, but okay! no wonder why people dont get it XD
So, as a (former) Factorio player who plays heavily modded, I recognize these basic ores from the Bobs/Angels mods from Factorio. I've done multiple play-throughs of Bobs/Angels including Seablock (Yes I managed to play through that and launched a rocket in Seablock!)
- The ores Saphirite, Stiratite, and Rubyite as the base ores that you combine and alloy to make all of the resulting real-world metals like Iron, Copper, Tin, Aluminum, etc. are all very familiar to me. This is fascinating that someone made a mode that used this basic principle of these ores and processes, and applied it to Satisfactory.
I'm CERTAINLY going to have to try out Satisfactory plus, probably after 1.0 comes out and they update their mod to be usable under Satisfactory 1.0! Excellent!!
Didn't nearly get as far as you did in Factorio, but yes I also see the bob's and angels mods from factorio. Man that was complicated, guess I'm going to get a degree in engineering before playing this mod, but here goes!
@@EEEGotomtom Check out Pyanodon! Angels and bobs is a cakewalk :D Red science literally has like 40 crafting steps haha
hearing those Ore names gave me PTSD Flashbacks of Angelbobs
Angelbobs in Satisfactory, what could drive mankind to be so reckless. Engineering output around the world is going to decrease.
I was just having those same thoughts.
The SF+ is inspire by those mod from Factorio
@@petergraphix6740 I'd die if I had to place everything by hand or in small blocks with blueprints
Angelbobs is not PTSD, check out Pyanodon :D
It has over 60(!) recipes/ingredients JUST to make circuits.
Red Science has around 40 Steps. You literally have to mine quarz, make molten glass out of it to make bottles and petri dishes, combine petri dishes with substrates to get a new substrate just to mix that with a glass bottle to craft red science.
Its for masochists and I love it :D
Looks like a great mod, but the complexity is a bit of a barrier if you have limited time to play; think the base game strikes a good balance between complexity and satisfaction with getting an end result. Great that there are people out there doing this though
literally as I watched this I was like "The vanilla game already scrambles my brain enough near the end game. IDK who this mod is for but I am not them"
My thoughts exactly. Looks like a cool mod, but I'm glad it's a mod not the base game because that's complicated enough as it is :p
i did one of these overhaul/enhancement mods for starbound. and i learned there that more is not always better. I can think of people that this caters to, but I am not one of them.
Problem for me is: except for longer lists on excel: what new game feature/gameloop does this provide? or is it just.. more of the same.
This is the exact problem I ran into on my second attempt at this mod. Some of the builds were fun but mid game it got so ridiculous.
Oil for example when you first go into it in the base game only needs about 3 machine types and you deal with one by product which after you've containered it you can just burn off for some excess power.
In this mod it took about 12 machine types and multiple repeats of the same machine to build and I still never got it fully automated. I had to bring in two alternate resources to process by products and then build a massive power plant just to eat up the fuel it made. I stopped playing shortly thereafter.
@@Reevin that’s why we rebalance currently the whole SFP Mod with the feedback of the community. So it has a better and balanced experience after 1.0.
It's the sort of thing I'd love to watch. We don't have to suffer the mod and we get to see you suffer. Perfect youtube content.
Stop tempting me. Damn. You've already done it.
Yeah, I keep looking at this mod in the mod shop. And it looks interesting. But also complicated as hell. It adds A LOT to the game, in terms of resources, buildings, and recipes. You can do a lot more with this mod, but it also takes longer to do it all because the production processes are expanded so much.
I prefer a more casual gaming experience, and I just know if I try this mod I'll end up throwing my PC out the window LOL.
So this mod is not for me. But the instructional video review you made here is FANTASTIC. It gives a great intro to the mod, and a lot of answers to the questions that people will undoubtedly have about it.
A Satisfactory Plus showcase ? Sounds good !
This sounds freaking incredible.
Thank you a lot for making this video.
Im definitelly making a note to remind myself to play this at some point after 1.0
This mod makes the game more "realistic" in the building process. Needing screws for everything is extremely realistic. We need screws/bolts for practically everything we build irl. The foundations aren't just concrete slabs, they are reinforced structures that can handle enormous amounts of weight structural load, which needs plates and screws to build them.
The only way I could see making this bit more realistic would be to use iron 'reebar' instead of screws, and using iron wire (which is used to tie the reebars together). Which would add in a whole other set of construction lines to make enough reebar/wire just for foundations. I'll stick with just a bunch of screws 😜
honestly, the modular miner might just be the best part of SF+. I don't like how tall they are, but the modularity and the many different ways of using them that come with it is great. Not to mention, the two outputs.
Can't wait for 1.2 so i can install mods and not worried about mods stop working... The Farming mod is my favorite one !
So many things that this mod adds should be in the base game
-More Byproducts in general(not as ludicrous as Satis+ tho)
-Multiple inputs and outputs in more machines
-Inputs/Outputs at different positions on the machines and not just front and back
Theese concepts would make base satisfactory way more fun and interesting
Totally diggin the Wind and Solar Power even though I can just hear the CSS Devs puking and vomiting on it over how disgusting it'd be to them. :P
On the other hand, what heartless monster(s) thought of Incarcerating those poor Doggos!? D:
It is ironic that renewable solar power is not available but dirty power is both renewable and available. 😂
@@MichaelPohoreski That's quite the demented mad genius mind the CEO has... :P
They are cool indeed. Too bad neither wind or solar gives any substantial power output.
But you don't complain about turning hog's into biomass... I'm just automating the process with Doggos :D
@@TotalXclipse inb4 Hog Farming DLC. /s =P
Playing this mod with a friend as our return to the game and it has been a blast. The sheer size and complexity is quite fun to figure out. Doing it with another person helps with the fatigue and feeling of never ending building.
The most fun we've had in this mod has been in late nights, where we are both so cooked in our brains that we both try really hard to figure out wtf we were doing
yknow after greasing stationeers, this is the kind of complexity and involvement I never knew I was missing in satisfactory. I think ill be giving this one a shot
i totally think you should make a playthrough of Satisfactory Plus, more people need to see this mod in action
So cool that there are modders out there putting out better and more complete stuff than many featured game releases
Definitely want to see a play through of this mod after 1.0. The addition of biproducts like Captain of Industry has currently is a huge plus for me as base Satisfactory and Factorio are boring and unrealistic and have little challenge aside from over saturating the input lines to get the full output.
A complete playthrough with Satisfactory Plus? Bring it on!
After 3824 hours in this game and several videos about it at my YT channel, I think it is time to try Plus also. The only thing that I hate at mods is that many of them stop working when game gets updates and ppl wait for long time for mods to be updated (if the dev still supports them ...).
If this is by the same team that make the Bobs/Angels mods for Factorio (Pretty sure it is), They are usually right on top of game updates and usually only have to wait a short time (a few days at most, usually not even that long).
I don't know if it is the best Mod for Satisfactory but I can strongly recommend everybody to try it out. I had a lot of fun with it.
sorry if ever brought satisfactory plus in your youtube comments. great to see you actualy take look in this mod😄
Thanks for this video! I'd been just going through the motions on a Satisfactory playthrough as I couldn't come up with anything new and interesting that I wanted to do (especially after they announced all the node changes). Seeing this video made me just say screw it and started over with this rather than another regular playthrough while waiting for 1.0. Even though I find it overly complex it does feel a lot different because of that so I think I'll still be ready to roll when 1.0 comes out.
I've a moddet world with a friend with over 200 Hours. So kinda still in the early game, but I can say: I LOVE IT! Automated Biomass and Farming! Cant believe thats not in the base game. But yea to make it short: I love the mod, it makes the game challenging and amazingly fun! Cant wait to see what they are gonna do with tear 9, 10 and beyond! ^,^
biomass stage is supposed to be suffering
I’ve watched some videos of Bitz playing with this modpack on his channel. I find it intriguing. It reminds me a lot of modded Minecraft’s tech mods that are similarly complex. However, I’d much rather play Satisfactory 1.0 at the moment, and I’ll find some time to play with this mod once it’s overhauled for 1.0 and I have more time on my hands.
Holy sh*t.... Bob Angel's in satisfactory ? I had no idea this existed and will be jumping right back in ! Thanks !
The timing of this video was absolutely perfect. Apparently, I'm not alone with my complex feelings about playing just before 1.0 releases. If you continue your old build, it feels like it's all for nothing because you're going to start a new game anyway. If you start a new game now, you won't get very far before 1.0 breaks everything and you'll be starting over again. If you play some crazy mod, it's the perfect solution. If it's fun, that's great. If not, that's also fine, because you'll just switch to 1.0 vanilla when it's released.
Never bother with mods for most games but this one looks interesting.
This kinda reminds me of the game: captain of industry. Watched many videos of one guy playing it.
This is what I am doing now. Just unlocked smelting and coolers to revamp my ore processing.
I'd love to see a Let's Play of this mod :D
Infinite Zoop is the best mod, but Plus is a close second ;)
Plus does making everything 10x more complicated and it took me about 350 hours to get to the last tier without unlocking any endgame space elevator parts and have actual buildings. The end game teleportation is flipping AMAZING!!!! I don't know how to build hyper cannons so teleportation was the fast travel I was looking for.
NOP NOP NOP. As a hardcore Factorio player, krastorio-SE-seablock-Pyanodon, (I couldn't finish the last one though)
I will wait for 1.0, finish a vanilla run and them install this mod.. Maddness incoming.
Greetings fellow Factorio Engineer!! While I've never punished myself with Pyanadons, I've played-trough all the other major mod-sets in Factorio. I'm really partial to the K2/Space Exploration combo as well as the full Bobs/Angels/Seablock mod suite! I actually played through long enough to launch rockets in Seablock!
I can't wait to try out this Bobs/Angels concept in Satisfactory!! That will be great! I'm waiting until after 1.0 comes out and they get Sat-plus working under 1.0
I'm playing this right now and I'm having ALL the fun. I spent 3 days already setting up oil extraction and I'm nowhere near done yet :D
It's so nice to see that there is a GTNH version of satisfactory
Golden rule in Plus - if you think you've built a big enough factory building for any given process, quadruple it!! We got close to end game in Plus before update 8 stuffed it up, it was awesome, and yes very challenging :)
This is a great suggestion, the withdrawal has been real waiting for 1.0. Thanks!
This looks great! Might have to give this a try :)
I'm a big fan of this mod! It adds the perfect amount of complexity that tickles my brain just right! The only thing I'm not a fan of is the math and byproducts get really difficult in tier 6+. Not a fan of underclocking machines to stuff like 56.4786%. I believe they're working on making the numbers a little nicer.
Are there any satisfactory mods that aligns the resource nodes with world grid or creates different ways to align miners with the world grid?
I havent seen any, but im curious if anyone knows one! I actually think part of the problem is the model for the miner. I have had a miner line up correctly in one orientation, and not align correctly in another orientation. so maybe the model for the miner needs adjusting, and the nodes correctly aligned.
In a recent dev stream they said they might change it to allow the miners some wiggle room when placing them on the resource node. Then you could hold ctrl to get them to snap to world grid. After 1.0 tho
@@skillfulfighter23 I wish they did this for 1.0 or just bit the apple and aligned the nodes with the world grid for 1.0
With a bit of creativity (using blueprints), you can align the miner perfectly centered on foundations, and have those foundations snapped to a world grid height, allowing to seamlessly blend your mining outpost foundations back to your world grid foundations (with very acceptable clipping which I try to avoid). I have "OCD" in factory games, therefore I am obligated to place miners perfectly like this ever since I solved the way to do it. Holding out for 1.0 in case they do decide to align the nodes (but I doubt they will).
@@Julian-br7wb I've seen guides on how to do that, and this might be the road I have to take. I also have enough OCD that it bothers me if they aren't aligned, but I usually don't have the patience for something grand. What I have been doing is creating a building around the miner, so that you cannot see that it isn't aligned from the outside.
Looks awesome, will definitely be playing this after I’ve completed 1.0.
Coffee stain needs to include this in the base game as a ultra hard mode, obviously with consent of the modders
Most definitely interested in S+ playtrough. But why after 1.0? Are you like busy right now? 🤔
Satisfactory Plus is astoundingly brain-burning, and in all the best ways possible. I’m over 100 hours in, still not in full control of my spaghetti, and not yet finished with Tier 4.
Multiplayer has hiccups-oh the shock-all affecting only the person not hosting the game, so generally manageable. My brother has reached the point where he’s accepted he’ll never feel like fixing some of our inefficiencies, because he cares far more about seeing the next new thing.
Overall, utterly worthwhile, especially since the mod team have said they have every intention of updating past 1.0’s release to incorporate it properly.
So it's multi-player compatible?
Or do you have to evade certain things like automated rovers?
@@molybdaen11it is, but has some issues here and there. But you can play. Also on dedicated (there is only the shop hard bugged but that’s not in our hand since is caused by SML)
@@molybdaen11 No idea about that. My brother and are are probably another 100 hours from even having that tech. In our vanilla game we didn't build any, just HUGE conveyor systems.
Coffee Stain Studios should add this as a New Game + mode for players who beat the original campaign :D Obviously have to compensate the mode makers but damn would this be great for those dark winter nights!
the bobs and angels modpack, but for satisfactory instead of factorio
Is the extra power sources mod seperate or is it a all in one? I just wanna experiment with that since the base game should have that imho.
This is exactly what I needed while I wait
I'm doing a play through of this right now. Wow, it does make you think.
the fluid extras pipes and some of the mods with more foundations/shapes etc. should be in 1.0 we really REALLY need that... more ores would be okay but more GASSES is really needed.
Looks cool! Noob question.... Where do you find it. How do you install it?
I want to see a full playthrough of satisfactory +
I've played normal game for maybe 3 hours but still I'll give a try to this mod looks much more fun figuring stuff out
Как же мне приятно видеть что игра развивается в самую лучшую сторону! как же я не могу дождаться выхода 1.0 версии
u have so many variants for resrources diamond stones and more du u have links for this beautiful mods ?
this mod is insane. SCREWS! Im loving the mod.
Along with other people saying this, but yes. This should be apart of the base game and not a mod. I get a company can only do so much but companies should learn to utilize their community for development (within reason)…
Wow! Is this stable for multiplayer?
Bro, I never even realized that Satisfactory had mods
..... I'm excited and terrified at the same time.... i only have 1 full playthrough..... i-i-i don't know what to say.....
Screw the screws 😮
some of what you talk about seems all the best things they found in Foundry and other games :)
Doggos in cages how horible
I saw this and Imkibitz playing this and had to give it a shot, even with 1.0 on the near horizon. Angelbobs in Satisfactory? Welp, there goes my productivity completely
I remember Coffee Stain stating the renewable energy won't be part of the official game, as it breaks the automation side of the game.
I don't think it's about breaking Automation but it kinda goes against the lore of Ficsit. Exploiting worlds for all their resources...
now that im dont with 1.0, guess i will wait for this to get updated to give it a try. sure beats waiting for DLC :))
Is this mod a similar idea as k2 for factorio?
I gave this mod a few hours with friends on a dedicated server. I would not recommend it with their current design unless you just like making things harder for the sake of making things harder.
Many ideas are excellent, such as multiple ways to upgrade miners, and more advanced separation and sorting of ore giving you more and higher tier raw materials. Those elements add new and interesting gameplay elements.
But some of their design decisions just add grind with no benefit. An example is everything needing screws. While this is more realistic, needing screws for everything does not add any new decisions or challenges, it just makes you build more screws. If the team can cut the meaningless bloat of needed parts that don't create new gameplay, and focus on the new layers of resource management and production, they'll have a masterpiece of a mod. Until then, I'd recommend against it.
"see's dual miner outputs, solar panels, WIND TURBINES"
"ends up a drooling mess on the floor, spazzing out"
u can only build a certain number of wind turbines. but yeah
Might as well play on creative mode. Lol. This mod was a joke before and will probably be a joke until it stops being updated. Lol.
I'd seriously would like to see you playing SF+!
After 1.0's playthrough I think we'll give it a try!
id luke to see a playthroug it'l be good if their is 2 mods 1 that doesent change the recipes and just focus on some new bulsdings (miners, energie, doggo farm biomas farm) that is just a fusion of existings mods and one that fully change the game i dont have the time for play fully the game but i'd like to have a package mod like that
Is there a way to mod a dedicated server ?
I played a lot of that mod. It’s amazing and 2 times better than the original. I wish this mod would be even more pretty.
When you release it ?
Seeing what people build already in Update 8, the fact that 1.0 will probably add complexity, it's hard to imagine someone wanting MORE complexity and granularity. And here I am, having downloaded the mod, and hooked. Send help.
I would love to see a SS+ play through :)
i searched somewhat badly and the mod page says that the mod aint finished, so i rather wait till its complete before diving into ptsd.
Played it a couple of times, it's a fantastic mod but I rather wait for 1.0 and SF+ to update from that. If you're chomping at the bit for more SF though then by all means, it's different enough to warrant a playthrough atm.
Me and a freind played Satisfactory Plus until a game update broke the mod. I suggested that this should be the base game but my freind said than nobotdy would play the game. You need to have played through the base game. It is hard but very fun.
So it is not stable enough for multi-player?
@@molybdaen11 It worked fine for multiplayer. If is just the normal breaking of mods when the base game is updated.
Yhe mod looks awesome, great work.
Does it have golf?
I didn't play Sf for a while, esp. waiting for 1.0 and i'm afraid to start a session, knowing i won't stop playing for months
1.0 shouldv added all of this. Guess il wait for this to hopefully be updated for 1.0 to do a serious run
Satisfactory+ is fun. Lots of items I wish were in vanilla.
I have the farming mod and the power mod. Added them separately.
60 new tech levels?
That's insane compared to the base game😮.
I would say this is Satisfactorys "New Game +". I will play it after i have done the normal game.
I tried this mod, it generally just felt like satisfactory with extra padding.
Add this mod or try out Foundry???
How do i find satisfactory+ i cant find it
This video summarized it pretty good, why i hated this mod so much. Everything felt unnecessary/annoyingly complicated. Played it 20 hours and more than half of that felt like work. Even the most basic, reliable and automated powersources are redicolous to setup because hey, why shouldnt i just require like 5 extra production lines for basic stuff. Powering 40-50 maschines with biomass is just a pain in the butt. Then you finally seted up the prodution line just to see that the steamgenerator needs a water heater and extractors...
Imo all that complexity belongs to the late game, no the very early game.
11/10 annoying chore simulator mod.
For the right sort of person this is crack cocaine, but satisfactory+ is for the nerd population of satisfactory players, and that's saying something.
It has very hard early game complexity (e.g. the first machine you build has a biproduct so basic iron production feels as hard as balancing oil production in the base game; and the difficulty ramps from there) but it has lots of variety and all of the assets and new gameplay is very high quality.
You can bounce between your farms to decide whether you need more slug breeding food or mycelia production for your air purfication to feed your T3 ore refning recipe to get the 9th metal and then go to your oil platform and balance the 4th byproduct, and it's loads of fun for the right sort. It's just a distraction generating machine, but there's so much to do.
Hate to say it, but I feel like Satisfactory Plus is what 1.0 should be, but won't
I prefer when games like this have solid foundations that get it right and a healthy mod community to keep things fresh.
For people that have +1000 hours that's absolutely true but satisfactory is also addictive because the milestone are always achievable and you don't feel overwhelmed. A mod like this one can make the less hardcore player feel like there too much time to invest in the game to have fun.
So in my opinion the base game is just designed for everyone and mode like this is perfect to expend the experience.
@TheDarkLasombra Honestly, a solid game as is. I've got 1200 hours in and have enjoyed it 100%. I'm just not sure that the update will have enough fresh content to compare to the Sat+ mod, which has a 2nd playthrough difficulty expansion feel to it.
@onebasse90140 good point!
Like devs said, their goal is to provide the best "Core game" they can and not complexify it too much . The reason behind is to make the game more accessible so it can reach a wider community.
The second reason is to give space for the modding community and allow the player to customize their personnal experience as they like. In my opinion they made the right call :)
I don't really get so many peoples' issue with mk3 miners/the "wasted" resources...
Satisfactory + is basically hard mode. You're absolutely right, do not recommend for new players at all!
i have been waiting for 1.0 for a while now and i am playing this until then
Yay. Not private anymore so i can watch it! :D
I already have this mod but it is to big for my computer and crashes the game and my Steam client so it will have to wait until I finish building my new computer rig.
yup but make it longplay
aswhell as gourges railnetworks
Muito obrigado por apresentar o mod, quando estiver no meu idioma pt BR eu jogarei.