NEW Satisfactory 1.1 OFFICIAL NEW INFO!! (Teaser)

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  • เผยแพร่เมื่อ 8 ก.พ. 2025
  • NEW Satisfactory 1.1 OFFICIAL NEW INFO!! (Teaser)
    This now means 3 things are officially confirmed in Satisfactory 1.1.
    1) Straight Pipes
    2) Removable Crash Sites
    3) Hypertube T-sections / junctions.
    I will be LIVE covering the full breakdown of this trailer TOMORROW at 13:00 GMT. (8:00am EST). Thanks for watching 🍺👊
    #satisfactory #satisfactorygame #satisfactoryvideo
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ความคิดเห็น • 63

  • @TheValhallanPickle
    @TheValhallanPickle  8 วันที่ผ่านมา +10

    This now means 3 things are officially confirmed in Satisfactory 1.1.
    1) Straight Pipes
    2) Removable Crash Sites
    3) Hypertube T-sections / junctions.
    Thanks for watching 🍺👊

    • @LiLBitsDK
      @LiLBitsDK 8 วันที่ผ่านมา

      you are missing the ballontree being gone

    • @wasdered1034
      @wasdered1034 7 วันที่ผ่านมา

      Demolitions debrees

  • @rayward43
    @rayward43 8 วันที่ผ่านมา +70

    Being able to clear crash sites also means we won't have to waste time re-visiting crash sites that we forgot we already cleared. Hopefully they will drop off the resource count on the radar towers too, so you'll know if there are sites left to find within the tower's scope.

    • @ambius2
      @ambius2 8 วันที่ผ่านมา +5

      YES YES YES! I don't even care about the resources. It will just be nice to remove the sites from view.

    • @ivocanevo
      @ivocanevo 8 วันที่ผ่านมา +3

      My friends and I just place a power pole on top of the pod to mark it as cleared.

    • @GiovanniV69
      @GiovanniV69 7 วันที่ผ่านมา +1

      Placing something near a claimed crash site is a good indicator that you've collected it.
      I place a stack of 3-5 4x4 foundations, but anything that you can see at range works.

  • @gdlifesteal5824
    @gdlifesteal5824 8 วันที่ผ่านมา +48

    Currently in 1.0, there are a lot of large terrain features, such as some of the larger trees and fauna, that are impossible to destroy even with nobelisks. I'm pretty sure that demonstration showed that another feature in 1.1 is the ability to explode these large terrain features, which would previously get in the way of factory expansion.

    • @TheValhallanPickle
      @TheValhallanPickle  8 วันที่ผ่านมา +6

      I think that’s what it was trying to show. I’ve never tried exploding that type of tree before, so I’m guessing that’s another new feature

    • @mromg8282
      @mromg8282 8 วันที่ผ่านมา +4

      If that's the case - it's basically a gamechanger. No longer will you need to navigate around titan trees, and those stupid giant mushrooms won't ruing your factory by just barely clipping inside.

    • @FragginWagon76
      @FragginWagon76 8 วันที่ผ่านมา

      @@mromg8282devs create beautiful varied landscape. Players want big flat grid.

    • @jasonreinke8535
      @jasonreinke8535 8 วันที่ผ่านมา +1

      Those trees are already explodable. The only ones I've noticed that aren't, are the giant trees that have power slugs in them that are 3 to 4 foundations across at the base...

  • @mephInc
    @mephInc 8 วันที่ผ่านมา +25

    I don't even care about the resources. Being able to remove ft crash sites will save me headaches of forgetting they're already empty

    • @joshuaehrlich3021
      @joshuaehrlich3021 8 วันที่ผ่านมา +3

      I’ve been clipping foundations into my crash sites to show they e been claimed. I’m stoked to be able to delete

    • @mephInc
      @mephInc 8 วันที่ผ่านมา +1

      @joshuaehrlich3021
      I don't know why I haven't thought of that. Maybe even leave a sign.
      However, this is awesome

    • @GiovanniV69
      @GiovanniV69 7 วันที่ผ่านมา

      Others have the same view.
      Another option is placing something near a claimed crash site is a good indicator that you've collected it.
      I place a stack of 3-5 4x4 foundations, but anything that you can see at range works.
      Now being able to completely clear the site is preferable.

  • @typhoonoftempest
    @typhoonoftempest 8 วันที่ผ่านมา +4

    New tree destruction animation, so instead of them just winking into nothingness, you get leaves flying everywhere

  • @TheCorpsehatch
    @TheCorpsehatch 7 วันที่ผ่านมา +1

    Being able to dismantle crashed pods is incredible.

  • @omechron
    @omechron 8 วันที่ผ่านมา +2

    I'm so happy we're going to be able to get rid of crash sites. I don't care about the resources, they just look untidy.

  • @glitch8173
    @glitch8173 8 วันที่ผ่านมา +10

    no way removable crash sites this is so huge

  • @MarcioHuser
    @MarcioHuser 8 วันที่ผ่านมา +4

    About the detonator, I think what is different is the animation of the folliage falling down. I never paid much attention, but didn't they just "disapear" when destroyed?

  • @tacomage3796
    @tacomage3796 8 วันที่ผ่านมา +3

    In this video, the foliage is removed with what appear to be new leaf and ground particle effects, so maybe that is there is to imply an overall upgrade to explosion effects.

  • @kidinvusion1811
    @kidinvusion1811 8 วันที่ผ่านมา +14

    What you are missing with the nobelisk is the ability to destroy those large ball-like alien plants

    • @RED0T0REX
      @RED0T0REX 8 วันที่ผ่านมา +1

      you can blow those up from the base usually

    • @777Gerard777
      @777Gerard777 6 วันที่ผ่านมา

      ​​@@RED0T0REX-edit- just tried, you can indeed blow up the balloon like trees 😄

  • @jayball7646
    @jayball7646 4 วันที่ผ่านมา

    From what I saw, the detonation for the Noblisks was not the same as the Nuke detonation. Those in the video didn't give off a mushroom cloud.

  • @Rambrus0
    @Rambrus0 8 วันที่ผ่านมา +1

    I just want the pipes be bug free. So annoying that i have to proof check everynoe and then if a pipe broke.
    The pipe just is full but the connection just simply empty

  • @gunjitkumar
    @gunjitkumar 8 วันที่ผ่านมา +2

    It's new terrain clearing function, you see that weird oval tree towards the left, it is currently indestructible, hopefully we can destroy it in 1.1 🥳

  • @GiovanniV69
    @GiovanniV69 7 วันที่ผ่านมา

    I see an issue if you can salvage the crash site, but haven't claimed the hard drive.
    Hopefully it's set that the crash site is only salvageable after claiming the HD.

  • @TRDeadbeat
    @TRDeadbeat 8 วันที่ผ่านมา

    With a Y junction on hyper tubes, infinite loops are going to be super easy to implement, or bi-directional cannons

  • @jaye1967
    @jaye1967 8 วันที่ผ่านมา

    I do believe updates always have more than their trailers show, especially an early teaser like this. Looking through the whole trailer you see it starts with the pioneer looking at a cluster Nobilisk, so my guess is we'll get a cluster nuke Nobilisk.

  • @MikeNeumeister
    @MikeNeumeister 8 วันที่ผ่านมา +4

    The big bulb tree at 3:48 gets destroyed. If I’m not mistaken, those things were previously not destructible. I don’t know if that was changed in 1.0 but as of update 8, those were not destructible.

    • @jasonreinke8535
      @jasonreinke8535 8 วันที่ผ่านมา

      Yeah, an explosive at their base destroys them in 1.0.

    • @MikeNeumeister
      @MikeNeumeister 8 วันที่ผ่านมา

      @ was not aware! I haven’t built around them in 1.0. The bulb trees that bothered me through my previous play throughs were the ones in the Crater Lakes. Update 8 I couldn’t destroy them lol

    • @jasonreinke8535
      @jasonreinke8535 7 วันที่ผ่านมา

      @@MikeNeumeister yeah, I like to build my big nuclear plant over in the swamp, and being able to take out the bulb trees is huge. I don't have to elevate my primary platform nearly as high up now lol.

  • @MRN4CH
    @MRN4CH 6 วันที่ผ่านมา

    Double jump there ? Just when tubes.

  • @Necrotechian
    @Necrotechian 8 วันที่ผ่านมา

    bulbous sack destruction apparently not possible before not sure how accurate this is but would indicate additional destructible objects in the game along with the removal of the crash sites with the build gun also being object removal related thing and the hyper tube junctions removing the need to make a place where you have your tube split in 2 and including additional entrances that need to be powered so your splits actually work....
    sounds like quality of life changes related to object clutter to some degree.... be it in your base or in the outside world.... (btw as currently some objects you can destroy with the exploding rebar or with nobelisk and some are only destroyable with the nobelisk and this video using a nuke nobelisk in particular could potentially even indicate that some of the biggest objects are only destructible specifically with the nuke obelisk so that you have an actual proper reason to make them in bulk)
    honestly with the hypertube splitter and the idea of object clutter removal ill make a prediction that is probably not happening but the ability to add powershards to hypertube entrances to boost the speed in them would be a nice addition to making smaller hypertube cannons and more cleaner looking actual hypertube entrances with sufficient speed without using the same trick as the hypertube cannons are using... would also make sense since the powershards are no longer finite resource with the artificial ones you can make so would make sense for it to give you the ability to powershard those things...
    and if we were to fully go into the world of object clutter reduction then maybe giant foundations and walls? i mean like making the size quadruple for example so that there is one with the same size as 2x2 set up of walls or foundations and perhaps even a 8 meter high option for the foundations so that you can effectively reduce the amount of foundations and walls you need to make for things significantly... like potentially at almost a factor of 4 with just double width and length foundations and same with height and width on walls or if they do a 3 by 3 variant that could remove even larger sections of wall or foundation being added into the game file.... but anything going over 4 by 4 would probably start to be in the range of significant overkill in everything except the most largest of builds....
    or those and fences, barriers, walkways, pillars and catwalks (and probably ramps and stairs) could potentially have the same kind of build mode as conveyor belts and pipes have atm where you could build them up to the same distance you can currently build those as a single unified long object instead of making it from 37 individual sections and cursing about the overlap if you make the thing stop at exactly where you want it to instead of where it wants to stop at.... and something like zooped foundation of wall could be considered as a single object (could be build mode of "Zoop (merge)" in case you are planning on destroying some sections of the zooped sections instead of having to build something piece by piece before deleting bunch... in example like making line of something and then removing every other piece)
    as this would be a good way to future proofing the game in terms of taking care of the problem caused by people reaching the games object limits significantly more easily with the addition of the blueprints and dimensional storage allowing a more effective method of having the resources to make your builds constantly at hand instead of spending more than half the time either running back and forth for them or making a train line just to deliver you more and more of the stuff you need at the build site....
    these kind of things would not be exactly the most exciting of things but potentially significant upgrades to how much you can make within the game during what amount of time you end up playing it for....
    PS. i have been accused of posting a wall of text on several occasion but id rather provide a thorough breakdown of things instead of being forced to make a 255 character fart of a message while giving like a blip in the dark amount of information i actually want to cover... so not gonna be spamming this level of text when you stream :P but would love to hear you voicing your opinions about the key points of what i was trying to say regards to object clutter reductions

  • @ronniemorton1305
    @ronniemorton1305 8 วันที่ผ่านมา

    I'm not so sure that's a t-junction for the hypertube. Looks more like a Y-junction, which would make it easier to change directions while traveling. Though I could be wrong.

    • @TheValhallanPickle
      @TheValhallanPickle  8 วันที่ผ่านมา

      That seems right.

    • @Necrotechian
      @Necrotechian 8 วันที่ผ่านมา

      yeah. agree its a Y-junction based on the shape though would not discount a T or X junction being a thing also included and not just 1 type of junction piece...
      not that it really matters beyond the point that you can now more easily manage your hyper tube network when it comes to setting multiple paths.

  • @chrisbayus5189
    @chrisbayus5189 8 วันที่ผ่านมา

    What if you delete the hard drive pod before collecting the hard drive? Does the hard drive disappear or do you harvest it? Could that mean you can bypass the drop pod requirement to open entirely by just deleting it?

    • @AlexHaan
      @AlexHaan 8 วันที่ผ่านมา

      I'm sure the destructor has a 'digital block' when the drive is still in.

  • @OGVenomGamer420
    @OGVenomGamer420 8 วันที่ผ่านมา

    What a pickle!

  • @FetchTheCow
    @FetchTheCow 8 วันที่ผ่านมา

    The radiation level goes up after the Nobelisk detonates.

  • @5353Jumper
    @5353Jumper 8 วันที่ผ่านมา

    Mk2 hypertubes?

  • @jaxlax409
    @jaxlax409 8 วันที่ผ่านมา

    love this!

  • @philippegohier6992
    @philippegohier6992 8 วันที่ผ่านมา

    Looks like Y hyperloop not T lol

  • @bobafettjr85
    @bobafettjr85 8 วันที่ผ่านมา +1

    Damn you didn't waste any time.

  • @Dadface1
    @Dadface1 8 วันที่ผ่านมา

    WOOOOOOOOOOOOOOOOOOOOOOOO

  • @tunawithmayo
    @tunawithmayo 8 วันที่ผ่านมา

    The big balloon plant tree thing disappears. Those things were previously not destructible.

  • @dei_stroyer
    @dei_stroyer 8 วันที่ผ่านมา +1

    wtf is youchube

  • @Swamp_Ig
    @Swamp_Ig 8 วันที่ผ่านมา

    It's been possible to build y-shaped junctions for hypertube networks for quite some time.

    • @Bloodlf
      @Bloodlf 8 วันที่ผ่านมา

      How?

    • @AlexHaan
      @AlexHaan 8 วันที่ผ่านมา

      Have a tube exit aimed at two entrances. Place them just right (ctrl-nudge helps) and your 'leaning' will make you choose the direction.
      Need to go that 3 times though.
      Make the exit also an entry and it's bidirectional.
      I never made it a complete Y junction myself though. Just going back to base. And start from there.
      With a cyclotron booster at each start the trip isn't that long anyway.

    • @Swamp_Ig
      @Swamp_Ig 7 วันที่ผ่านมา

      @@Bloodlf Hmm... I typed out quite an in-depth reply, but it seems to have disappeared.

    • @Swamp_Ig
      @Swamp_Ig 7 วันที่ผ่านมา

      @@Bloodlf Put down a foundation, and one on top of it. Build a hypertube support one click in from the edge, delete the top foundation, build it again but before placing it hold down control and rotate the foundation 30 deg to the left (I think it's six mousewheel clicks). Put another hypertube support one click in from the edge, 120 degrees away from the first one. Now do the same to the right. Place hypertube entries on each of the supports facing out, and connect to power.
      As you enter the junction, you can point in the direction you want to go and hold the walk forward button. I also use the hyperboster mod and put a level 1 boost just after each junction, and a level 2 boost to enter the network. You can very quickly zoom around the map like this.

  • @nintendair5991
    @nintendair5991 8 วันที่ผ่านมา

    god damn they should add phase 6 and so on

    • @terminalvelocityrunner2202
      @terminalvelocityrunner2202 8 วันที่ผ่านมา +1

      Yeah, i highly doubt that will ever happen. The reason being that as it is now, the Quantum Tech is in the realm of being so advanced that it breaks the rules of the game’s reality in multiple ways. Ranging from space time manipulation, to material transmutation. Where would they even go from there?! Plus the main reason we GOT the last phases they added in 1.0 at all was because they needed to have a way to finally complete the game and save the day on full release. Why add even more after that outside of DLC? That would require both heavy considerations of balancing and what post Quantum tech would even be.
      I am a heavy believer that once a game stops getting major content updates, it begins to die off. But this is a case where that just isn’t feasible. Where do we go after you Save the Day? That was always the final goal. Suddenly moving the goalposts is rarely a good idea. I’d love it if we got more phases, but as it is now, it is pretty unlikely.

    • @nintendair5991
      @nintendair5991 8 วันที่ผ่านมา

      @terminalvelocityrunner2202 shit that's sad, this game hooked me up so bad I managed to put 215hrs in 1 month and I need more phase 5 wasn't enough it felt too easy actually

    • @nintendair5991
      @nintendair5991 8 วันที่ผ่านมา

      @terminalvelocityrunner2202 since it's basically Factorio they could do some dlc or smth like space age unless there is similiar mod i haven't found