My wishlist includes alot of yours plus I would love to be able to nudge all objects on every 3d axes. Like hitting shift to change the axes you are nudging on so you can nudge in all directions. More choices for wall holes or place able wall hole. Now that we can place signals anywhere on tracks, it would be good to have a place able power pole on the train line to pull power without having a train station and the ability to remove the switches so if a train is goin to clip them we can just remove it. I do like having the option of multiple filters on one output for splitters since I like to build giant sorting facilities for storage. Would be nice to also add percentages to them outputs. Also would like a smart merger so I can set priorities on input lines. I would also like, an option maybe, to be able to loosen up on the clipping restrictions on buildings. Some, the bounding box is just way too big and like the foundry tor instance. There is also alot of missing walls for the different foundation pieces and missing foundation shapes as well. Would also like window walls at the slope 1,2 and 4, maybe 8.
You touched on the two main gripes I have. Needing the components in your inventory to build inside the blueprint maker needs to go, and having a comprehensive window showing all item production/consumption rate so you can easily find problems. Well done video.
I would honestly love to see Roads that work like the train tracks, using Bezier curves to place and join them. I think it would both allow for more natural looking road designs, as well as opening up the opportunity for building proper highways with on/off ramps or interchanges. It would make wheel-based vehicles feel more useful in general and drastically cut down on the time required to build roads over complex landscape areas like between cliffs or down steep, winding hills.
You’re not losing your mind. They did an update that made it where you can copy and paste the power settings and water settings a little while ago. I remember it happened it after we did our last major power set up (80 generators that we had to place all the shards individually). It’s definitely a welcome update though!
Train path is a must for me. Also, I'd love something like the valve for pipes, but for belts. When you need 22 items, you can't balance it easily with the different belt speeds...
@@kleinerprinz99 especially the trucks would need some work. routes can be stored and be reused for many trucks that do the same route, but flawlessly recording long routes is difficult and annoying, and has to be done over and over again, even when there are eg 4 loading and 4 unloading stations that all are next to each other so that the routes are almost identical (except for the loading and unloading stations themselves). removing some bad arrows can be done, but if one single arrow is missing or bad, the entire route has to be rerecorded. and speeds are not easy and illogical, and some vehicles (the factory carts :-) can't even drive in a straight line but do a slight curve that requires permanent slight adjustments while recording. and finally i even could walk faster backwards while watching a cart that was driving forward, although i had recorded it with maximum speed. For these and more reasons, i rarely use trucks at all, mostly only a single one when exploring the first time and transporting a few big stacks to do initial research in the MAM.
My wishlist so far is: Triangle foundations (So I don't HAVE to use inverted triangle ramps) Offset wall with conveyor port (sometimes a single port is all I need but I could really use it not being in the center). Conveyor wall ports that you can freely place (like the pipe ones) would be even better.
Programmable splitter have one use for me. If you have massive sushi belts coming into central storage bays. You can sort the sushi. A,B,C go left, D,E,F go right, and G,H,I in the center. Good for keeping things moving.
@9:00 props for leaving in your live discovery. I'm thinking I didn't progress to water extractors before the november update, because I never had this issue. The blueprint builds not costing materials is a superb idea, much better than building it with mats and then having to reclaim them.
went and looked up the patch notes on steams since i knew the water extractors and nuclear power plants not being able to copy and paste was something known by the devs on the bug forms post 1.0 release. in patch note v1.0.1.0 build 382498, on november 28 the have the change under gameplay "Copy pasting settings now works on Generators and Extractors". so yeah, xclipse isn't just loosing his mind on that one lol. not sure when total xclipse made his power plant, but there is a good chance it was before that update went out.
Considering that the numbers going *BRRRRRRRRRTTTT!!!!!* is the most significant single reason why anyone plays this game, it's weird there's exactly zero stats anywhere. It would be trivial to code just a simple stat menu that consolidates all the production and consumption from the map but we haven't got even that. It's much less trivial to implement a system that can collect the numbers per factory/production line but would be both, extremely useful for debugging and optimising, and be just so Satisfactory to watch.
The blueprint point is so true. Even though I played multiple games with various blueprints - I was initially quite confused about the UI and how it works. I now feel like I get it, but it's still not intuitive enough.
Don't even start me on the fact that resources are returned with one button click, but those are placed into dedicated chest... How many times I have had to run back to that chest to pick up all of those resources... Why not return back to inventory and if there isn't enough space then put it into chest? And entire blueprint saving/editing processing is a convoluted mess at the moment
@@Zripas why do i have to have all the required components to build a virtual(!) blueprint ? Later (after research and more production) when really building the blueprint, the game checks anyway whether i have the required items at that time. as someone else commented : _"Construction should be considered 'Creative Mode' if building ON the blueprinter."_ When i make blueprints, i would like to make several versions of them (eg for different tiers of belts, etc) including those that i can't yet make. it's very annoying having to come back later and edit blueprints to adjust only very few belts and save them again as new version.
@ It could be more of a engines limitation at the moment as game might not have correct logic to separate parts made in blueprint and parts outside of it, so people could abuse it by placing bunch of blueprint makers and making anything they want in those for free. Atleast this is my best guess why it still requires resources. It should be relatively easy fix, even by using crude approach would do the trick
@@Zripas yes, separating part of world contents in normal mode and part of world contents in creative mode could pose some difficulties, but when it is already possible to properly "clear blueprint", there would have to be a working distinction between items inside or outside the blueprint maker. What is missing for these "creative blueprints" then would be to newly create all items when building, and to move deleted items to void instead of inv or chest. Even if there is some work involved, such a massive userfriendliness would have been nice for a giant step like the release (unless cut for "release date pressure")
What I really want is curved foundations. I am mainly saying this because I am bad at making them in the blueprints and just want them for my railways.
Don't blame yourself! This was something very doable they could have given us and chose not to. Not having a way to make a decent foundation that follows a rail instead of having to force these wonderfully smooth railways on to imperfect clunky squares almost killed the game for me when I first hit trains. I think until they do, the easiest thing to do is just treat it like a lonely elevated monorail and forgo fancy but extremely limiting foundation paths and just try to ignore the ugly flat bottom.
If you're into mods, there's a mod for that: Curve Builder. It can do 1 degree increments. Though I find sometimes you need to rotate the foundation a couple times to get the best results.
It's something I'd like too, but I also understand why it hasn't (and probably won't be) added. TotalXClipse has a fairly recent recent video on curved foundation blueprints, and a slightly older one on connecting foundations that aren't on the same grid. It's honestly not _that_ bad to work with.
The issue with curves is if you draw a grid and try and add a circle to it, you end up with all these extra shapes you have to take account for, and these shapes varry based on how big said circle is. The circle making up all the types of curves you can make. Thus this will never be a thing as its not as simple as just placing a single foundation to make a curve as it will never account for all the kind of curves we want or will use. So doing them the way we have it either by manual or with mods is the better option.
@ I disagree, here consider this: Pick a foundation and like we already do, choose the build mode but in this case Curve added to the list. The first foundation starting point will snap by default as it does, but instead of zooping in straight line, it zoops a curve. The second attachment point also snaps, however it maintains the alignment of the foundations along the exterior corners. This will form a perfect curve with perfect edge to edge attachment and no gaps. On top of that, z-fighting can be eliminated - the new edge of each interior foundation is cut symmetrically with overlap occluded, and the line is extremely simple to calculate since it's just the right angle to the tangent of the curve at each exterior corner. And there you have it, perfect symmetric curves, with grid snapping, and no z-fighting. This is essentially what they already do with railways. (ed: and can easily be built into vanilla, which I think is key. There is simply no need for a mod, this is core stuff.) Caveat - the attachment points of foundations within a curve would not be aligned to world grid, but we already have that anyway whether by our kludges or because we didn't start a building off on World Grid to begin with. (Ed: This also doesn't really apply to a vertical curve, but true 3-d curves like rails can do really is much more nightmarish, I don't blame them for excluding that. Would blow the textures anyway.)
Blueprint mirroring. Take a Blueprint and select a face as the "anchor face" then it mirrors everything from that anchor. On/off storage bins. If a storage reaches an adjustable empty point it can restart a particular production line to refill via a priority power switch.
14:00 I was so disappointed when I realized rain and weather was removed, I feel like that actually provides motivation to make enclosed structures. Being able to harvest rainwater would be cool too, but I would mainly just love to have weather back in the game. I think that would add so much needed atmosphere back into the game. Also, at 14:50, there have been WAY too many times I have made a slight miscalculation in my planning that has led to huge losses in production(my worst one was messing up screws and producing 35% of what I had initially meant to). It would be nice to be able to diagnose the problem before spending hours upon hours trying to figure out what went wrong, only to realize the fix will no longer fit in the brand new exterior casing for your new factory.
The "Infinite Nudge" mod is awesome and illustrates that it is possible. I'd like to see it brought into the base game as well. Agreed. Construction should be considered "Creative Mode" if building ON the blueprinter. I would love to see some kind of logic network akin to what Factorio has. It is very simplistic, but you can work it to do some extremely complex logic.
I had to uninstall the infinite nudge mod eventually because it was causing my game to crash. I don't know if it has been fixed yet, so be careful with this mod.
@@GordonFreeman-sl6pi I have yet to have any problems with it. Which version of the mod were you using, and was it a potential mod conflict? I have 40+ mods on mine and no conflicts, so it may have been fixed already.
- Yes! Half walls. - Yes! More nudging of blueprints. Also rotation in blueprint placing mode. - Show headlift while nudging. - Conveyor wall holes. - Hotkey to blueprints tab. - Train lines/stations in the ingame map. - Better filters/toggles for map markers. - Longer station names.
The BIGGEST thing I want changed/updated, would be a simplification of the fluid dynamics in pipes (like how factorio did recently), as that is the one thing that always makes me bounce off Satisfactory whenever I get back to it.. I setup a liquid using set of factories or a power plant.. and have everything perfectly calculated and split ajd the like.. and yet the fluid dynamics makes it impossible to actually balance out and I get like 50-70% output due to the hammering in pipes and funky fluid simulation.
As a software developer myself, the poor UX of the blueprint menu immediately stood out to me. It breaks a very basic rule of interface design: closing a dialog with the X should cancel changes, and the confirmation button should always be in the same place no matter the dialog. That said, I think I would redo about half of the game's interface. Fog rework would be nice, but I'm more annoyed by the Space Elevator having only half a shadow x)
Not sure they would agree with this idea but I'd LOVE to have "updatable blueprints" : 1. You create a blueprint 2. You place/build that particular blueprint multiple times 3. You then modify the blueprint in the blueprint designer 4. When you save it, it updates all the instances of that blueprint that you have built ! Such a big time saver ...
Quite dangerous though, if you changed your blueprint from smelting iron to aluminium it would switch all your iron smelters over to aluminium and crash your production.
While the idea seems nice it's a nightmare in terms of game design. First for the reason stated by legendash but then also because what if you make a blueprint with let's say just a foundation and then update it with a power augmenter ? Do you get free somersloop ? If not where are the resources taken from ? What if you don't have enough resources to upgrade every use of the blueprint ? What if you want it updated in some places but not everywhere ? And so on.
It would be better to have the capacity to "zoop update" the placed blueprints. You go to the place you have the old version, you select an update blueprint mode and select all the old versions and they are updated.
I wish they would add blueprints at the beginning. For those of us on our 100th play through, it would be a great quality of life improvement in the early game to avoid burnout.
Another thing I'd like is an improvement to conveyor lifts. I call it lift and zoop. 1. Place the lift with one click. 2. Raise the lift like we do now. 3. Then zoop out a conveyor 90 degrees to a foundation. The conveyor lift will automatically raise to the height of the end of the belt keeping it level.
Personally, my biggest 3 asks are: 1) Implement train pathing and stations like Factorio, where multiple stations can use the same name and be enabled/disabled for trains to choose from automatically based on certain conditions, and trains will reroute as necessary to avoid getting stopped. 2) Parameterized blueprints. Not necessarily as in depth as Factorio's, but just basic stuff 3) Give blueprints connection points to automatically build conveyors, pipes, trains tracks, and power connections from an existing blueprint when placing a new one. Of lesser importance to me, I would also like to see some kind of basic logic networks or scripting items added, similar to Factorio's.
No3. "Give blueprints connection points".... THIS We need this. This isn't a want this is a need. In fact it shouldn't be somebody in the comments' number 3 it should be every single person's No.1 until it happens. The others are very useful. That one NOT being implemented feels almost game-breaking (or at least 'blueprint designer'-breaking). It's such a huge and obvious flaw to the blueprint designer and what you can make with it. It needs a solution
@@polterkat not the nicest solution to the problem, but it would avoid many problems with more advanced and more automatic connections over distances etc : in the blueprint, build special "power connectors", "belt connectors" (eg stackable supports, or a special beltpiece), etc, and when two such connectors overlap on two adjacent built blueprints, they are replaced by a normal regular connection that works.
The one thing I've used Programmable Splitters was in a sorting system inside my central storage system. I'll have everything come down one central bus and go through programmable splitters to split off 8-16 resources in either direction for that line, then use smart splitters to send things into their receptacles. Overflow then collected back to a secondary bus for Sinking. I've also considered using them for trains stations at various mega-bases, but I haven't gotten that far just yet.
I'd love to see more build modes for rails, I have such a hard time building rail curves. Also, making it so rails in blueprints connect. And like in the thumbnail, a straight build mode for pipes if that's not already a thing. It's been a few months since last I played.
With Programmable splitters, you can actually do a true sushi line. You can simultaneously have "any undefined" along with "overflow", so if the resource overflows, it just continues down the sushi line to be routed elsewhere or sinked. And it works perfectly.
Yeah, this is particularly frustrating when sampling an item, pasting it down next to it and finding the damn sign is suddenly upside down. Today I found a mod that puts an orientation indicator on the blueprint which is amazing but it shouldn't need a mod to do this.
Or maybe just fix the issue of the signs being randomly upside down to start with. But I agree that a 'top' indicator would still be useful for those occasions when you do want to rotate a sign from normal up.
@@nerdgarage Nah. I can middle click and sample a sign that's the right way up and place a new sign next to it and it's upside down. I can also go to the build interface and select the sign and place it and also find that it's upside down.
One thing I would like to see added is a splitter/merger that you can program each hole to either accept or discharge material. I originally thought that was what the smart splitter was for.
The industrial container needs one of the outputs to be able to set to overflow, once its full, all extra input is placed on the top or bottom output. I'd like to use the railsignals to be able to set a speed for a segment. I have some twisty rails where I'd like the train to slow down. Oh, and powerlines from signals.
Re: Copying and pasting: I would love to see a "brush" tool for this like the customizer, where copying is then applied by looking at the building and clicking like we do with paint. It would be so much faster and so much less painful for my small hands
a) there should be a second checkmark whether to automatically take items from the cloud at all. when i start handcrafting something, i always get a long list of almost all items in the game to select from, because the required ingredients are in the cloud. it is very difficult to see what i can handcraft with only the items from my inventory. and while handcrafting i don't like having to closely watch if and when some item counter suddenly turns purple and crafting starts to use items from the cloud. with that second checkmark set to "off", it would be limited to using only the inventory, and also display only a correspondingly short list. b) also : why does the MAM not take items from the cloud to do its research ? c) when i have to take an entire stack from the cloud, it would be nice if i could always put the remaining items (that i didn't use) back, uploading them to the cloud. but most of the time, that stack was already (at least partially) refilled with newly produced items so that i fill up my inventory over time, or have to trash them on the spot (with the inventory trashbin icon; if i don't go back to the nearest sink and trash them there). For me, it would be very useful if one of my five cloud stacks would be reserved for manual uploads. can we please get a slider to cap how many cloud slots should be used by those uploading containers, or how many cloud slots should be reserved for "inventory uploads" ?
The biggest thing for me is blueprints. I struggle to place them, especially as they grow in size so I barely use them and spend far more hours building than I should. It'd be amazing if the camera view changed when placing Blueprints to a top down one like in other games like Dyson Sphere Program. Maybe a MAM research path which gives you drones which can help you view areas better?
I want to be able to middle click on a custom shader/paint to then be able to paint it elsewhere. Or add more custom swatch options. One is not enough.
I would like to see train requester logic, like in Factorio. Where receiver station request resource from train network, train network dispatches train to get resource from available stations providing required resource and delivers it. In that case train network will not be overloaded, and trains will not be running with full cargo, or depleting provider's resources unnecessarily.
2 changes that I've wanted forever are, the conveyor hole walls...to be able to move the conveyor hole. Also I would love to be able to have the barriers to slant instead of using slanting wall pieces.
I've been using programmable splitters quite a bit. They are quite useful when you have a mixed item bus and you want to divert part of the flow in a different direction. Not useless at all.
7:30 Didn't they already implement those missing copy-pastes? It's in the patch notes for v1.0.1 (Nov. 28) and I've done it in-game myself for Coal power EDIT: 8:30 nevermind lol -- this is why you watch videos fully first kids 🤦♀
If there is a half wall, then there should also be variants with a conveyor hole and a door in them. Those would open up some options (and even essentially replace the double conveyor hole and side door)
Dyson Sphere program had a thing you could put on a conveyor belt that would count the throughput (allowing you to validate that everything was working as you expected). I wish Satisfactory had that too. I could even see having more unlocks that would maybe let you track that info remotely. Actually, it'd be really cool if you could build a control room with monitors showing various power and throughput levels throughout the factory.
DSP is SO addicting. It has been years I’ve stayed up all night playing a game. Fantastic game - if love _Satisfactory_ you might also love _Dyson Sphere Program._ I just can’t get into Factario for whatever reason. (Another great game too.)
On a significant number of occasions, I've wanted a "smart splitter" that can configurably have two inputs, and two outputs. Also, programmable splitters should be able to have monitors for events such as 'overflow' or 'insufficient items per minute' that you can configure. Alternatively, you should be able to ask a factory unit to raise an alert if the production rate goes below a certain amount, or if the output is jammed. I would LOVE to have a tiny storage bin (the size of a splitter). And finally, I would love if you could restrict the amount of slots a storage bin can contain (e.g. if you only want some things to fill up to 5 slots rather than the full 24, for example)
For train stations I just have gotten into the habit of bypass lines. That way if a train is there, other traffic either waits it's turn or takes the bypass. Though I have a LOT of trains going on at this point. Never enough trains :)
Yeah I was trying to understand what he meant at first too because I always use bypass lines so never have experienced this problem. I think Total might be thinking of the problem wrong... in real world train line, he's essentially building a station on a bypass, which is kind of a big no-no.
I'd like to see a storage container with conditional output. For example put leaves in one container, connect a constructor to it and from constructor back to the same storage container. The storage container should output only leaves and never biomass. It doesn't seem to work with smart splitters because the biomass is already on belts and block transfer.
One thing that makes blueprint management extra confusing is that it's essentially the exact opposite to how Windows file save dialogs work. In Windows you can create folders from the dialog without accepting, but saving the actual file requires you to click save. In satisfactory it's exactly the opposite which results in weird bugs if you create a new folder, place the blueprint in there and then don't accept.
Amen on the blueprint UI. In my own playthroughs I just couldn't figure out how to save my blueprints at first, and after that, I couldn't figure out how to save them in the folder structure I wanted. I needed to watch a tutorial to find out how it works and it feels very counter intuitive. I also agree on needing the materials to design a blueprint. It makes sense in how the blueprint designer works, in that you're actually building your design, but it does feel inconvenient at times in the early game.
Coming from Factorio, blueprint in place, or copy pasting a chunk of machines and their connections (we can multi-select to delete, why not copy paste at least?) Would be a minimum for me.. The whole idea of doing blueprinting and designing on another platform instead of doing it in place then rapidly copy-pasting it seems very alien to me..
About the blueprints, another thing that would be useful would be to be able to set a "coordinate zero" that would serve as reference when placing it, like, if you want the bottom to clip into the terrain. And also, clipping points, so if you make a module blueprint, once you attach them in sequence, they will conect in the clipping points you defined.
FINALLY! Someone talks about how bad the train pathing is! I've been complaining about this for so long, but every response I get is just "learn how trains work, idiot." We need them to be able to re-path if they are stopping or stopped at a path signal and always try to get as close to their destination as possible. Personally, I think they should just copy Factorio's homework when it comes to trains and train stations. You can make really dynamic factories with trains in Factorio, but then in Satisfactory, it really feels like the moment you try to be even slightly clever, the trains form a huge conga line on your main line even though there are plenty of bypass lanes and you can't really do multi-station loading because you can't have a train choose a station based on if others are full. Also, I agree that there was a stealth change. I just confirmed a vanilla game you can now copy and paste in power producers, but I do remember that being a problem. Hot take: this game needed more time in the oven before the "full release". There are still so many bugs and things that feel half implemented. I know no game is perfect and Satisfactory had kind of a small team considering the scale of the game, but if anything, that should have been a better reason to extend production time and really try to polish this thing before leaving EA.
I haven't played in a while. Did they ever fix the bug with radioactive inventory sorting? The bug was: if you have something radioactive in your inventory, and then sort your inventory, it doesn't matter if you drop the radioactive item and move away. You will just keep taking radioactive damage forever until you reload.
A few things I would like : 1) Better AI on vehicles so they could avoid collisions - make a truck/tractor network viable. 2) Better Route finding to navigate corners of trucks/tractors 3) Faster train options, and the ability to turn off the 'wait'... 4) An in-game ratio splitter. 5) Curved Walls and foundations - including full size 1/4 circles 6) Diagonal walls and foundations - including flat triangle foundations. 7) Glass/windows for slopes walls and ramp walls. 8) In game large radius curves for roads/rail. 9) tinted glass 10) Auto coloured pipes. 11) More colour swatches (and custom names for swatches) 12) In game easy building of nice joins on pillars.
One thing i really want is manually set LoD models and what distance the lower detailed model replaces the higher detailed ones. Maybe not in the game menu, but in a xml setting file. Things like radio tower and space elevator, i wish i just have the high detailed model on all the time... Also smoke from nuclear plants, i wish i can just keep them on even far away.
According to the wiki a station gives a 100 meter path penalty, so trains that don't halt in the station are encouraged to use parallel tracks. Of course if the parallel track is more than 100 meters longer than the path trough the station this no longer works.
That is a problem with lumen, which is still marked an un-supported feature as far as I know. It's unlikely to get fixed until they mark it supported (if ever), unless it somehow manages to destroy the whole game and become completely unusable.
What i really would like is for them to have a glass material for walls. To be even more specific, what i want is the ability to make 8m slanted wall out of glass. Being able to only use 4m slanted glass roof to make glass shapes is not good enough
I'd like to see the splitter and merger replaced with one unit. The new one would just react based on the belts input into it. 1. It doesn't matter the orientation. 2. You could have 2 inputs and two outputs. Even on opposing sides. 3. Automatic load balancing.
There's also something I'd like to see. Better timing when loading and unloading vehicles. I had set a route with 2 truck stations unload coal ; advance ; load aluminium ; road ; 2 truck stations, unload aluminium, load coal. the truck mixed both coal and aluminium ending putting both in all stations. I tried some other cases, one truck cannot handle 2 materials even sequentially.
what i want, is when i sample a building (using middle mouse button) that it also takes its custom color customization, as opposed to resetting to the default color
Absolutely! While we are at it, being able to build objects in customized colour in the first place, eliminating the need to customize huge builds afterwards.
One thing I really wanted for programmable splitters is to be able to make a side an input or output, like for potentially 2 merging lines to 2 splitting lines. Would be a nice option for specific cases and would replace what I currently use industrial storage for. Saw another comment on a priority merger, maybe this could be able todo that too. Another thing was mk2 trains that look nice and use turbo motors for more speed, acceleration, and breaking power. With mk2 sam ore based storage for the carts allowing them to hold a lot more solids or liquids. Just an upgrade for trains so you don't have to deal with a crazy amount of chaos by making them super long. The sam ore based storage could also potentially be added to drones too later on.
what i would really like i want something like enemy detail zone where enemies would just go out its really annoying to build a factory and fight hogs at the same time something like radio tower but for enemies would make extracting anything above aluminum better
My top two: A) I'd like to block certain cells within a container from being used, ie to only allow (say) five cells within a container to fill up before the container refuses more items. B) Fluid needs some rework; one thing that would fix a lot of the problems we see would be a 3-way valve, ie output flows thru exit A up to 50 m3/m and the rest (overflow) goes to exit B.
I would like a slider on storage containers that allows you to block off or reduce the number of slots available in it for storage so that you don't overstock too much on low-volume items for a mall or for dimensional depot buffering. Or give us some new, smaller containers with belt support.
I would really love production monitors, logic networks, ratio splitters, priority mergers, train pathing, smaller lights to use, elevator lifts. Also, with vehicles, I would love to define paths between stations with waypoints, and then set up vehicle networks with the same fidelity as with train networks. I also think it would be really fun to have carts on small tracks (mini trains), oh, and have the ability to grind rail on those cart tracks lmao, also drone riding, then the game will have literally every fun transportation option i can imagine lol
A craftable headpiece / glasses that have different lenses would be awesome. 1 lense for viewing wiring inside walls, another that shows machine efficiency etc. Also a huge arrow over my friends head so I don't lose him in spaghetti every time
- fix upsidedown signs - priority mergers - ability to sort various lists alphabeticly or in some cases by type - in the map screen (a) a separate main grouping for custom grouped markers (b) the ability to enable/disable the display of our marker subgroups just like the main groups
for the signs it's definitely annoying and they need a fix but in the meantime the hologram that pops up when you're placing it has a directionality to it. The bottom corners are a thicker line-weight than the top so if you're paying attention you can tell which direction you're going to put it facing before you click 'build' I also think the map could use some development. The fact that I have to go to a peripheral website to use THEIR map to plan out my build and save that image and hold it up next to my in-game map while I'm trying to build bases that utilize the landscape and line up with one another is ANNOYING AF. You should be able to draw/write notes on your map in-game. Markers aren't enough. A tab with a future-base-planning/current-base-monitoring utility wouldn't go astray either
Priority splitter (program lower priority overflow) Programmable ratio splitter Being capable to program something else than 1:1:1 Like 4:5:1 (4 items on 10 on left, 5 center and 1 on right) Overflow valves for plumbing Only allow fluid to pass if the incoming network is full (like overflow on splitter) to not only use gravity for that (which can be tricky)
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I have used programmable splitters in a few cases, mostly when doing a massive item drop at central storage drop off where I want to send the different biomass items, remains, slugs off to one side to get processed, and "any undefined" off to get sorted. the option would be to send them off to a different floor/building first, and then come back again, which would make it less efficient
The easiest and most common way train pathing is done in other train games is allowing signals to be used as way points which would could add in like you do with stations when creating timetables.
When it comes to blueprints my main desire is to be able to flip them without turning them around 180 degrees. Say you have a blueprint with a splitter at one end, a constructor in the middle and then a merger at the other end to make one section of a manifold that you can repeat in a line. This blueprint would only work in the direction that you set the splitter and merger to go. So say you set them to enter from the left and go out to the right, the manifold would send the materials down the line to the right. But what if you wanted to have them sent down to the left? You would have to rip it up and place them again which takes more time than just not using the blueprint at all. If you could flip the blueprint without having it rotated 180 degrees it would mean you could use these more efficiently. Also for the copy and paste thing, you can rebind the Copy and paste bind (i have them on the 2 side buttons on my mouse) and you don't have to enter the machine to copy or paste the settings either. They do also copy over power shards and somersloops too.
I'd like trains to accept power shards, so 1x power shard might increase the speed to 150kph but increase power in a similar way to overclocking buildings, then 2x power shards might get you to 180kph, and 3x gets you 210kph, then you wouldn't necessarily need high speed rail
I think the ratios for programmable splitters would really help on the manifolds. It would at least make me more sure it works as intended. Because with any machine that have two inputs those inputs have different rates and different stack sizes. Sure, you’re making enough for both to cover the per minute production, but one have to fill up to 100 before going to the next machine, while the other have to make 50
My wishlist would be: -Train logic allowing multiple items in same freight wagon. Would reduce clogging and increase use of empty trains. -Programmable splitters allowing priority or parts/min. -Half ramps? How has this been missed? -Ability to move/nudge nodes in vehicular pathing.
@@oreubens I suppose an x amount of y is what is wanted. But you could only do that with 2 different items... unless you let the overflow out again through the outputs I suppose.
@@SuHwak You are right, lost my thought as I was writing it... "Unload x amount of Y" and then a train would be able to supply one (or more) material to several sites.
I would love to see more customisation for the hub and better ways to integrate it possibly in a way that you can have it and the other player buildings integrate better so we can make a nicer base of operations. A place to call home that has some use. Possibly integrating some screens to show outputs of all the items you're currently making.
Programmable splitters could really use an option to make an "output" direction actually be a second input instead. A 2 in 2 out conveyor junction would make life a lot easier in certain circumstances where people's elaborate workarounds are too bulky to be viable and it would help give the programmable splitter justification for existing if it was not added to the smart splitter.
I'd like icons on machine and storage containers so that we can quickly see what they are producing, and what is in storage, maybe the top three elements. It could be unlocks. And stats of the number of each item produced, consumed, or used in buildings, because it would be fun.
10:04 it is implemented as shortest distance (presumably via dijkstras algorithm) between start and end. Stations have extra weight added to the path through them, to allow the player to build a bypass lane.
Other than straight pipe mode the thing I want the most is an item counter to know how much is on a belt each minute. Maybe even do like in DSP where it'll warn you if throughput drops.
To regard production monitors, one idea would be making them part of the factory belt window and train station load/offload platforms. That way there’s a finite place that counting is done rather than guessing at everything entering/leaving an abstract radius.
There is some other things I'd like to see. One is a wall hole for belts. We have them for hypertubes and pipes but not for belts. We only have the older prefab wall holes. I know part of this is because they can't put true dynamic holes in the mesh, which okay, fine, but you can just make them have a black texture over the hole to cover for this. Speaking of hypertubes, I'd like them to add a hypertube accelerator. We can do these by gaming the builds, but I feel they should just be added as a proper bit of the building system. Another I'd love to have is a build mode switch for belts to automatically use the stackers instead of the poles. Awesome would be able to extend a whole belt stacked set instead of just the one, but that's probably a bit much to ask. A fairly big ask, but would immensely helpful, would be to be able to lock or selective lock storage slots. So you could limit a storage down below its current max, or limit a storage to a particular material which would be very useful for train stops. Oh yes, one I want is a power grid monitor. I recently had a very frustrating power situation where I had somehow created a bunch of minor grids, and I had no way to trace them. One in particular was fluctuating power failures which was insanely hard to track down. So a means to see where a trip occurred and review all my power grids would be AWESOME! Another thing that would be nice is a remote control panel. Basically just a panel that allows you to remotely access the controls of any other device. This way you can have a nice centralized control room.
What you mentioned here annoys me too! Very good, I confirm every point. I have some more comments on this: 1) They should unify their UI regarding building stuff. It still annoys me to do the same change on different parts and it works different regarding the part. Example: I want to build a wall of glas: Going to the wall section, choosing glas wall. I want to build a foundation of glas: I build a foundation, then choose custumize, then choose "glas layer" This is the same for a number of things. 2) I can't produce mobile miners automatically. Why is it an item for the hands? Just for the 5 first minutes in the game? 3) Programmable Splitters should not only go for ratio, i want to type in for example: 120 pieces/minute iron orb LEFT / 80 pieces/minute coal RIGHT / etc. 4) Trucks are really really annoying to use, especially because it is so exhausting builing roads especially if you want to build roads with corners!! I want to build roads like train tracks! PLS!!! 5) There shouldn't be blueprints lvl1, lvl2, lvl3. Give us lvl3 blueprints from the start! You can't fly there and they are early even more important than later on. Anyway, Satisfactory is my game of the year 2024!! I hope the changes will come, how about a "road dlc" including some new vehicles? The developer gets his work paid from the people who want buy the dlc with the new vehicles. And everyone else gets a patch regarding the way to build roads.
Infinite Nudge Mod just needs to become vanilla. Also, programmable splitters are AWESOME Sink input jam prevention tools. Do some exploring, offload your swag at the central storage, PS keeps the unsinkables from fouling the sink line and allows for a more efficient use of space; for example, I have all 3 power slugs going into the same bin - I'll sort them out on the production lines for the shards. Same for all the enemy remains - single bin from the sushi, and then it gets sorted down on the protein production floor.
I would like to have smart containers or programmable containers, so you can set it to f.i.f.o.(first in first out) instead of l.i.f.o. (Last in first out) which is now the default. Or program it to fill up to a certain amount before emptying
What's more important than players asking for new features is how to increase the amount of players to keep playing past the coal phase. Coffeestain has the numbers to see when people quit, which to me is worse than not having ¼ blocks. The thing with Satisfactory is that it gives you a lot of freedom. So what do people want? More freedom. And when you have so much freedom people start to compare certain features with those of other (transport) games. Let's focus on making the game easier and more intuitive. Not everyone is a creative genius, sadly. The Blueprint having an ingame tutorial would help with that (and be a great hookup point for snarky ADA moments). Some pre-made blueprints to help players get a taste of it? A tutorial on 'proper' conveyor management would be great. Too much freedom brings the risk of people wondering off and getting stuck. I hope CS focusses on that first. The niche-features are perfect to be put in mods - optionable so they won't confuse people more than some already are.
Finer control over how much a train unloads at a station is also VERY high on my wishlist. I would love for a single train to be able to reliably supply multiple stations but currently it feels like that is really annoying to manage.
@ Yeah... but those are really ugly and pretty awkward to work with in tighter spaces. A lot of resources where sometimes you just want a small one or two car train quickly delivering to several locations.
For more buildables I use the mod "Structural Solutions" by D4rk. I also use "Infinite Nudge" and "Infinite Zoop" by SirDigby. Andre Aquila also makes a ton of really good mods, like "Flex Splines". These should be in the original game imo.
Totally on board with most of these features. It may not be possible for 1.1 or ever, but id love to see triangular foundations with 8m per side. Then you could build near circular areas with no clipping nonsense.
We need contact nobelisks: explode on contact with a surface, basically a grenade We also need powered splitters that change output direction based on whether power is supplied, when combining it with smart power switches you can remotely reroute production lines. Maybe even a version that is remotely controlable through the map screen
For me I'd love to be able to manually add vehicle waypoints to foundations (or even on terrain) in order to manually define routes for trucks and tractors. Perhaps in the form of small physical beacons placed on the point. Speeds could be calculated easily enough once the route is completely placed, although the ability to edit speed is probably needed as well so it can be manually adjusted. And if logical programming is ever added to the game (despite the devs dislike of it), you could even potentially add traffic rules such as traffic lights at intersections). It would make the short haul more interesting than just using conveyor belts and bring factory cities to life. [I eventually gave up on a no trains world because of the frustration in driving vehicles with precision.] Also a bit more decoration would be nice, such as consoles and chairs to fit out control rooms. And if the consoles could actually report stuff, that would be even better.
A buildable that i really would want is a triangle edge for foundations. So i dont have to make 90 degree edges on the outside walls of the building. I know you can make whatever you want with clipping, but it would be so much easier if there was just a half foundation (cut diagonally to make a triangle). And to add to that, a quarter trinagle would also be neat. So again like that outer circular quarter foundation, but a triangle instead
Do you agree with me, or feel there are other more important changes?
Allot of these as i am sure you know Mods Solve.
The blueprint directory works DIFFERENTLY than the others; it needs a save directory button on the bottom right
merger-splitter where you have 2 in and 2 (balanced) outputs, just like in factorio.
My wishlist includes alot of yours plus I would love to be able to nudge all objects on every 3d axes. Like hitting shift to change the axes you are nudging on so you can nudge in all directions.
More choices for wall holes or place able wall hole.
Now that we can place signals anywhere on tracks, it would be good to have a place able power pole on the train line to pull power without having a train station and the ability to remove the switches so if a train is goin to clip them we can just remove it.
I do like having the option of multiple filters on one output for splitters since I like to build giant sorting facilities for storage. Would be nice to also add percentages to them outputs. Also would like a smart merger so I can set priorities on input lines.
I would also like, an option maybe, to be able to loosen up on the clipping restrictions on buildings. Some, the bounding box is just way too big and like the foundry tor instance.
There is also alot of missing walls for the different foundation pieces and missing foundation shapes as well. Would also like window walls at the slope 1,2 and 4, maybe 8.
You touched on the two main gripes I have. Needing the components in your inventory to build inside the blueprint maker needs to go, and having a comprehensive window showing all item production/consumption rate so you can easily find problems. Well done video.
Patch notes v1.0.1.0 28th of November -> Copy pasting settings now works on Generators and Extractors.
Ask Jace, I'm pretty sure you can do this already
Yep I remember seeing this.
Tried it. I didn't found anything Not able to do that
You can also add shards to blueprints so they print out sharded.
I still want a priority merger; one that will accept one side's input before another instead of trying to alternate them.
Biggest thing from factorio that's missing
Absolutely! I want to be able to use my overflow iron as wire before my copper. It would make thjngs way better
This should be added to the smart and programmable splitters while setting I/O ratios should be added to the programmable only.
Funnily enough, I suggested this in the steam forum and got told off basically by some "veteran players" 🤣
@@hightechredneck8587just make all your wire with iron. 😊
I think a station setting: "disallow through trains" would work. Only allow trains that are set to stop at that station in the station.
I would honestly love to see Roads that work like the train tracks, using Bezier curves to place and join them. I think it would both allow for more natural looking road designs, as well as opening up the opportunity for building proper highways with on/off ramps or interchanges. It would make wheel-based vehicles feel more useful in general and drastically cut down on the time required to build roads over complex landscape areas like between cliffs or down steep, winding hills.
You’re not losing your mind. They did an update that made it where you can copy and paste the power settings and water settings a little while ago. I remember it happened it after we did our last major power set up (80 generators that we had to place all the shards individually).
It’s definitely a welcome update though!
…and they did it right _after_ I built my first turbofuel power plant. At least it was only ~20 gens at the time, not hundreds.
Train path is a must for me. Also, I'd love something like the valve for pipes, but for belts. When you need 22 items, you can't balance it easily with the different belt speeds...
It would be nice
@@darksuggests1296yeah, but I feel like it would ruin the fun of the game for me.
I reached trains, spent ages trying to set up a basic system, but have taken a break from the game as I’m finding it a right faff.
Make games and trucks viable transport that can compete with belt speeds.
@@kleinerprinz99 especially the trucks would need some work. routes can be stored and be reused for many trucks that do the same route, but flawlessly recording long routes is difficult and annoying, and has to be done over and over again, even when there are eg 4 loading and 4 unloading stations that all are next to each other so that the routes are almost identical (except for the loading and unloading stations themselves). removing some bad arrows can be done, but if one single arrow is missing or bad, the entire route has to be rerecorded. and speeds are not easy and illogical, and some vehicles (the factory carts :-) can't even drive in a straight line but do a slight curve that requires permanent slight adjustments while recording. and finally i even could walk faster backwards while watching a cart that was driving forward, although i had recorded it with maximum speed.
For these and more reasons, i rarely use trucks at all, mostly only a single one when exploring the first time and transporting a few big stacks to do initial research in the MAM.
My wishlist so far is:
Triangle foundations (So I don't HAVE to use inverted triangle ramps)
Offset wall with conveyor port (sometimes a single port is all I need but I could really use it not being in the center).
Conveyor wall ports that you can freely place (like the pipe ones) would be even better.
Totally agree, we need the conveyor floor hole for walls.
Another change I'd like to see for Blueprints is the Mk2 and Mk3 designers being backwards compatible with the smaller designers.
I mean.. you can just plop the older BP into the new Designer?
Programmable splitter have one use for me. If you have massive sushi belts coming into central storage bays. You can sort the sushi. A,B,C go left, D,E,F go right, and G,H,I in the center. Good for keeping things moving.
@9:00 props for leaving in your live discovery. I'm thinking I didn't progress to water extractors before the november update, because I never had this issue. The blueprint builds not costing materials is a superb idea, much better than building it with mats and then having to reclaim them.
went and looked up the patch notes on steams since i knew the water extractors and nuclear power plants not being able to copy and paste was something known by the devs on the bug forms post 1.0 release. in patch note v1.0.1.0 build 382498, on november 28 the have the change under gameplay "Copy pasting settings now works on Generators and Extractors". so yeah, xclipse isn't just loosing his mind on that one lol.
not sure when total xclipse made his power plant, but there is a good chance it was before that update went out.
Production stats is a MUCH needed feature! Being able to see number go up or down from a UI/screen is what we need!
Considering that the numbers going *BRRRRRRRRRTTTT!!!!!* is the most significant single reason why anyone plays this game, it's weird there's exactly zero stats anywhere. It would be trivial to code just a simple stat menu that consolidates all the production and consumption from the map but we haven't got even that.
It's much less trivial to implement a system that can collect the numbers per factory/production line but would be both, extremely useful for debugging and optimising, and be just so Satisfactory to watch.
I'd like a belt counter, with x items passing per minute.
The blueprint point is so true. Even though I played multiple games with various blueprints - I was initially quite confused about the UI and how it works. I now feel like I get it, but it's still not intuitive enough.
Don't even start me on the fact that resources are returned with one button click, but those are placed into dedicated chest... How many times I have had to run back to that chest to pick up all of those resources... Why not return back to inventory and if there isn't enough space then put it into chest?
And entire blueprint saving/editing processing is a convoluted mess at the moment
@@Zripas Satisfactory's UI has a lot of issues. My job is designing UIs so I get triggered a lot.
@@Zripas why do i have to have all the required components to build a virtual(!) blueprint ? Later (after research and more production) when really building the blueprint, the game checks anyway whether i have the required items at that time. as someone else commented : _"Construction should be considered 'Creative Mode' if building ON the blueprinter."_
When i make blueprints, i would like to make several versions of them (eg for different tiers of belts, etc) including those that i can't yet make.
it's very annoying having to come back later and edit blueprints to adjust only very few belts and save them again as new version.
@
It could be more of a engines limitation at the moment as game might not have correct logic to separate parts made in blueprint and parts outside of it, so people could abuse it by placing bunch of blueprint makers and making anything they want in those for free. Atleast this is my best guess why it still requires resources. It should be relatively easy fix, even by using crude approach would do the trick
@@Zripas yes, separating part of world contents in normal mode and part of world contents in creative mode could pose some difficulties,
but when it is already possible to properly "clear blueprint", there would have to be a working distinction between items inside or outside the blueprint maker.
What is missing for these "creative blueprints" then would be to newly create all items when building, and to move deleted items to void instead of inv or chest.
Even if there is some work involved, such a massive userfriendliness would have been nice for a giant step like the release (unless cut for "release date pressure")
What I really want is curved foundations. I am mainly saying this because I am bad at making them in the blueprints and just want them for my railways.
Don't blame yourself! This was something very doable they could have given us and chose not to. Not having a way to make a decent foundation that follows a rail instead of having to force these wonderfully smooth railways on to imperfect clunky squares almost killed the game for me when I first hit trains. I think until they do, the easiest thing to do is just treat it like a lonely elevated monorail and forgo fancy but extremely limiting foundation paths and just try to ignore the ugly flat bottom.
If you're into mods, there's a mod for that: Curve Builder. It can do 1 degree increments. Though I find sometimes you need to rotate the foundation a couple times to get the best results.
It's something I'd like too, but I also understand why it hasn't (and probably won't be) added.
TotalXClipse has a fairly recent recent video on curved foundation blueprints, and a slightly older one on connecting foundations that aren't on the same grid. It's honestly not _that_ bad to work with.
The issue with curves is if you draw a grid and try and add a circle to it, you end up with all these extra shapes you have to take account for, and these shapes varry based on how big said circle is. The circle making up all the types of curves you can make. Thus this will never be a thing as its not as simple as just placing a single foundation to make a curve as it will never account for all the kind of curves we want or will use. So doing them the way we have it either by manual or with mods is the better option.
@ I disagree, here consider this: Pick a foundation and like we already do, choose the build mode but in this case Curve added to the list. The first foundation starting point will snap by default as it does, but instead of zooping in straight line, it zoops a curve. The second attachment point also snaps, however it maintains the alignment of the foundations along the exterior corners. This will form a perfect curve with perfect edge to edge attachment and no gaps. On top of that, z-fighting can be eliminated - the new edge of each interior foundation is cut symmetrically with overlap occluded, and the line is extremely simple to calculate since it's just the right angle to the tangent of the curve at each exterior corner. And there you have it, perfect symmetric curves, with grid snapping, and no z-fighting. This is essentially what they already do with railways. (ed: and can easily be built into vanilla, which I think is key. There is simply no need for a mod, this is core stuff.)
Caveat - the attachment points of foundations within a curve would not be aligned to world grid, but we already have that anyway whether by our kludges or because we didn't start a building off on World Grid to begin with. (Ed: This also doesn't really apply to a vertical curve, but true 3-d curves like rails can do really is much more nightmarish, I don't blame them for excluding that. Would blow the textures anyway.)
Blueprint mirroring. Take a Blueprint and select a face as the "anchor face" then it mirrors everything from that anchor.
On/off storage bins. If a storage reaches an adjustable empty point it can restart a particular production line to refill via a priority power switch.
maybe call it a hopper. when it fills up, it triggers a switch and empties into storage
In regards to buildables, I would also love half ramps. Being able to build a train on half foundations and ramps would be lovely.
14:00 I was so disappointed when I realized rain and weather was removed, I feel like that actually provides motivation to make enclosed structures. Being able to harvest rainwater would be cool too, but I would mainly just love to have weather back in the game. I think that would add so much needed atmosphere back into the game.
Also, at 14:50, there have been WAY too many times I have made a slight miscalculation in my planning that has led to huge losses in production(my worst one was messing up screws and producing 35% of what I had initially meant to). It would be nice to be able to diagnose the problem before spending hours upon hours trying to figure out what went wrong, only to realize the fix will no longer fit in the brand new exterior casing for your new factory.
The "Infinite Nudge" mod is awesome and illustrates that it is possible.
I'd like to see it brought into the base game as well.
Agreed. Construction should be considered "Creative Mode" if building ON the blueprinter.
I would love to see some kind of logic network akin to what Factorio has. It is very simplistic, but you can work it to do some extremely complex logic.
I had to uninstall the infinite nudge mod eventually because it was causing my game to crash. I don't know if it has been fixed yet, so be careful with this mod.
@@GordonFreeman-sl6pi
I have yet to have any problems with it.
Which version of the mod were you using, and was it a potential mod conflict?
I have 40+ mods on mine and no conflicts, so it may have been fixed already.
- Yes! Half walls.
- Yes! More nudging of blueprints. Also rotation in blueprint placing mode.
- Show headlift while nudging.
- Conveyor wall holes.
- Hotkey to blueprints tab.
- Train lines/stations in the ingame map.
- Better filters/toggles for map markers.
- Longer station names.
The BIGGEST thing I want changed/updated, would be a simplification of the fluid dynamics in pipes (like how factorio did recently), as that is the one thing that always makes me bounce off Satisfactory whenever I get back to it.. I setup a liquid using set of factories or a power plant.. and have everything perfectly calculated and split ajd the like.. and yet the fluid dynamics makes it impossible to actually balance out and I get like 50-70% output due to the hammering in pipes and funky fluid simulation.
As a software developer myself, the poor UX of the blueprint menu immediately stood out to me. It breaks a very basic rule of interface design: closing a dialog with the X should cancel changes, and the confirmation button should always be in the same place no matter the dialog. That said, I think I would redo about half of the game's interface.
Fog rework would be nice, but I'm more annoyed by the Space Elevator having only half a shadow x)
Exactly, also BP manager windows dont have a hotkey to close them, not even escape works.
Not sure they would agree with this idea but I'd LOVE to have "updatable blueprints" :
1. You create a blueprint
2. You place/build that particular blueprint multiple times
3. You then modify the blueprint in the blueprint designer
4. When you save it, it updates all the instances of that blueprint that you have built !
Such a big time saver ...
Quite dangerous though, if you changed your blueprint from smelting iron to aluminium it would switch all your iron smelters over to aluminium and crash your production.
While the idea seems nice it's a nightmare in terms of game design. First for the reason stated by legendash but then also because what if you make a blueprint with let's say just a foundation and then update it with a power augmenter ? Do you get free somersloop ? If not where are the resources taken from ? What if you don't have enough resources to upgrade every use of the blueprint ? What if you want it updated in some places but not everywhere ? And so on.
It would be better to have the capacity to "zoop update" the placed blueprints.
You go to the place you have the old version, you select an update blueprint mode and select all the old versions and they are updated.
I wish they would add blueprints at the beginning. For those of us on our 100th play through, it would be a great quality of life improvement in the early game to avoid burnout.
Another thing I'd like is an improvement to conveyor lifts. I call it lift and zoop.
1. Place the lift with one click.
2. Raise the lift like we do now.
3. Then zoop out a conveyor 90 degrees to a foundation. The conveyor lift will automatically raise to the height of the end of the belt keeping it level.
Personally, my biggest 3 asks are:
1) Implement train pathing and stations like Factorio, where multiple stations can use the same name and be enabled/disabled for trains to choose from automatically based on certain conditions, and trains will reroute as necessary to avoid getting stopped.
2) Parameterized blueprints. Not necessarily as in depth as Factorio's, but just basic stuff
3) Give blueprints connection points to automatically build conveyors, pipes, trains tracks, and power connections from an existing blueprint when placing a new one.
Of lesser importance to me, I would also like to see some kind of basic logic networks or scripting items added, similar to Factorio's.
No3. "Give blueprints connection points".... THIS
We need this. This isn't a want this is a need. In fact it shouldn't be somebody in the comments' number 3 it should be every single person's No.1 until it happens. The others are very useful. That one NOT being implemented feels almost game-breaking (or at least 'blueprint designer'-breaking). It's such a huge and obvious flaw to the blueprint designer and what you can make with it. It needs a solution
@@polterkat not the nicest solution to the problem, but it would avoid many problems with more advanced and more automatic connections over distances etc :
in the blueprint, build special "power connectors", "belt connectors" (eg stackable supports, or a special beltpiece), etc, and when two such connectors overlap on two adjacent built blueprints, they are replaced by a normal regular connection that works.
While I agree #3 is really useful I can understand how hard it is.
The one thing I've used Programmable Splitters was in a sorting system inside my central storage system. I'll have everything come down one central bus and go through programmable splitters to split off 8-16 resources in either direction for that line, then use smart splitters to send things into their receptacles. Overflow then collected back to a secondary bus for Sinking.
I've also considered using them for trains stations at various mega-bases, but I haven't gotten that far just yet.
I'd love to see more build modes for rails, I have such a hard time building rail curves. Also, making it so rails in blueprints connect.
And like in the thumbnail, a straight build mode for pipes if that's not already a thing. It's been a few months since last I played.
Yeah building neat and tidy trains is way too much work, even with the point and shoot beam method
With Programmable splitters, you can actually do a true sushi line. You can simultaneously have "any undefined" along with "overflow", so if the resource overflows, it just continues down the sushi line to be routed elsewhere or sinked. And it works perfectly.
Better ceilings and windows would be nice too, some slanted windows and such
One thing I badly want is an up arrow on the hologram for signs, so many times have I placed a sign on a wall and it be the wrong way up 😂
Yeah, this is particularly frustrating when sampling an item, pasting it down next to it and finding the damn sign is suddenly upside down. Today I found a mod that puts an orientation indicator on the blueprint which is amazing but it shouldn't need a mod to do this.
Or maybe just fix the issue of the signs being randomly upside down to start with. But I agree that a 'top' indicator would still be useful for those occasions when you do want to rotate a sign from normal up.
@@nerdgarage Nah. I can middle click and sample a sign that's the right way up and place a new sign next to it and it's upside down. I can also go to the build interface and select the sign and place it and also find that it's upside down.
@@nickryan3417 Thats exactly my point. It's not an 'up' indicator that we need so much as just fix the upside down sign issue to start with.
@ Sorry, misread your post! :)
One thing I would like to see added is a splitter/merger that you can program each hole to either accept or discharge material. I originally thought that was what the smart splitter was for.
The industrial container needs one of the outputs to be able to set to overflow, once its full, all extra input is placed on the top or bottom output.
I'd like to use the railsignals to be able to set a speed for a segment. I have some twisty rails where I'd like the train to slow down. Oh, and powerlines from signals.
Re: Copying and pasting: I would love to see a "brush" tool for this like the customizer, where copying is then applied by looking at the building and clicking like we do with paint. It would be so much faster and so much less painful for my small hands
I remapped "paste" to one of the side buttons on my mouse, and it made all the difference in the world.
@ that's a fantastic idea!
The things I most want is for them to move the "take from inventory first" checkbox farther away from the search box in the dimensional depot
a) there should be a second checkmark whether to automatically take items from the cloud at all.
when i start handcrafting something, i always get a long list of almost all items in the game to select from, because the required ingredients are in the cloud. it is very difficult to see what i can handcraft with only the items from my inventory. and while handcrafting i don't like having to closely watch if and when some item counter suddenly turns purple and crafting starts to use items from the cloud. with that second checkmark set to "off", it would be limited to using only the inventory, and also display only a correspondingly short list.
b) also : why does the MAM not take items from the cloud to do its research ?
c) when i have to take an entire stack from the cloud, it would be nice if i could always put the remaining items (that i didn't use) back, uploading them to the cloud. but most of the time, that stack was already (at least partially) refilled with newly produced items so that i fill up my inventory over time, or have to trash them on the spot (with the inventory trashbin icon; if i don't go back to the nearest sink and trash them there). For me, it would be very useful if one of my five cloud stacks would be reserved for manual uploads.
can we please get a slider to cap how many cloud slots should be used by those uploading containers, or how many cloud slots should be reserved for "inventory uploads" ?
The biggest thing for me is blueprints. I struggle to place them, especially as they grow in size so I barely use them and spend far more hours building than I should. It'd be amazing if the camera view changed when placing Blueprints to a top down one like in other games like Dyson Sphere Program. Maybe a MAM research path which gives you drones which can help you view areas better?
I want to be able to middle click on a custom shader/paint to then be able to paint it elsewhere. Or add more custom swatch options. One is not enough.
I would like to see train requester logic, like in Factorio. Where receiver station request resource from train network, train network dispatches train to get resource from available stations providing required resource and delivers it. In that case train network will not be overloaded, and trains will not be running with full cargo, or depleting provider's resources unnecessarily.
2 changes that I've wanted forever are, the conveyor hole walls...to be able to move the conveyor hole. Also I would love to be able to have the barriers to slant instead of using slanting wall pieces.
I've been using programmable splitters quite a bit. They are quite useful when you have a mixed item bus and you want to divert part of the flow in a different direction. Not useless at all.
7:30 Didn't they already implement those missing copy-pastes? It's in the patch notes for v1.0.1 (Nov. 28) and I've done it in-game myself for Coal power
EDIT: 8:30 nevermind lol -- this is why you watch videos fully first kids 🤦♀
Was a little worried it was a mod as I couldn't see it in the recent patch notes :D
If there is a half wall, then there should also be variants with a conveyor hole and a door in them. Those would open up some options (and even essentially replace the double conveyor hole and side door)
Dyson Sphere program had a thing you could put on a conveyor belt that would count the throughput (allowing you to validate that everything was working as you expected). I wish Satisfactory had that too. I could even see having more unlocks that would maybe let you track that info remotely. Actually, it'd be really cool if you could build a control room with monitors showing various power and throughput levels throughout the factory.
DSP is SO addicting. It has been years I’ve stayed up all night playing a game. Fantastic game - if love _Satisfactory_ you might also love _Dyson Sphere Program._
I just can’t get into Factario for whatever reason. (Another great game too.)
On a significant number of occasions, I've wanted a "smart splitter" that can configurably have two inputs, and two outputs.
Also, programmable splitters should be able to have monitors for events such as 'overflow' or 'insufficient items per minute' that you can configure.
Alternatively, you should be able to ask a factory unit to raise an alert if the production rate goes below a certain amount, or if the output is jammed.
I would LOVE to have a tiny storage bin (the size of a splitter).
And finally, I would love if you could restrict the amount of slots a storage bin can contain (e.g. if you only want some things to fill up to 5 slots rather than the full 24, for example)
Agree about the last wish: _Dyson Sphere Program_ (excellent game) has the limit containers to X and it works beautifully.
For train stations I just have gotten into the habit of bypass lines. That way if a train is there, other traffic either waits it's turn or takes the bypass. Though I have a LOT of trains going on at this point. Never enough trains :)
Yeah I was trying to understand what he meant at first too because I always use bypass lines so never have experienced this problem. I think Total might be thinking of the problem wrong... in real world train line, he's essentially building a station on a bypass, which is kind of a big no-no.
I'd like to see a storage container with conditional output. For example put leaves in one container, connect a constructor to it and from constructor back to the same storage container. The storage container should output only leaves and never biomass. It doesn't seem to work with smart splitters because the biomass is already on belts and block transfer.
One thing that makes blueprint management extra confusing is that it's essentially the exact opposite to how Windows file save dialogs work. In Windows you can create folders from the dialog without accepting, but saving the actual file requires you to click save. In satisfactory it's exactly the opposite which results in weird bugs if you create a new folder, place the blueprint in there and then don't accept.
I've been saying half-wall for so long. Thank you for including that one
Amen on the blueprint UI. In my own playthroughs I just couldn't figure out how to save my blueprints at first, and after that, I couldn't figure out how to save them in the folder structure I wanted.
I needed to watch a tutorial to find out how it works and it feels very counter intuitive.
I also agree on needing the materials to design a blueprint. It makes sense in how the blueprint designer works, in that you're actually building your design, but it does feel inconvenient at times in the early game.
Coming from Factorio, blueprint in place, or copy pasting a chunk of machines and their connections (we can multi-select to delete, why not copy paste at least?) Would be a minimum for me.. The whole idea of doing blueprinting and designing on another platform instead of doing it in place then rapidly copy-pasting it seems very alien to me..
About the blueprints, another thing that would be useful would be to be able to set a "coordinate zero" that would serve as reference when placing it, like, if you want the bottom to clip into the terrain.
And also, clipping points, so if you make a module blueprint, once you attach them in sequence, they will conect in the clipping points you defined.
Priority mergers would be useful, especially for things like returning empty containers and aluminum fluids.
FINALLY! Someone talks about how bad the train pathing is! I've been complaining about this for so long, but every response I get is just "learn how trains work, idiot." We need them to be able to re-path if they are stopping or stopped at a path signal and always try to get as close to their destination as possible. Personally, I think they should just copy Factorio's homework when it comes to trains and train stations. You can make really dynamic factories with trains in Factorio, but then in Satisfactory, it really feels like the moment you try to be even slightly clever, the trains form a huge conga line on your main line even though there are plenty of bypass lanes and you can't really do multi-station loading because you can't have a train choose a station based on if others are full.
Also, I agree that there was a stealth change. I just confirmed a vanilla game you can now copy and paste in power producers, but I do remember that being a problem.
Hot take: this game needed more time in the oven before the "full release". There are still so many bugs and things that feel half implemented. I know no game is perfect and Satisfactory had kind of a small team considering the scale of the game, but if anything, that should have been a better reason to extend production time and really try to polish this thing before leaving EA.
The blueprint UI has always been tortured. I still get it wrong.
I haven't played in a while. Did they ever fix the bug with radioactive inventory sorting? The bug was: if you have something radioactive in your inventory, and then sort your inventory, it doesn't matter if you drop the radioactive item and move away. You will just keep taking radioactive damage forever until you reload.
This is already fixed. Plus it wasn't such a big problem. Reloading your save made radiactivity disappear.
8:25 I have been using this feature for over a month
A few things I would like :
1) Better AI on vehicles so they could avoid collisions - make a truck/tractor network viable.
2) Better Route finding to navigate corners of trucks/tractors
3) Faster train options, and the ability to turn off the 'wait'...
4) An in-game ratio splitter.
5) Curved Walls and foundations - including full size 1/4 circles
6) Diagonal walls and foundations - including flat triangle foundations.
7) Glass/windows for slopes walls and ramp walls.
8) In game large radius curves for roads/rail.
9) tinted glass
10) Auto coloured pipes.
11) More colour swatches (and custom names for swatches)
12) In game easy building of nice joins on pillars.
One thing i really want is manually set LoD models and what distance the lower detailed model replaces the higher detailed ones.
Maybe not in the game menu, but in a xml setting file.
Things like radio tower and space elevator, i wish i just have the high detailed model on all the time...
Also smoke from nuclear plants, i wish i can just keep them on even far away.
Note nuclear power plants don't create smoke. What you think is smoke is just condense.
According to the wiki a station gives a 100 meter path penalty, so trains that don't halt in the station are encouraged to use parallel tracks. Of course if the parallel track is more than 100 meters longer than the path trough the station this no longer works.
I often have the problem that in certain caves sunlight shines through, seeing that fixed would be great
That is a problem with lumen, which is still marked an un-supported feature as far as I know. It's unlikely to get fixed until they mark it supported (if ever), unless it somehow manages to destroy the whole game and become completely unusable.
The sun is leaking
What i really would like is for them to have a glass material for walls.
To be even more specific, what i want is the ability to make 8m slanted wall out of glass. Being able to only use 4m slanted glass roof to make glass shapes is not good enough
Calculating fog inside buildings as it is a global layer would be a game killer. Most people would not even be able to use it even if implemented.
I'd like to see the splitter and merger replaced with one unit. The new one would just react based on the belts input into it.
1. It doesn't matter the orientation.
2. You could have 2 inputs and two outputs. Even on opposing sides.
3. Automatic load balancing.
There's also something I'd like to see. Better timing when loading and unloading vehicles. I had set a route with 2 truck stations unload coal ; advance ; load aluminium ; road ; 2 truck stations, unload aluminium, load coal. the truck mixed both coal and aluminium ending putting both in all stations. I tried some other cases, one truck cannot handle 2 materials even sequentially.
what i want, is when i sample a building (using middle mouse button) that it also takes its custom color customization, as opposed to resetting to the default color
Absolutely! While we are at it, being able to build objects in customized colour in the first place, eliminating the need to customize huge builds afterwards.
One thing I really wanted for programmable splitters is to be able to make a side an input or output, like for potentially 2 merging lines to 2 splitting lines. Would be a nice option for specific cases and would replace what I currently use industrial storage for. Saw another comment on a priority merger, maybe this could be able todo that too.
Another thing was mk2 trains that look nice and use turbo motors for more speed, acceleration, and breaking power. With mk2 sam ore based storage for the carts allowing them to hold a lot more solids or liquids. Just an upgrade for trains so you don't have to deal with a crazy amount of chaos by making them super long. The sam ore based storage could also potentially be added to drones too later on.
what i would really like i want something like enemy detail zone where enemies would just go out its really annoying to build a factory and fight hogs at the same time something like radio tower but for enemies would make extracting anything above aluminum better
My top two:
A) I'd like to block certain cells within a container from being used, ie to only allow (say) five cells within a container to fill up before the container refuses more items.
B) Fluid needs some rework; one thing that would fix a lot of the problems we see would be a 3-way valve, ie output flows thru exit A up to 50 m3/m and the rest (overflow) goes to exit B.
Anybody here remember back when we had 2m walls? Good times
I would like a slider on storage containers that allows you to block off or reduce the number of slots available in it for storage so that you don't overstock too much on low-volume items for a mall or for dimensional depot buffering. Or give us some new, smaller containers with belt support.
I would really love production monitors, logic networks, ratio splitters, priority mergers, train pathing, smaller lights to use, elevator lifts. Also, with vehicles, I would love to define paths between stations with waypoints, and then set up vehicle networks with the same fidelity as with train networks. I also think it would be really fun to have carts on small tracks (mini trains), oh, and have the ability to grind rail on those cart tracks lmao, also drone riding, then the game will have literally every fun transportation option i can imagine lol
A craftable headpiece / glasses that have different lenses would be awesome. 1 lense for viewing wiring inside walls, another that shows machine efficiency etc.
Also a huge arrow over my friends head so I don't lose him in spaghetti every time
- fix upsidedown signs
- priority mergers
- ability to sort various lists alphabeticly or in some cases by type
- in the map screen (a) a separate main grouping for custom grouped markers (b) the ability to enable/disable the display of our marker subgroups just like the main groups
for the signs it's definitely annoying and they need a fix but in the meantime the hologram that pops up when you're placing it has a directionality to it. The bottom corners are a thicker line-weight than the top so if you're paying attention you can tell which direction you're going to put it facing before you click 'build'
I also think the map could use some development. The fact that I have to go to a peripheral website to use THEIR map to plan out my build and save that image and hold it up next to my in-game map while I'm trying to build bases that utilize the landscape and line up with one another is ANNOYING AF. You should be able to draw/write notes on your map in-game. Markers aren't enough. A tab with a future-base-planning/current-base-monitoring utility wouldn't go astray either
Smart storages. An overflow switch that you can turn on and the container will fill up before sending the overflow to an output.
Priority splitter (program lower priority overflow)
Programmable ratio splitter
Being capable to program something else than 1:1:1
Like 4:5:1 (4 items on 10 on left, 5 center and 1 on right)
Overflow valves for plumbing
Only allow fluid to pass if the incoming network is full (like overflow on splitter) to not only use gravity for that (which can be tricky)
I have used programmable splitters in a few cases, mostly when doing a massive item drop at central storage drop off where I want to send the different biomass items, remains, slugs off to one side to get processed, and "any undefined" off to get sorted. the option would be to send them off to a different floor/building first, and then come back again, which would make it less efficient
The easiest and most common way train pathing is done in other train games is allowing signals to be used as way points which would could add in like you do with stations when creating timetables.
When it comes to blueprints my main desire is to be able to flip them without turning them around 180 degrees. Say you have a blueprint with a splitter at one end, a constructor in the middle and then a merger at the other end to make one section of a manifold that you can repeat in a line. This blueprint would only work in the direction that you set the splitter and merger to go. So say you set them to enter from the left and go out to the right, the manifold would send the materials down the line to the right.
But what if you wanted to have them sent down to the left? You would have to rip it up and place them again which takes more time than just not using the blueprint at all.
If you could flip the blueprint without having it rotated 180 degrees it would mean you could use these more efficiently.
Also for the copy and paste thing, you can rebind the Copy and paste bind (i have them on the 2 side buttons on my mouse) and you don't have to enter the machine to copy or paste the settings either. They do also copy over power shards and somersloops too.
I'd like trains to accept power shards, so 1x power shard might increase the speed to 150kph but increase power in a similar way to overclocking buildings, then 2x power shards might get you to 180kph, and 3x gets you 210kph, then you wouldn't necessarily need high speed rail
I think the ratios for programmable splitters would really help on the manifolds. It would at least make me more sure it works as intended. Because with any machine that have two inputs those inputs have different rates and different stack sizes. Sure, you’re making enough for both to cover the per minute production, but one have to fill up to 100 before going to the next machine, while the other have to make 50
My wishlist would be:
-Train logic allowing multiple items in same freight wagon. Would reduce clogging and increase use of empty trains.
-Programmable splitters allowing priority or parts/min.
-Half ramps? How has this been missed?
-Ability to move/nudge nodes in vehicular pathing.
trains already alllow different items in the same wagon.
@@oreubens I suppose an x amount of y is what is wanted. But you could only do that with 2 different items... unless you let the overflow out again through the outputs I suppose.
@@SuHwak You are right, lost my thought as I was writing it... "Unload x amount of Y" and then a train would be able to supply one (or more) material to several sites.
I would love to see more customisation for the hub and better ways to integrate it possibly in a way that you can have it and the other player buildings integrate better so we can make a nicer base of operations. A place to call home that has some use. Possibly integrating some screens to show outputs of all the items you're currently making.
Programmable splitters could really use an option to make an "output" direction actually be a second input instead. A 2 in 2 out conveyor junction would make life a lot easier in certain circumstances where people's elaborate workarounds are too bulky to be viable and it would help give the programmable splitter justification for existing if it was not added to the smart splitter.
I'd like icons on machine and storage containers so that we can quickly see what they are producing, and what is in storage, maybe the top three elements. It could be unlocks. And stats of the number of each item produced, consumed, or used in buildings, because it would be fun.
10:04 it is implemented as shortest distance (presumably via dijkstras algorithm) between start and end. Stations have extra weight added to the path through them, to allow the player to build a bypass lane.
Other than straight pipe mode the thing I want the most is an item counter to know how much is on a belt each minute. Maybe even do like in DSP where it'll warn you if throughput drops.
To regard production monitors, one idea would be making them part of the factory belt window and train station load/offload platforms. That way there’s a finite place that counting is done rather than guessing at everything entering/leaving an abstract radius.
There is some other things I'd like to see. One is a wall hole for belts. We have them for hypertubes and pipes but not for belts. We only have the older prefab wall holes. I know part of this is because they can't put true dynamic holes in the mesh, which okay, fine, but you can just make them have a black texture over the hole to cover for this.
Speaking of hypertubes, I'd like them to add a hypertube accelerator. We can do these by gaming the builds, but I feel they should just be added as a proper bit of the building system.
Another I'd love to have is a build mode switch for belts to automatically use the stackers instead of the poles. Awesome would be able to extend a whole belt stacked set instead of just the one, but that's probably a bit much to ask.
A fairly big ask, but would immensely helpful, would be to be able to lock or selective lock storage slots. So you could limit a storage down below its current max, or limit a storage to a particular material which would be very useful for train stops.
Oh yes, one I want is a power grid monitor. I recently had a very frustrating power situation where I had somehow created a bunch of minor grids, and I had no way to trace them. One in particular was fluctuating power failures which was insanely hard to track down. So a means to see where a trip occurred and review all my power grids would be AWESOME!
Another thing that would be nice is a remote control panel. Basically just a panel that allows you to remotely access the controls of any other device. This way you can have a nice centralized control room.
What you mentioned here annoys me too! Very good, I confirm every point. I have some more comments on this:
1) They should unify their UI regarding building stuff. It still annoys me to do the same change on different parts and it works different regarding the part. Example:
I want to build a wall of glas: Going to the wall section, choosing glas wall.
I want to build a foundation of glas: I build a foundation, then choose custumize, then choose "glas layer"
This is the same for a number of things.
2) I can't produce mobile miners automatically. Why is it an item for the hands? Just for the 5 first minutes in the game?
3) Programmable Splitters should not only go for ratio, i want to type in for example: 120 pieces/minute iron orb LEFT / 80 pieces/minute coal RIGHT / etc.
4) Trucks are really really annoying to use, especially because it is so exhausting builing roads especially if you want to build roads with corners!! I want to build roads like train tracks! PLS!!!
5) There shouldn't be blueprints lvl1, lvl2, lvl3. Give us lvl3 blueprints from the start! You can't fly there and they are early even more important than later on.
Anyway, Satisfactory is my game of the year 2024!! I hope the changes will come, how about a "road dlc" including some new vehicles? The developer gets his work paid from the people who want buy the dlc with the new vehicles. And everyone else gets a patch regarding the way to build roads.
For me, the number one thing I want is easier curve and ramp curve foundations for making easier curves in railroads and roads.
Infinite Nudge Mod just needs to become vanilla. Also, programmable splitters are AWESOME Sink input jam prevention tools. Do some exploring, offload your swag at the central storage, PS keeps the unsinkables from fouling the sink line and allows for a more efficient use of space; for example, I have all 3 power slugs going into the same bin - I'll sort them out on the production lines for the shards. Same for all the enemy remains - single bin from the sushi, and then it gets sorted down on the protein production floor.
I would like to have smart containers or programmable containers, so you can set it to f.i.f.o.(first in first out) instead of l.i.f.o. (Last in first out) which is now the default. Or program it to fill up to a certain amount before emptying
What's more important than players asking for new features is how to increase the amount of players to keep playing past the coal phase. Coffeestain has the numbers to see when people quit, which to me is worse than not having ¼ blocks.
The thing with Satisfactory is that it gives you a lot of freedom. So what do people want? More freedom. And when you have so much freedom people start to compare certain features with those of other (transport) games.
Let's focus on making the game easier and more intuitive. Not everyone is a creative genius, sadly. The Blueprint having an ingame tutorial would help with that (and be a great hookup point for snarky ADA moments). Some pre-made blueprints to help players get a taste of it? A tutorial on 'proper' conveyor management would be great.
Too much freedom brings the risk of people wondering off and getting stuck. I hope CS focusses on that first. The niche-features are perfect to be put in mods - optionable so they won't confuse people more than some already are.
Finer control over how much a train unloads at a station is also VERY high on my wishlist. I would love for a single train to be able to reliably supply multiple stations but currently it feels like that is really annoying to manage.
That's a great one. It would allow for much much more simple and realistic distribution systems with fewer stations.
Different "empty stations" at train stations solves that
@ Yeah... but those are really ugly and pretty awkward to work with in tighter spaces. A lot of resources where sometimes you just want a small one or two car train quickly delivering to several locations.
Also being able to reduce the size of containers/freight cars by crossing out various stacks like Factorio would help
For more buildables I use the mod "Structural Solutions" by D4rk. I also use "Infinite Nudge" and "Infinite Zoop" by SirDigby. Andre Aquila also makes a ton of really good mods, like "Flex Splines". These should be in the original game imo.
Totally on board with most of these features. It may not be possible for 1.1 or ever, but id love to see triangular foundations with 8m per side. Then you could build near circular areas with no clipping nonsense.
We need contact nobelisks: explode on contact with a surface, basically a grenade
We also need powered splitters that change output direction based on whether power is supplied, when combining it with smart power switches you can remotely reroute production lines. Maybe even a version that is remotely controlable through the map screen
For me I'd love to be able to manually add vehicle waypoints to foundations (or even on terrain) in order to manually define routes for trucks and tractors. Perhaps in the form of small physical beacons placed on the point. Speeds could be calculated easily enough once the route is completely placed, although the ability to edit speed is probably needed as well so it can be manually adjusted. And if logical programming is ever added to the game (despite the devs dislike of it), you could even potentially add traffic rules such as traffic lights at intersections). It would make the short haul more interesting than just using conveyor belts and bring factory cities to life. [I eventually gave up on a no trains world because of the frustration in driving vehicles with precision.]
Also a bit more decoration would be nice, such as consoles and chairs to fit out control rooms. And if the consoles could actually report stuff, that would be even better.
I fully agree with the last blueprint point. The Blueprint Designer should be a type of creative so that you don't feel limited.
A buildable that i really would want is a triangle edge for foundations. So i dont have to make 90 degree edges on the outside walls of the building. I know you can make whatever you want with clipping, but it would be so much easier if there was just a half foundation (cut diagonally to make a triangle).
And to add to that, a quarter trinagle would also be neat. So again like that outer circular quarter foundation, but a triangle instead
A built in way to do circular shapes would be nice. Doesn't have to be fancy, just a way to kind of automate the processes we use now would be fine.