"We will never add golf, because noone can be bothered to implement it" is the greatest argument I have ever heard from anyone to not do something. Thanks Jace, very cool!
Forreal though :') Not one of those offensive insult to customer intelligence corpo bs answer just a straight we can't be arsed to :') I can respect that.
"We want the game to be chill and relaxed." Says this while the game has a godless spider abomination which is an insult to all existence and deserves to be purged in a thousand nuclear inferno from orbit so much so that the game has an option for it to turn it into a cute cat.png.
Actually, most developers know their game. They just don't want to say "no" to anyone, and they end up going down a rabbit hole that messes things up. Catering to Early Access players is usually what changes a game for the worst.
Well, this gives me a great list of things to include in the next game I make: 1. Base Defence 2. Factory Maintenance 3. Survival Elements -- Intermission: "This is the game we're making" 4. Green Energy 5. Terraforming 6. Golf It will be a golf survival game, where the objective is to terraform the planet so you and your buddies can play golf, bonus turrets around the greens to keep away the critters.
re: survival elements maybe add an optional “coffee” bar that goes up when you drink from the coffee cup, decays to zero after 4 hours, and otherwise does nothing
@@bobdobsin6216 As cool as that would be I feel like it's broadening the scope a bit much. I'm just thinking of a lil joke feature that takes a few minutes to implement at most. I don't know how it works in-engine, but all the assets you need already exist. I'd imagine at most you're adding an on-click trigger, a `coffee` variable, a counter that decrements `coffee` over some arbitrary period of time, and a UI element that displays the current value of `coffee`. If we need an in-universe justification as to why it does literally nothing, it's because FICSIT only allows decaf.
"We firmly believe X, but if you ALL disagree then tell us and we can change our minds" is such a good way to treat community feedback. coffee stain have quickly risen to my list of favorite devs over the course of Satisfactory's lifespan
This is exactly what I came to the comments to discuss! The fact that they are willing to hear arguments against some of their firmest beliefs, in order to make the best game they can for players, is amazing
@@SirValiantIII On the flip-side, though, it’s nice that they don’t cater entirely to the whims of the playerbase either. That’s a good way to get a totally passionless project that can also often be a mess in how it’s put together regardless.
i think a like little farm spot that you could make bigger for like berrys or nuts or like planting trees and having like little robot fellas gather them so you could auto bio fuel etc would be really cool.
To be consistent with his design comments, have them flitting around inside & between greenhouses. Keeping with the theme of exploiting a pristine world, the greenhouses could require mined & manufactured chemicals like fertilizer, minerals, water, etc. I would lean towards hydroponics & aeroponic machines to keep with the industrial/factory theme (though it would be amusing to start having the various critters start dropping gatherable "fertilizer"). Greenhouse spaces would need to be lit with artificial lights, supplied with water & power & nutrients, maintained (by bots?), picked and processed. I think there is a lot of space for chill gameplay with something like factory farming
Jace you're spot on. I'm a board game designer and something that is so important even more so in that world but still applicable to video games is that you're vying for the player's attention. Everything you put in the game needs to be supporting a goal, experience, feeling that you want the player to have. Everything else is just a distraction. Otherwise the player is pulled in too many directions and won't be able to enjoy ANY aspect of the game, even if all aspects are "enjoyable."
You're on alien worlds, they can go all out on weather, perhaps more and more harsh ones on the more difficult worlds (standard rain on the "plains" world and something like sandstorms and acid rain on the "desert" world)
that would be very cool. Considering the different terrains and what types of weather you could be dealing with. My only request for that would be a choice to turn off weather
You're absolutely right! If I was a game developer, a place like Coffee Stain would be a dream job for sure! That being said, your comment is one of the top and I'm going to shamelessly piggy back off it to make my suggestion XD A lot of people are mentioning the little robots, and I also think that would be really cool to see. But most people are basically suggesting to copy Factorio's robots and what they do. I'd like to suggest that the robots do a purely cosmetic task. I suggest Coffee Stain adds Cleaning Robots to the game! I'd like to see your machines become weathered over time. I'm NOT talking about needing maintenance. I agree maintenance is tedious and doesn't fit the game design. I think it would be cool for your machines to become weathered and dirty over time, machines exposed to the outside would become dirtier than those that are enclosed. Maybe machines within a certain distance from a furnace/smelter would get black soot all over them. Real factories are often incredibly dirty places. Machine weathering would add gameplay in a couple of ways. First off, a "power washer" hand tool could be added to spray down dirty machines manually if you so choose. It could use packaged water from your inventory, which you get access to early enough that your factory isn't forever dirty, but late enough that your factory has a chance to actually get dirty. Besides by the time you get packaged fluids, whatever you built is probably getting torn out and replaced with shiny new machines anyway. This mechanic would really "shine" in the late game when you have established factories and some of them are showing their age and you can't possibly manually wash it all yourself. This is where the little cleaning drones come in. You could set up cleaning stations around your factories that would deploy cleaners in a certain radius. Perhaps you could assign certain areas for them to clean. The drone/robot dock should be a fairly cheap item. It serves the purpose of both charging the robots and providing them with water. The robots would be far more efficient with water usage than the hand held pressure washer. The robots themselves should be kind of expensive, but not too crazy. I understand that having to ship water throughout the factory would probably be a tedious task. I'm not certain of a work around for this. Maybe the cleaning being optional would allow for the slight annoyance to be okay? There could be multiple types of robots with varying prices and stats, kind of like the vehicles currently in the game. perhaps a humanoid robot that can only really travel where a player can walk. Maybe a sort of R2-D2 type "trash can on wheels" kind of droid. And the most high tech a hovering drone that can go over obstacles and work extremely quickly. I imagine that by far the hardest part of implementing AI into our factories would be pathfinding through what is often a spaghetti mess. Perhaps there's a potential for a super late game upgrade to robots that allows them to phase through obstacles. That seems like something that could be accomplished with the MAM using materials from the super collider. Perhaps something made from SAM ore??? With this idea we would get the visual bonus of having dynamically weathered machinery over time. Which in turn would add a mechanic to the game that is totally cosmetic but offers an interesting game play loop. We would get new tools and a new use for packaged water. The addition of little robots going about the factories with an actual purpose. As well as a new building to charge the robots with an additional item need to keep filled. I could see people leaving areas purposely dirty and weathered just for the aesthetic. It would add an entirely new level of visual detail to the game and a lot of life to player factories with little robots moving about keeping everything tidy. Thank you for reading, I hope Coffee Stain sees this! *One thing I would like to note, is that although I agree that maintenance is not necessary in satisfactory, it could be actually really easy to implement if the cosmetic weathering system was to be implemented. A mod creator could simply read the "dirt" level of the machines and say the dirtier the machine, the lower the max efficiency is. Maybe the dirtiest machines would run at 20% efficiency. Not totally crippling a production line, but certainly requiring attention. Is it possible to add custom animations to mods? If so, perhaps a "welding" type animation could be used after the washing animation to show the robots fixing after cleaning. A repair tool could be added as well for early game maintenance. There's a lot of potential.
Lots of places have this sort of L&D time for staff. The company I work at gives us 10% of our time to spend on whatever we want. Most of the time the managers have to nag you to actually use it! I end up just clocking a bunch up and taking it in a multi day block so I can really dig into something I want to try out.
Wow I wish more devs made this type of video! Having a reason for why things aren’t being added makes accepting that they won’t be there so much easier
It's got downsides too. As a dev, when I give reasons for not adding things, people immediately start trying to argue or negotiate the reasons, or offer solutions. It's irritating and wastes time. I'd rather just say yes/no and let people deal with it on their own.
Re: Green Energy not having supply issues-- Lava's a perfect example of green energy that still has supply issues. You can harvest thermal energy and then dispose of the cold rock thereafter. MK3 Pipes for heat insulation would be a great solve for this, and a great reason why you can't do it early. Also allows for more exploration opportunities with lava environments!
Well, only obvious green thing i thought is we need a water turbine ... counterpart to the pumps... i like building a floating factory at the base of the huge waterfall :-) (But this might be an easy mod)
A major part of why I love playing this game so much is that it's just a chill experience. I love that demolishing stuff gives it you all back (the game goes out of its way to make sure you get everything). I love the endless tweaking, upgrading and learning that this mechanic brings. I can lose myself for hours in building and adventuring without any real sense of peril. Satisfactory would be a completely different game if you had to consider base defence, building degradation and survival elements. There are other games that do that.
This game is not supposed to be a challenge to overcome It's a challenge to give a SATISFACTORY outcome when you FICSYT (should be "Fyksyt" because the letter "c" is just a lazy "K" and "S" merged together)
I'm actually very content with the direction you guys are going. The fact that satisfactory always stays so peaceful and calm makes it so that you can never get too burned out because of the stress and also the reason I keep coming back to it.
Base Maintenance: Fun fact, with a sufficiently complex base this effect happens all on its own anyways! You eventually learn that the thing you built isn't doing the thing you intended it to and you have to go back in and debug it.
Lol too true! My friend and I always end up saying something along the lines of "Damnit 3am me! Why did you build it like that?" Or "3am me strikes again!" because we always end up playing so late into the night that we obviously aren't quite thinking straight by the end.
About the base maintenance thing... lost count how many times I removed a belt that I thought did nothing and later found a whole line of production had shut down and I had to backtrack the problem to a single belt or splitter that I removed by mistake. The game is already about improving and redesigning. It'd be a nightmare if we needed to maintain our belt spaghetti
I was never into having little robots building my factory for me in Factorio, but having them keep me supplied so I didn't have to stop building to fetch supplies was awesome.
yea they could solve this by just making your inventory hold much larger stacks too. When I start playing again I'm just going to find a mod to make my inventory much larger because it gets sooo tedious refilling my inventory all the time. I spend far more time doing that than building in the late game.
That's exactly what I was thinking about. Take my excess, and top me up on building supplies. And maybe I can bring them out with me and have them go out and harvest EVERYTHING until the world is barren and gray. That said, I wouldn't mind having them build my roads.
A little robot that could fetch a little item quantity of something for you would be a bit helpful but it could be goat simulator-ish fun, too. Like if it fails, you get a video of the adorably stupid little robot failing. Make it a FUN, silly thing, but also a little useful, too. They already have the path-finding code mostly finished for trucks and such. So tis doable.
I absolutely support this. And the thing that immediately popped into my mind was having little worker robots to automatically gather biomass and drop it at a predefined container. Might require some balancing but I would love to finally be able to automate that aspect of the game as well.
Actually wouldn't mind this at all. I could easily do without the maintenance aspect but the bots loading and unloading inventory was definitely something I took for granted in Factorio.
I would love a personal delivery robot, being out in the wild but missing some parts, request your robot to run or fly back to the base to deliver them 😊
@@shady8273 What the hack 200 only? MK3 miners and use all of the 4 pure nodes in the north would already give you 160 per minute without overclocking miners. Overclock the miners to 150% and you reach 240/m just by this 4 nodes :D (or you want to use the leftover mats and build 2 more production lines then it would be 260/m) @Weshcomar "put some more lore to the story" sounds like their already is a story now :D we don't have any story till today, they already mention they want to add the story to the 1.0 release so their we will see what the story will look like.
The first half has really made me appreciate why Satisfactory is such a nice, calming game for me. Nothing is out of my control... aside from all the automated buildings... BUT WHAT I MEAN BY THAT, is that it never really takes you away from what you're doing. There's no urgent tasks that try to take your attention away from what you want to do, you're allowed to work on what you want to work on with little to no repercussions. The only big thing I can think of that can be considered "urgent," is power management, but that's still something that's in your control, and an outage is preventable.
Yep, if you go out to explore, it is largely still in your hands. You can choose to run back to base until you have more guns, or just blow things up with snowballs. I really like the fact I can stop what I'm doing to either look up something online, make a cuppa, what ever, and not have to worry when I get back. Even power is not that urgent, as you can just shut down factories while you build another powerplant.
The only things "not in your control" are things you didn't forsee (I can't tell you how many times I've been building out a new production line and I ran out of power lol)
you see THIS is the kind of development team that every gaming industry needs, coffee stain pays so much attention to their fanbase and they really take every piece of criticism we have to offer in order to make a game that is worth paying every cent for. I cannot express how much gratitude and respect I have for these people and I love the game so far, keep up the fantastic work!
Damn, on the green energy one I was thinking tidal/hydro power through waterfalls and you mentioned it, I think that would be really sick, most waterfalls are quite a ways out or require a spawn in more-experienced-pioneer territory to have somewhat early access to it and as you said there's only so many waterfalls so balancing them could be quite trivial.
Robots could be part of a farming system; they're the guys who harvest the plants and move nuts/berries/etc to storage. First they just roam to get bushes nearby, but eventually you unlock a growing bed that they tend to directly. Literal farmbots.
This.. There are "green" ways to exploit a planet.. export foods. I made another comment about how green energy would actually make sense along with farming etc and robots. It's not a change in the lore imo, it's just a different mechanic or variety of play.. considering we only get one map and only go nuclear (which IS a tedious joke in this game vs. reality)
I'm with you here, I would love to see agriculture and animal husbandry added for the benefit of having renewable plant and animal products as well as biomass, but I suspect you might unlock farmland and livestock pens before you unlock the bots to automate it. In terms of export value, medical inhalers that serve as a panacea would be a hot ticket item to send off to the home office. An added resource sink that didn't look like a masher wheel might be beneficial, and a way to launch nuclear waste into the void... just saying, there's plenty of other "unrealistic" factors in the game, suddenly having to deal with un-disposable nuclear waste is jarring. (edit) P.S. We already have "Green Energy" in the game with geothermal. Renewable energy with biofuel would be an appropriate expansion, as would some form of solar steam plant. the problem here would be configuring the water supply, the steam generators, and whether your game allows for the "collected sunlight" to vary based on real conditions (don't put one in the shade of a mountain, for instance)
The reason of "its not the game we are making/envisioned" is a perfectly acceptable answer. I do appreciate how you guys at Coffee Stain have always handled player feed back and are always willing to keep communication open and willing to take in feed back and possibly go back and look at changes if it's possible. Thank you guys and gals for being one, if not, the best studio/Dev team in today's game market.
I'd like to also word it slightly different for anyone who is still not getting the whole "it's not the game we are making." They want to do one thing; working towards one goal. When you add big ideas in the middle of the project, you don't have one goal anymore, or even TWO! You now have three goals: create the base game, make the addon, and make them blend in a fitting way. This takes time, effort, and money that could be better spent JUST working towards one goal. Multitasking is never better. I haven't even mentioned how it may not fit with their ARTISTIC interpretation of the game they want to make. Imagine you want to change the statue of "the Thinker" slightly. Instead of him resting his head on his fist (therefore in thought) say you want him to be pointing to the sky with that hand. Small change right? Well, now it seems like he's REALIZED something. With that small change he's not thinking anymore. Now he's "the realizer" still a cool statue, but not one the sculptor set out to make. It's got a completely different vibe to it. TL;DR Multitasking slows down the workflow and is more expensive, and small changes shift the tone of the whole game.
I'm sure its really hard to look at player feedback and go no but I have seen way too many games ruined because features that players (including me) were asking for got added and it just didn't work well.
I would like to see automated farming. Like mycelium farming, or farming for other organic materials used for making more advanced parts or powerups. Not for survival purposes. Automated farming would need water and different types of fertilizers that would require their own production chain.
My thought was to actually farm biomass in like a hydroponic system and could use robots to harvest them, add them to a pulverizer to turn them into biomass. Make it the most industrial approach to "green" energy as possible.
One of the best things would be an elevator in different sizes for all vehicle in the game, so you and the auto drive system can take new ways to go to your buildings in the sky.
One thing that I sometimes pondered when it comes to green energy - something to use those poisonous gas vents at a higher tier. There's a set amount of them, they're annoying as hell, and I'd love to get rid of them in a useful manner. Harvest them for gas, produce small amounts of energy, whatever.
@@NoobMicesters The only way I could see either of those suggested energy sources needing an input they consume, would be for water extractors to provide the hydropower generators with water, but even that could be exploited easily, making it too OP.
In terms of the factory breaking down, I think it'd be cool if a universal dilapidation texture applied over time as a way to mark that something has been there for a long time. Moving on to a new base post-start and going back to see your old base rusted but still functioning could be a really cool atmosphere feature. Cleaning should be absurdly easy and fast but still controlled so you can pick exactly which buildings get cleaned.
I think it would also be cool if it functioned like the oxidation of copper system that minecraft has, where you **can** clean it up if it’s dirty, but if you want to, you can “lock” the wear at a certain stage if you do want to keep it clean. This is like how you can wax the copper in Minecraft to lock the oxidation, keeping at that stage indefinitely(unless you unwax it) instead of it continuing to visually decay.
I like the idea of tiny robots, they could be used to assist in gathering biomass material, or even set an area you want foundations laid and simply have a container for the robots to use materials from allowing more time for exploration and other things for progression.
@@hardcorewolf4273 Its really fun man, and IF you ever get bored of the base game there are a shit ton of mods for the game, and you dont have to install something like bepinex or whatever, as the base game supports mods. If you REALLY want to commit to a long playthrough, I'd suggest the mod/modpack SpaceExploration.
so with Factory Maintenance & Survival Elements you gave me an Idea Modular Farming! essentially its a farm plot that snaps to a foundation that requires little robots to till the soil, plant & grow crops of Berries, Nuts, & Mushrooms, & you need to pipe in water & after an initial start up time these farm begins producing its stuff to actually automate medicine sprays. the Modular part comes in with the ability to place a farm controller then add field plots to the system to make the system bigger & yield more crops per minuet again after the initial start up time.
Regarding terraforming, I always thought a nice alternative would be "terrain projects", where CS could implement a number of pre-made map alterations that are just toggled on after the player completes some milestone. Some examples: widening and clearing a cave entrance, transforming a scenic waterfall into an oppressive hydro dam, or building a path up a cliff face to connect two biomes.
i'd love this, would also really add to the exploiting the planet thing as getting these upgrades could damage the nature and make everything look depressing :3
Damming rivers does disrupt things like fish migration and such in the real world, considering the ficsit mentality, yeah you just don't have to worry about things like that. Stick a turbine on it! Still it is green energy so it potentially messes up the balance of the game.
@@the11382 You could limit the amount of water thats able to go through so even while by todays standards it's considered a green enegry, it could work well with the game.
I agree with random little robots running around the factory... may set it up that they only walk on foundation... and just go around all over the place... have them stop randomly at machines.. or enumerate all the machines on the map... the randomize the list... and have the robots walk up to each machine and perform an animation pretending to ficsit...fake maintenance as it were
RE: "What could little robots do?" Little robots that can can be programmed to either restock the player inventory with x amount of a certain item or deliver a stack of items from one place to another in a short range manner. I would mostly love to be able to have a full inventory of whatever I need whenever I want it especially when I'm building 2km away from my main storage hub and suddenly I'm out of concrete.
also what if you could program them to expand your floors and build random parts of the factory like making blueprints and set them to work on them, making base expansion and upgrading easier as updates drop
Yes, little robots that could do short-range stuff like filling biomass burners for me or maybe collect biomass for me as I explore so I have some to craft with when I get back to base. they could replace conveyors in small factories if you have a few scattered around one area or just a couple mechines doing one small task in the corner. I like the idea of a little buddy robot I could make early on that would inevitably become obsolete around tier 5 or 6. it's limited to small tasks and an item per second limit as well. and does not require me to fuel it.
@@zerrierslizer1 missing the point isnt stating the obvious. Jodh would have no interest a game so stable and limited that it doesn't break long before he runs out of things to do. 🤦♂️
9:48 - The most flexible solution is probably modding. If someone wants something different than the dev, they can go ahead and add it themselves to their own world.
I might be late AF on this but for the little robots statement: Product storage management. Having a few little helper robots that I could set to pick up certain items one or 2 stacks at a time and physically move them to a different storage location would be AWESOME. Manually routing belts from end caps to central storage is really tedious but necessary for a clean office floor
Idea for little robots: Some kind of flying "drone bee hive" vehicle, that can deploy little robots to deforest an area for petals/wood/food. Very spendy fuel needs, maybe? Have it do other stuff if late game?
or even have it as part of a Biomass farm that outputs biomass based on the Biome it's located in (if it's in an area that has fungi, it also outputs myocilia)
I was thinking they could apply a temporary buff to the production speed of buildings. The more drones you have, the higher the uptime on the buff so you could theoretically build around it being permanent.
The cool little robots could automatically pull resources from nearby storage containers when you’re trying to craft anything manually. Could also automatically pick up stuff that’s on the ground nearby (like monster drops). Could also automatically harvest nearby resources (like berries and nuts). Etc.
i was going to suggest the same thing, use the little robots to harvest berries and nuts and use them as an automation tool for food. you could add alt recipes for the inhalers etc too
It could have been cool for the little robots to be the method used to overclock rather than the finite slugs, feed the lil dudes resources to improve the buildings speeds, but I think the slug mechanic and being able to balance rates is kinda too critical
FOR THE LITTLE ROBOTS SUGGESTION: To be honest I would love seeing them walk around, I would enjoy them even if they didn't do something, I would love a Geth like robot looking at conveyors as if it was checking stuff or making sure stuff runs well, o even mini robots like the one on board of star destroyers that just go around your factory and if maybe you use attack or do something weird they run away
Little robots running around and giving a periodic boost to bottlenecked areas of a pipeline would be amazing - this gives newer players a crutch and experienced players another lever they can use :)
I think perhaps alternatively they can go scan conveyors and point out ones that are bottlenecked / give metrics on average throughput per minute|second|hour|whatever. That would be very useful, I'd love to see a bunch of little dudes going around scanning belts and coming back and yelling at me
@@gebcrafter or build blueprints... like when you're running out of mats you can keep planning what to build and the little robots will build it as soon as they have the mats in some kind of storage they can access
You could always add the little robots to help construct buildings, like have an option to plan out a area with blueprints then the little robots can go collect the building material and build the area up over time
THIS!!!!!!!!! i was going to say like logistical robots who can get items you request from different parts of your factory so you can stay where you are but i like this idea way better PERFECT EXCUSE TO ADD BLUEPRINTS!!!!
Honestly even if it doesn't build it for you I like the idea of like resource collection, give it a to do list like the one you can make for buildings, and it can get the resources for it collected in one spot
solar panels could be bought from the AWESOME shop, but it isn't ficsit branded and really doesn't give off much power at all. Then when you place it down, ADA tells you that "solar power is an obsolete technology, but you can keep it as a memento if you want."
5:08 I think little robots would be cool for picking up item boxes that appear when dismantling with a full inventory. Assign them to storage units which can be sorted into your main storage/recycling.
"Golf is never gonna make the cut, _it seems."_ "definitely not coming in Satisfactory - _at least they're not coming anytime soon"._ ~ Jace "never say never" Varlet Golf confirmed you guys. Thanks Jace, helps a lot.
Everything else on this list seems like a serious 'No'. It's kind of interesting though, half the things on this list aside from Terraforming, Survival, and golf are actually central mechanics in another game: "The Riftbreaker" which I bought just a couple days ago lol.
Just love how honest you guys are "here is a video what you won't get" and "shipping to eu might not be as good as you hoped for". A lot of AAA developers that could learn from you guys absolutely loving it.
@@Nhatanh0475 Well... No golf is brutal. Alas, I can't unbuy my copy of Satisfactory. So I have to stay in this rotten hellhole of a factory world (legends say it was once a beautiful paradise - But I see no evidence for this...) without golf.
No but instead AAA developers give us crap year after year and still everybody is on it like flies on shit. Give me this honesty and you will have my loyalty but i'm from the netherlands and i like brutal honesty
Came here to say that. It's one thing that's not able to be automated yet and it's a good reason to have cute little robots running around. Plus it'd give a reason to use some of the alt-recpies.
I like satisfactory NOT having base defense/fauna attacking. I love the chill vibe and getting lost in the process of designing and exploiting the natural resources. Your vision is what has attracted me initially and keeps me coming back.
Yeah, honestly I'd be happy with a pacifist mode that removed hostiles and either removed the need for animal parts or had a silly way to get them. Maximum chill building is my jam.
one does not prevent the other, the chill and relax mod remains the basis of the game. Adding a complete mod adding a tower defense aspect would have been just a way to please more people
@@Mylouz42 oh for sure, I'm not actually poo-pooing a distinct mode for tower defense. Just saying it's personally not *my* jam and I'd go 180 degrees the other direction if I were supreme FICSIT overlord for the day.
To me base defence would have been good. I lack action ingame and feel like the world is empty. I love the building and chill vibe but I don't get immersed as much. Hey, they don't care. It's their game that we fund for them to make who are we right? lets buy their merch! yay
@@TheRUSTchronicles It's not that they don't listen, I think it's just too much work. This choice could have been made at the beginning of the project. But let's be happy with the work done because Satisfactory is unique in its kind. I hope that FICSIT will release a new project that will combine tower defense and factory in FPS view.
Using the framework foundation, you can place a temporary foundation below it, then put mergers/splitters on that foundation. When you remove it, the splitters look like they are supported by the frame despite technically not, and the belts fit fairly well in that space.
Plus one for this. The wall conveyors don't work for me because it is difficult to cleanly stack them, and they interfere with doors and windows. Stacking ceiling conveyors would be awesome, help reduce floor clutter, and give me a reason to have roofs
Thanks Jace. This is why I love the game, it's chill. People need to stop trying to turn the stock game into work and stress. Edit: Green energy: the geothermal is there... you could make green buildings harder to build and variable like the thermal vent power. Solar and water power could have their own variables.
Solar power and the day/night cycle could be fun! It would make power storage way more useful, having to store up enough power in the day to last through the night Edit: but yeah Jace makes good points about how it's making the game less fun to make it less challenging
Or make a solar reflective array that needs light and water. You have to build a large tower and tons of positioning mirrors that take computers. By end game play you stop worrying about power anyway. So just make it end game hard.
In reguards to green energy, it could be set up that the various resources need a different material, a coolant or smth for solar, and a specific lubricant for wind and hydro?
Something that I would like to see in satisfactory would be a creative mode of some sorts. I feel that it would help me be able to explore that game and it’s limitations and features before I do normal mode.
The coolest thing I heard on this whole video was that there's a few hours every week for the employees to just do whatever they want. That's awesome to hear from a game developer.
yeah that's brilliant. I mean it's their game, so as long as it doesn't negatively affect stability or maintainability, let the team go wild and just derp around. That's probably how they got Lizard Doggos (or Shrimpy, as it was once known...)
Fun fact: This is how actually Fortnite battle royal got created :D during the closed beta of the PvE game (which was the original idea) some devs fooled around and created the battle royal just for fun during their "free time". At some point they just made a small event in closed beta where we all could try it for a short amount of time. Everyone knows how it ended.... the "just for fun"-project turned out to be the biggest success ever for Fortnite/Epic and got bigger within a short amount of time than the base game within years. This is the reason why ALL studios should give devs some hours to do whatever they want, no matter how crazy their ideas are.... often someones idea is so good, it has to be put into the game.
@@Aeekto Wasn't that also how Red Dead Redemption got started as well? I seem to remember reading somewhere that it was just some dude who took the GTA 4 engine, put a desert in it, and basically made a "Grand Theft Horsie" mod, and the rest it history.
@@Aeekto I played the both the Alphas and Betas for Fortnite, and to be clear, they weren't sure what the hell they were going to do with game. I figured it was just them jumping on a bandwagon to make money, glad to hear it was at least something the devs wanted.
5:54 Could robots help build? You could make a blueprint in another world/part of your world and then copy paste rotate etc... In another place. Making building giant factories easier
Could just be a build gun upgrade. But one thing I'd really like is maybe having the drones to be able to see from high up and build at the same time with them, so you could also use them for making a factory a bit easier but still have some limits so you don't go to the other side of the map. Like a 800 meter range sounds good if you need to place conveyors and such. I think it would fit somewhere after you get the jetpack.
How about prefab factories as supply points that can only be build connected to a train station required for remote building and having to send those materials via train. that would make a decent setup required
@@timurtheterrible4062 Well, you'd still have to lay out the infrastructure and set up a defined area for the depot to build the factory so it would be easier than doing it manually but still requires every ounce of mats.
I feel I'm a bit late (two years) but a possible solution to the first two points could be the flora and fauna slowly creeping into your factory and getting over your machines. This should not impact the activity of those machines, they would just look different and maybe have different actions if you want to manually access them. For example, maybe a few birds made a nest on top of your miner. The miner still works, it just has a nest on top. Or maybe, one of your constructors has been taken over by vines and although it still works perfectly, you can no longer use the ladders on it - but the vines can be removed either by hand or chainsaw. This could mean that not visiting an area for a while could pose a risk for when you return, with the player having difficulties navigating the factory and perhaps being attacked by a few hogs and spitters that made themselves at home.
Hydro power specifically from waterfalls sounds like a great idea. My biggest wish Satisfactory is still Mk.2 construction machines. I get that you want people to build massive factories, but eventually the fps just doesn't allow that. We don't even need Mk.3, just Mk.2 machines would save so much fps.
I’m glad to hear the devs want to keep the more relaxed and chill vibe to this game. Its the reason I bought this one instead of factorio, the world is beautiful and I think adding enemy attacks would discourage exploration and add a lot of tedious gameplay. I LOVE the enemies placed throughout the world and caves. But I’m also glad I don’t get harassed
@@eleSDSU there are different biomes, key resources are spread far and wide, and there is challenging terrain to traverse in between. Figuring out efficient transport routes to get everything where it needs to go is half the fun. There are also the pods scattered throughout the map which can completely change how you structure a production line with the alternate recipes. The MAM trees give you better tools for exploration, which in turn help you explore to find new resources and fill out the MAM trees. It's a well done system.
I recently purchased and absolutely love the game, personally I'd like some farming elements which could employ the labour robots. where when you cut down fauna you can get a seed from the plant, you can then plant the seed in planters which use water irrigation and power for lights, 16 plants per planter (4x4m - 1m per plant, mycelium grows smaller. Takes say 5 minutes to grow plants, then you can use the labour bots to harvest and replant, they then take the plants to the Nutritional mixer
I think three versions of robots would be good: one set to harvest selected food type, one to gather resources (wood, leaves, petals, mycelia), and one to do reconnaissance (marks map for SAM, uranium, WIP spheres, crash sites, etc). For the last one, maybe have the types of things they can find gated behind research tiers.
I think it would be cool to just have programmable robots with some sort of API for various world interactions it can do. It doesn't have to be a full-fledged programming language; visual programming is fine. I just want to be able to tell it to "Follow the Leader" and "attack anything hostile nearby" so I can have a swarm of friendly killer robots following me. (Could also use something like that for the Ficsit Deforestation Initiative™?)
Can I add to this list a Body Guard, or just anything that we can weaponize? So I can finally ditch those zapper and "rebar gun". Oh i just realized that what Twisted Code is asking for.
I really like that Satisfactory is so chill tbh, and I'm pretty glad that the first three options aren't being added. if I wanted to play a less chill experience with a need to defend myself, I'd play Factorio. Although the awful cave spiders are very not chill lol. Maybe we could get a little combat drone that can follow us and fight? Even if it's only capable of taking out the spiders and not any other creatures
You can switch up to cat pngs! I honestly prefer the cave crikets (they look more like crikets to me) than the pngs, because I expect the crikets, but I had to double take way too many times what the cats where.
I think that someone already mentioned that, but I'll just bring up this again to get some more credit for this idea. Weather can be an issue with green power. So let's say that there can be a cloudy week or something, solar panels won't work by themselves, as a result you can just make a better use of batteries in combination with classic powerplants. Green power will be something profitable, but not stable, cause weather is unpredictable in many ways. And, well, if your classic powerplant is not producing enough - you can just expand it via new sources, but if your green powerplants don't work because of cloudy unwinding days and weeks - you can only pray. Something like that.
for the labour bots you could have them; explore the map for you, go to resources and set up infrastructure, upgrade conveyor belts or miners, dispose of nuclear waste, or act as another companion like the dogs
I always thought it'd be neat to have cycling "bounties" that call for products to be made in specific ways and sent up in the space elevator, just to further encourage creative layouts
@@gownerjones A giftcard, admission to the bonus vacation days program, uhh...man, I dunno! Maybe hab decorations. I hadn't really considered what you'd get out of it, I just like the idea of having to figure out specific types of product supply lines.
You know, Looking over this, it seems to me like basically all of the first three suggestions come from a similar place: "We want the factory to do something, have a way of interacting with itself or the world, that isn't just expansion and production of core goods." With survival, it's making new classes of items in the form of food and supplies for the player, or shelter, depending on what exactly the suggestions were. With base defense, it's a new a different set of design considerations that involves keeping critters out, or herding them tower defense style if they get in. With maintenance, it's design that ensures the factory is walkable and readily accessible, so that the player, or their robots, is always moving to and fro and so interacting with every bit of it or having it visibly interact with itself. Rather than making a cool production structure, turning it on, and leaving it to gather dust as it plugs away.
This is a very reasonable take and one of my gripes with satisfactory. Making the factory is cool, really cool, so much so I have pured hundreds of hours into this game. But the factory justifies its existence by expanding the factory and thus, is pretty noninteractive with the world. You have this really cool map, which invites to amazement and wonder, yet interaction with the map is only done wiht the intent of making the factory bigger, or goofing around and building hyperloop-cannons. Something must be possible, some kind of interaction between the factory and its surroundings which is in sync with the vibe Satisfactory is going for, like painting the sky through the technology you develop in the factory. Or carving paintings in the rock with some kind of laserbeam, which is totally possible without opening the development-nightmare that would be real terraforming idk. I'm just spitballing here.
@@midlifemettle7841 The Story (tm). They have given very little detail about what The Story will entail, just that it will be released in version 1.0, and utilise the WIP and SAM ore in some way, maybe. And in general, the End Game is to finish the assembly project, which means building factories that can make the items required for the assembly project. If you can do that, grats you.
Fissile could be added too, maybe it could be balanced be needing and enormous amount of water, producing a lot of gas; the system shuts down if it gets saturated on gas or deprived of water
Only problem is it's got no downsides. Not to mention fusion energy pretty much just needs heavy water and some very rare tritium. There's no radiation, not even any production chain. I feel like if anything, antimatter could be a good power source at some point.
@@octaviusaugustus7205 The thing is, even if there's only 1 tritium deposit on the entire map, you could just use drones or trains. Late game long distance transportation is pretty easy. Not to mention there's no danger nor any production chain, as I said.
I still like the idea of green energy, solar is balanced by the already existing day/night cycle, wind is balanced by fluctuating energy output. Both will need extensive power infrastructure management to ensure the grid doesn’t break down every 10 seconds. It would be a nice choice to make to go green or go dirty. Or both! Ho about a daytime steel factory? Where solar will power the grid during the day and coal to the foundries, but during the night the coal is used to power the grid through!
Love all the reasons! And while I think terraforming isn't necessary, it would be amazing to have randomly generated worlds to uncover and explore, making you always wonder where you're going to settle in to begin with.
Addressing the "No green energy" I play satisfactory with the "Refined Power" mod and it adds windmill power that is very useful for one thing. since a single windmill doesn't make that much power unless you put it up on a cliff so its really high and make sure no other windmills are built in a rather large radius from any other windmill and even then it produces enough power to drive one or two machines. this sounds kinda useless but its absolutely invaluable for powering a small station or mining rig thats waaaaaaaaaaay out from your main base where it would be thoroughly impractical or just plain annoying to run wiring all the way out to it. it also adds hydro power that as you said in the video is restricted by space via specific nodes where they can be built in fast flowing sections of rivers or near waterfalls (different nodes also have different potential power outputs depending on location, speed of water, etc) and individually they dont produce that much power. one hydro-power station is roughly equivalent to a single normal-clocked biomass burner and non of the above mentioned power sources can be overclocked so if you have a backwater station waaaaaaaay out in the boonies theyre a godsend but not overpowered.
It's still way easier to run wire than belts and you have to do belts (unless you want to run and collect everywhere) so you could just run a wire as well next to it
@@nikkiofthevalley Once I got he hover pack I proceeded to just fly around the map dropping poles. It’s fun to find some area ive already been to from another direction and close the loop.
@@transfer1992 it was a big meme when early access first released, in particular because oil wells originally outputted oil barrels onto belts rather than using pipes.
How about this one, allow geothermal energy which would normally be considered "green" but in the game it would require you tons of TNT to create or like a a constant creation and supply of TNT to maintain the vent open, so if you stop the stream of TNT it closes and stops producing energy.
5:51 Robots could deal with your inventory, filling it with the stuff you want and getting rid of stuff you don‘t want. Like „I want the materials to build 100 constructors“ and then a few robots come and bring you all the required materials, or „I don‘t need all these screws“ they are cloging up my inventory and robots come and remove these Items.
I thought a similar thing. My experience with the game was pretty great until I died in the late game, while being in a Place I could hardly reach again or would need quite a bit of time to get to because I lost some needed equipment on my death and it was very far off. So my idea for the robots was drones that can acces items you droped (like on death) or containers you build an deliver them to a building. TlDr.: Drones that can retreve your death crate. PS.: If the late game already has ways to retreve items dropped on death from a far plese let me know.
and as an option you could automate parts of the building process… so you design what you want to build like lets say as kind of a blueprint and the robots build it for you… thinking of copying whole factory parts (could be restricted like the dismantle process (50 items)…) that would be nice i think
Little mini robots could be useful to load buildings that need to be manually loaded (like biomass generators) and/or for creating equipment like the portable miners and beacons! (I’ve only just started playing the game recently, but I love it so far!)
I was just thinking the same thing; I just started and I was looking all over for any sort of Drone or Robot station that could be "programmed" to interact with inventories in the same way the player can. Take from this. Distribute to here and here and here. ect.
@@muttmanic6949 they have tractors, trucks, trains, and drones as the game goes on, and I’ve enjoyed using them so far! It’s been fun trying to plan logistics around them picking up and dropping off materials.
That explanation about "not the game we're building" isn't just good, it's actually good advice to an aspiring game developer. Special thanks for that. Wasn't the most concise, but I'll leave formulating a concise version of that as an exercise for this listener. (And no, concision when explaining for emphasis isn't even necessarily desirable! Not mentioning it as a critique or an ask (unless you want to toss your version as a reply). Spending the extra time on that helped add the extra weight to the issue you wanted.
I would like another buff to radio towers. Radio Tower Mk. 2: You can manually reduce the search radius of the tower. When reducing the radius, it also updates the number of "weak signal objects" to reflect the newly set radius. This is useful for pinpointing distances of objects (from the tower) WITHOUT telling you a direction, meaning you would still need to use your scanner to explore. This is perfect for endgame when you want to 100% the map and you only have like 1 object left. Same max radius. It just allows you to reduce it bellow it's max for fine-tuning purposes.
Love that y’all are zeroed in on, and committed to, the heart and soul of this game. Thank you for this! As an engineer myself, videos like this make me wanna work for y’all.
Yes. The robot could be a actual factory machine thats x storage bins. Which has a robot dispensor. You request a item. A wireless network is connected to say the RADIO TOWERS. That aren't used good. And they can drop them off to the nearest towers. They would work simliar to drones. But are meant for fast transport of items to you. So no drone ports. Just you in range of a radio tower. They're powered by your grid. So making bigger nuclear building would be needed for map wide player drop offs.
Totally agree. I can't remember how many times I've gone to build an outpost and forgotten something like metal rods, and then have to run back and forth across the map.
I think that some kind of automatic fill empty inventory would be awesome. I know I’ve heard theories about something like that being part of SAM ores use possibly.
a robot delivery service that would be useful. maybe the robot would need to be attached to a container that items can be pulled from or put into. I regularly have the problem of being short some plates or concrete.
For Solar power, I think the balance is pretty easy. 1. Make it a weak power output to require very huge amounts to make truly impactful. 2. Make the cost medium, don't make it overly expensive, but inconvenient. 3. Solar ramp, at night zero power is produced, and in morning and dusk half power is produced. Only full power is produced during peak day. This way, it would make the solar not very useful, unless it's for low quantity far away objectives. Or until the player is in late mid game or very late game, where they have huge amounts of power loads. But late game Solar would only be useful if you built a corresponding battery bank farm with it, making it a special use case. With these parameters, I think Solar would be balanced ✅ In addition some other ideas: In real life the temperature of solar farms is crazy hot. Standing in a solar farm during the day is crazy hot (sometimes dangerously hot). Maybe add some kind of heat damage (like the way poison clouds work) during the day.
It would be neat to have a "challenge mode" where you need to make shipments within an allotted time. Especially for end-game where there's really not much left to do except optimize the heck out of your factory.
That could be cool as a mod and probably not super hard to build. Not sure it makes sense in terms of rewards for success (or punishment for failure?) though.
@@wizardpajamas6405 Maybe give twice the coupons for the same items as rewards in the meantime? Would make it worth your while and interesting to temporarily divert factory resources for a specific item.
I just discovered this great game a few days ago and bought it immediately. As a software developper, the way you explain how architecture and gameplay choices were made is really great. These choices are really difficult to do, and sticking to the initial gameplay decision is really hard. You explained it in a very easy way to understand. Congrats and keep working on it !
The game knows what it is, because the game knows what it isnt. And by subtracting what it isnt from what it _could_ be, the game knows where it's going.
I cannot wait for the world of Satisfactory to be properly fleshed out, I already adore the factory building aspect of the game but have always thought that the adventure aspect as so much potential. Possibly artifacts of a ancient race which has since left the planet (or maybe died off?), expansive cave systems with unique resources and dangerous creatures and maybe even some lore and story behind the Pioneer's purpose on MASSAGE-2(A-B)b. I know all of these things are already loosely implemented within the game and that Coffee Stain has plans for expanding Satisfactory's more adventurous aspects but I just wanted to voice my excitement for the future of Satisfactory.
Ditto with the expanded lore for alien artifacts, but we should start with the ones that are already in the game i.e. the Mercer Spheres and Somersloops. And I for one have become convinced that the Save The Day Project is essentially a massive boondoggle; all Ficsit really cares about is exploiting and industrializing alien planets for the cool factor. CSS is welcome to prove me wrong, though.
for green energy: I would make it something for early start only. Puts out enough power to get the -smallest- factory up and going so you don't have to harvest trees before you find coal sources. getting starting power was incredibly annoying having to manually get it running; but make it so that it's not feasible with scale. diminishing returns after a certain size. Windmills require enough space for wind to work which eats up your precious space. Solar panels are only efficient in really specific locations and get in the way as the factory goes. Don't have it be something to try and carry the players through the game, just a crutch to lean on at the start so beginning power isn't as annoying to manage. That's atleast how I would handle that with the game's current structure.
@@traxon_lp oh, you're far from wrong, you could easily do that, but I mean he'll exploit anything imaginable ;P I mean have you seen what he did with pipes?
All I really want is a more expensive biomass burner that can take a belt input. Maybe it's my play style, but there is a point in time between late biomass and early coal, where most of my time is taken up simply feeding a massive pile of burners to get me enough copper sheets and rotors to get a coal plant online.
It would be super cool if you could "order" items into a special container, and robots would bring stuff from where you store it to it. Like say you have an idea for a big factory, you plan how many machines you need to build by adding them to "to do list" and then copy this list to the container, and robots bring you stuff while you work on this factory. It would be so sweet quality of life upgrade, reducing time you have to spend trying to bring all the necessary items to a location 5km away from your main base. Ofc it would have to be available fairly early to mid game to make sens.
7:08 - 10:55 This felt like a professor lecture at uni. Great explanation, Jace! I now feel inspired to think more about games with this different way of thinking.
Came here to write ^this. Well said. If more devs would be this communicative and open about their thinking process I think the gaming community would have a way better relationship with devs in general. As always, Coffee Stain sets the bar. Thanks Jace, helps a lot
this line was my highlight of the day 😂 i fully unterstand what he meant, this line joyed up my evening for the whole week after a stressfull work week, thanks Jace!
It would be really interesting to add a portable manager to Satisfactory. With this it would allow you to assign tags or names to each machine and then you can figure out which machine is clogged, over/underproducing, which machine has stopped or doesn’t have power, and how many machines you have making what. This would fit very well into the game and make things more automated and relaxing than before.
While I feel that I have had a fairly clear understanding of what the development team has been aiming for with this game, I appreciate the clarification of what the original vision encompasses. I have full confidence in whatever the developers feel is the best overall direction for the game!
I feel like a pretty cool thing thing they could add is weather, and it could appear in different ways in different parts of the map. It wouldn’t destroy anything or cause you to go and repair things, but would add a cool affect. Strong wind, really cloudy, lightning/thunder, light rain, heavy rain, etc. Anyways thanks Jace!
My reasoning for wanting weather in this game, truly goes back as far as RollerCoaster Tycoon. I realize RCT actually had mechanics on how rain affected your park, but for me, the change in atmosphere in it of itself is always wonderful. Moment to moment variety in established biomes is how you build vertically when you've "run out of room" so to speak, expanding horizontally.
Robot ideas: Harvester robots “Tin Men” that cut and collect biomatter for biofuel plants. Fuel delivery robot that delivers a single fuel consumable stack to truck stations directly to fuel dispenser slot.
YES! Harvesting biomatter or hunting for alien parts. Also you could have them automatically carry emergency fuel to trucks or buildings that have run out.
For the little bots. Just make them slow; frequent need to go to charge pad until endgame. That can essentially be a point A to point B "convayor belt" alternative. They pick up item, take it to next location, like a mobile filter splitter that can climb or move on any surface. For extra supplies, setting up special hyper tubes "duct" systems for bot travel can ultimately make each level of bot more efficient than convayer. Example; lvl 2 convayor speed would be equivalent to level 1.5 bot speed but with tubes it bot speed would be double convayor speed. Basically a resource sink to make your factory look even more busy with convayors, carts, and now bots running and being fired around your factory.
This! Or alternatively, at least randomized nodes as an option. It’s a bit sad that in every playthrough, factories end up in the same place due to their required nodes.
I would LOVE to see hydropower. Would be so cool to dam up an area and see it change from the water rising. I’m guessing the work behind implementing it would be massive, however. With the water rising, overflowing elsewhere etc.
Make small drones that has access to designated Storage containers and within a certain parameter of something, like a radio pylon, you can use those drones to fetch materials from said storage containers for you to build machines. This would leviate the fact that you dont need to have precise amount of materials on you when you on the whim want to build that extra wing to your already bloated factory, making your perfect cube look like it has an unwated tumor. For overclocking said tower, it increases the power consumption of said tower yet it also increases it's range of operation.
I think a great way to add little robots would be for storage. For close-range you can use conveyer belts, for long-range you can use cars and trains and drones. But what if you could have little robots run between storage boxes (not other machinery like assemblers, as those are 'too dangerous' to operate by a robot). It could be a faster way to manage storage to storage transport within a factory. Another way they could work is to help with vehicle transport. Perhaps making sure vehicles and vehicle docking stations remain fueled. I havent played too much around with transport yet, but perhaps stationing them at a vehicle station would also make the loading/unloading quicker. Another possible usage could be rather early-game. Where you have a manual miner to place down before the big miner unlock, you could have the same apply as a crafting? You can place down a robot and give it one item to craft into another; but you couldnt use conveyer belts for it, so you manually have to manage its inventory. Perhaps you could bind a personal storage box to it where it can grab and dump stuff. Last option I could think off is perhaps as an adventuring buddy. We already have the lizard dog, but perhaps a little robot could be with you or even sit on top of your vehicles. You can use it in vehicles to scan the area for resources, as a danger alert, or perhaps you can give it a weapon and it can help defend you when you're attacked. Whilst on food you could set it to collect things for you in close proximity, like leaves or wood.
I think it would be especially cool if the color customizing could extend to players as well, if that could be implemented in the HUB bunk rooms or something.
"We will never add golf, because noone can be bothered to implement it" is the greatest argument I have ever heard from anyone to not do something. Thanks Jace, very cool!
Forreal though :') Not one of those offensive insult to customer intelligence corpo bs answer just a straight we can't be arsed to :') I can respect that.
They could help modding the game even easier. So that modders could make golf in the future.
@@mbob4337 All old games revolves around mods (or new broken ones) at some point. Patience my friend.
This is also why Valve never makes a third game.
Watching Jace play golf was enough torture
"We want the game to be chill and relaxed."
Says this while the game has a godless spider abomination which is an insult to all existence and deserves to be purged in a thousand nuclear inferno from orbit so much so that the game has an option for it to turn it into a cute cat.png.
the cat png actually makes it worse for me ngl
Eh. Just backstep for the little ones and sidestep for the bigger ones. No big deal
I turned to my gf and said the exact same thing. Those spiders are so over the top. Disingenuous to say they just want a chill game.
@@zlorfik2428 It isn't the combat its the look and animations. People have legit fears of spiders and cat heads doesn't always solve this.
Kinda badass though can't deny it.
Jace: "You're gonna run out of frames per second before you run out of space"
LetsGameItOut: "We're gonna run out of space before we reach tier 2"
If you seeing this lets game it out... DO .IT.
I see you’re a person of culture as well 😁
Josh is a hilarious menace to our framerate.
LetsGameItOut is a heartless Doggo killer. It's not the doggos' fault he had a lot of nuclear waste.
@@michaelbauers8800 No, but it is the doggos' fault that they can delete nuclear waste.
It's rare to see a game studio that knows their game so well, let alone being this transparent with the community. You guys are the best!
That's usually how most games fails, when their vision changes from their original plans.
Actually, most developers know their game. They just don't want to say "no" to anyone, and they end up going down a rabbit hole that messes things up. Catering to Early Access players is usually what changes a game for the worst.
Well, this gives me a great list of things to include in the next game I make:
1. Base Defence
2. Factory Maintenance
3. Survival Elements
-- Intermission: "This is the game we're making"
4. Green Energy
5. Terraforming
6. Golf
It will be a golf survival game, where the objective is to terraform the planet so you and your buddies can play golf, bonus turrets around the greens to keep away the critters.
Maybe you are actually golf-shooting batteries coming out of a green energy machine towards the turrets and other defense things to keep them active
No joke, I would actually play a game like this
Sounds like Intergalactic Caddy Shack!
Just shut up and take my money!
that genuinely sounds like a great idea
re: survival elements
maybe add an optional “coffee” bar that goes up when you drink from the coffee cup, decays to zero after 4 hours, and otherwise does nothing
It only has cosmetic effects. So your grunts and noises sound crankier.
@@bobdobsin6216 As cool as that would be I feel like it's broadening the scope a bit much. I'm just thinking of a lil joke feature that takes a few minutes to implement at most. I don't know how it works in-engine, but all the assets you need already exist. I'd imagine at most you're adding an on-click trigger, a `coffee` variable, a counter that decrements `coffee` over some arbitrary period of time, and a UI element that displays the current value of `coffee`.
If we need an in-universe justification as to why it does literally nothing, it's because FICSIT only allows decaf.
@Jessiebeanie oh yeah, here we go: *caffeine addiction*
The bar doesn’t exist until you drink 10 coffee
I really like this one. Also maybe they could add food to the game that doesn't do anything or just heal
"We firmly believe X, but if you ALL disagree then tell us and we can change our minds" is such a good way to treat community feedback. coffee stain have quickly risen to my list of favorite devs over the course of Satisfactory's lifespan
This is exactly what I came to the comments to discuss! The fact that they are willing to hear arguments against some of their firmest beliefs, in order to make the best game they can for players, is amazing
@@SirValiantIII On the flip-side, though, it’s nice that they don’t cater entirely to the whims of the playerbase either. That’s a good way to get a totally passionless project that can also often be a mess in how it’s put together regardless.
that's a proper way of making money, u are getting what u want, and they are getting ur money. There is nothing outstanding about it.
@@kampol18 The fact that it's a rare practice makes it outstanding.
@@kampol18 It seems great and efficient on paper but it's pretty rare nowadays with how greedy and deaf big companies can be.
i think a like little farm spot that you could make bigger for like berrys or nuts or like planting trees and having like little robot fellas gather them so you could auto bio fuel etc would be really cool.
To be consistent with his design comments, have them flitting around inside & between greenhouses. Keeping with the theme of exploiting a pristine world, the greenhouses could require mined & manufactured chemicals like fertilizer, minerals, water, etc. I would lean towards hydroponics & aeroponic machines to keep with the industrial/factory theme (though it would be amusing to start having the various critters start dropping gatherable "fertilizer"). Greenhouse spaces would need to be lit with artificial lights, supplied with water & power & nutrients, maintained (by bots?), picked and processed. I think there is a lot of space for chill gameplay with something like factory farming
That would be awesome
yessss I would love that personally
Jace you're spot on. I'm a board game designer and something that is so important even more so in that world but still applicable to video games is that you're vying for the player's attention. Everything you put in the game needs to be supporting a goal, experience, feeling that you want the player to have. Everything else is just a distraction. Otherwise the player is pulled in too many directions and won't be able to enjoy ANY aspect of the game, even if all aspects are "enjoyable."
AKA the Ubisoft Open World
It would be cool to add weather, I feel having sunshine all the time can get a bit boring and having overcast, thunder, and rain would be pretty cool
It would have to not affect any buildings, though.
Or maybe there could be a rain catcher to get more water. Would that count as green energy?
@@domesticatedwolf8995 Im thinking they wouldnt make it effect the game but just to have different weather and such
You're on alien worlds, they can go all out on weather, perhaps more and more harsh ones on the more difficult worlds (standard rain on the "plains" world and something like sandstorms and acid rain on the "desert" world)
that would be very cool. Considering the different terrains and what types of weather you could be dealing with. My only request for that would be a choice to turn off weather
just for the optics? or should it do something?
The fact the employees have some time every week to "do whatever" is such a cool way to get new fun features, props to you gal and guys for everything
EXACTLY WHAT I WAS THINKING
Guaranteed that's what gave isbthe FICSMAS minigame this year, that was so popular it's being made permanent.
You're absolutely right! If I was a game developer, a place like Coffee Stain would be a dream job for sure!
That being said, your comment is one of the top and I'm going to shamelessly piggy back off it to make my suggestion XD
A lot of people are mentioning the little robots, and I also think that would be really cool to see. But most people are basically suggesting to copy Factorio's robots and what they do. I'd like to suggest that the robots do a purely cosmetic task.
I suggest Coffee Stain adds Cleaning Robots to the game!
I'd like to see your machines become weathered over time. I'm NOT talking about needing maintenance. I agree maintenance is tedious and doesn't fit the game design. I think it would be cool for your machines to become weathered and dirty over time, machines exposed to the outside would become dirtier than those that are enclosed. Maybe machines within a certain distance from a furnace/smelter would get black soot all over them. Real factories are often incredibly dirty places.
Machine weathering would add gameplay in a couple of ways. First off, a "power washer" hand tool could be added to spray down dirty machines manually if you so choose. It could use packaged water from your inventory, which you get access to early enough that your factory isn't forever dirty, but late enough that your factory has a chance to actually get dirty. Besides by the time you get packaged fluids, whatever you built is probably getting torn out and replaced with shiny new machines anyway.
This mechanic would really "shine" in the late game when you have established factories and some of them are showing their age and you can't possibly manually wash it all yourself. This is where the little cleaning drones come in. You could set up cleaning stations around your factories that would deploy cleaners in a certain radius. Perhaps you could assign certain areas for them to clean. The drone/robot dock should be a fairly cheap item. It serves the purpose of both charging the robots and providing them with water. The robots would be far more efficient with water usage than the hand held pressure washer. The robots themselves should be kind of expensive, but not too crazy.
I understand that having to ship water throughout the factory would probably be a tedious task. I'm not certain of a work around for this. Maybe the cleaning being optional would allow for the slight annoyance to be okay?
There could be multiple types of robots with varying prices and stats, kind of like the vehicles currently in the game. perhaps a humanoid robot that can only really travel where a player can walk. Maybe a sort of R2-D2 type "trash can on wheels" kind of droid. And the most high tech a hovering drone that can go over obstacles and work extremely quickly. I imagine that by far the hardest part of implementing AI into our factories would be pathfinding through what is often a spaghetti mess. Perhaps there's a potential for a super late game upgrade to robots that allows them to phase through obstacles. That seems like something that could be accomplished with the MAM using materials from the super collider. Perhaps something made from SAM ore???
With this idea we would get the visual bonus of having dynamically weathered machinery over time. Which in turn would add a mechanic to the game that is totally cosmetic but offers an interesting game play loop. We would get new tools and a new use for packaged water. The addition of little robots going about the factories with an actual purpose. As well as a new building to charge the robots with an additional item need to keep filled.
I could see people leaving areas purposely dirty and weathered just for the aesthetic. It would add an entirely new level of visual detail to the game and a lot of life to player factories with little robots moving about keeping everything tidy.
Thank you for reading, I hope Coffee Stain sees this!
*One thing I would like to note, is that although I agree that maintenance is not necessary in satisfactory, it could be actually really easy to implement if the cosmetic weathering system was to be implemented. A mod creator could simply read the "dirt" level of the machines and say the dirtier the machine, the lower the max efficiency is. Maybe the dirtiest machines would run at 20% efficiency. Not totally crippling a production line, but certainly requiring attention. Is it possible to add custom animations to mods? If so, perhaps a "welding" type animation could be used after the washing animation to show the robots fixing after cleaning. A repair tool could be added as well for early game maintenance. There's a lot of potential.
Deep Rock is Kinda same place like this too.
Lots of places have this sort of L&D time for staff. The company I work at gives us 10% of our time to spend on whatever we want. Most of the time the managers have to nag you to actually use it! I end up just clocking a bunch up and taking it in a multi day block so I can really dig into something I want to try out.
They said nothing about never adding sex. That means the option is open
Fr
If it increases productivity...
@@callummcneill6266 when they add it will there be a way to make it faster via somersloop or power slug?
@@BlueCaboose42 I think they are female because they have a bump on the top of their chest
Player model is woman, soooo....
Wow I wish more devs made this type of video! Having a reason for why things aren’t being added makes accepting that they won’t be there so much easier
completely agree
Klei Entertainment is pretty good too.
Also Unknown Worlds -makers of subnautica
Great point
It's got downsides too. As a dev, when I give reasons for not adding things, people immediately start trying to argue or negotiate the reasons, or offer solutions. It's irritating and wastes time. I'd rather just say yes/no and let people deal with it on their own.
6 things we're NEVER adding to Satisfactory....until we do.
They wouldn’t make this video if they still had these things as options
Yeah, like pipes... We all know the story
@@JustAWarper they said they wouldn’t add drones, and here we are
@@clickthecreeper9463 but they didn’t make an entire video just to say they aren’t adding drones
Mods: and I took that personally
Re: Green Energy not having supply issues--
Lava's a perfect example of green energy that still has supply issues. You can harvest thermal energy and then dispose of the cold rock thereafter.
MK3 Pipes for heat insulation would be a great solve for this, and a great reason why you can't do it early.
Also allows for more exploration opportunities with lava environments!
That's actually a pretty nice idea!
Sort of like the geothermal energy but with supply (lava), a generator with water and waste. Very nice!!
Hell yeah sounds great!
Well, only obvious green thing i thought is we need a water turbine ... counterpart to the pumps... i like building a floating factory at the base of the huge waterfall :-)
(But this might be an easy mod)
That and I really want hydro, having these options to me seems less about not destroying the planet and more about adaptability to each situation
Someone get this idea in front of the eyeballs of the folks at Coffee Stain, stat!
A major part of why I love playing this game so much is that it's just a chill experience. I love that demolishing stuff gives it you all back (the game goes out of its way to make sure you get everything). I love the endless tweaking, upgrading and learning that this mechanic brings. I can lose myself for hours in building and adventuring without any real sense of peril. Satisfactory would be a completely different game if you had to consider base defence, building degradation and survival elements. There are other games that do that.
This game is not supposed to be a challenge to overcome
It's a challenge to give a SATISFACTORY outcome when you FICSYT (should be "Fyksyt" because the letter "c" is just a lazy "K" and "S" merged together)
I'm actually very content with the direction you guys are going. The fact that satisfactory always stays so peaceful and calm makes it so that you can never get too burned out because of the stress and also the reason I keep coming back to it.
I agree! This is one of the main reasons why I almost feel in love with the game at first sight! In fact, it's probably the only main reason.
Now just to add a mode without combat, and we're all set.
@@nolan1915 there is an arachnophobia setting you can turn on
@@PeetFeet Thank you very much for that information
Also it helps with people new to factory style games so they can get used to the genre without things ripping all there stuff apart
Base Maintenance: Fun fact, with a sufficiently complex base this effect happens all on its own anyways! You eventually learn that the thing you built isn't doing the thing you intended it to and you have to go back in and debug it.
dead on me and a few mates just spent two sessions "fixing" our overly complicated and inefficient factory.
Lol too true! My friend and I always end up saying something along the lines of "Damnit 3am me! Why did you build it like that?" Or "3am me strikes again!" because we always end up playing so late into the night that we obviously aren't quite thinking straight by the end.
tell that to those who has multiple huge factories across the map... it's soon to be a bother rather than an interesting element..
About the base maintenance thing... lost count how many times I removed a belt that I thought did nothing and later found a whole line of production had shut down and I had to backtrack the problem to a single belt or splitter that I removed by mistake. The game is already about improving and redesigning. It'd be a nightmare if we needed to maintain our belt spaghetti
or unlock to recipes, that made me change many things.
I was never into having little robots building my factory for me in Factorio, but having them keep me supplied so I didn't have to stop building to fetch supplies was awesome.
yea they could solve this by just making your inventory hold much larger stacks too. When I start playing again I'm just going to find a mod to make my inventory much larger because it gets sooo tedious refilling my inventory all the time. I spend far more time doing that than building in the late game.
That's exactly what I was thinking about. Take my excess, and top me up on building supplies. And maybe I can bring them out with me and have them go out and harvest EVERYTHING until the world is barren and gray. That said, I wouldn't mind having them build my roads.
A little robot that could fetch a little item quantity of something for you would be a bit helpful but it could be goat simulator-ish fun, too. Like if it fails, you get a video of the adorably stupid little robot failing. Make it a FUN, silly thing, but also a little useful, too. They already have the path-finding code mostly finished for trucks and such. So tis doable.
I absolutely support this. And the thing that immediately popped into my mind was having little worker robots to automatically gather biomass and drop it at a predefined container. Might require some balancing but I would love to finally be able to automate that aspect of the game as well.
Actually wouldn't mind this at all. I could easily do without the maintenance aspect but the bots loading and unloading inventory was definitely something I took for granted in Factorio.
I would love a personal delivery robot, being out in the wild but missing some parts, request your robot to run or fly back to the base to deliver them 😊
I was thinking it would be cool to see a space station being built in the skybox, being able to see the progress of
the space elevator tiers
Right or leave the planet like in Subnautica, put some more lore to the story would be great too for exploration purposes
its in WIP@@Weshcomar
@@Weshcomar i am NOT leaving my 200 reinforced plate per minute factory.
@@shady8273 What the hack 200 only? MK3 miners and use all of the 4 pure nodes in the north would already give you 160 per minute without overclocking miners. Overclock the miners to 150% and you reach 240/m just by this 4 nodes :D (or you want to use the leftover mats and build 2 more production lines then it would be 260/m)
@Weshcomar "put some more lore to the story" sounds like their already is a story now :D we don't have any story till today, they already mention they want to add the story to the 1.0 release so their we will see what the story will look like.
Dude, this aged like fine wine
The first half has really made me appreciate why Satisfactory is such a nice, calming game for me. Nothing is out of my control... aside from all the automated buildings... BUT WHAT I MEAN BY THAT, is that it never really takes you away from what you're doing. There's no urgent tasks that try to take your attention away from what you want to do, you're allowed to work on what you want to work on with little to no repercussions. The only big thing I can think of that can be considered "urgent," is power management, but that's still something that's in your control, and an outage is preventable.
Yep, if you go out to explore, it is largely still in your hands. You can choose to run back to base until you have more guns, or just blow things up with snowballs. I really like the fact I can stop what I'm doing to either look up something online, make a cuppa, what ever, and not have to worry when I get back.
Even power is not that urgent, as you can just shut down factories while you build another powerplant.
It is bless for us, people with ADHD
The only things "not in your control" are things you didn't forsee (I can't tell you how many times I've been building out a new production line and I ran out of power lol)
you see THIS is the kind of development team that every gaming industry needs, coffee stain pays so much attention to their fanbase and they really take every piece of criticism we have to offer in order to make a game that is worth paying every cent for. I cannot express how much gratitude and respect I have for these people and I love the game so far, keep up the fantastic work!
unlike other companies *ahem* -bungie-
*Tf2 crying in the corner*
Damn, on the green energy one I was thinking tidal/hydro power through waterfalls and you mentioned it, I think that would be really sick, most waterfalls are quite a ways out or require a spawn in more-experienced-pioneer territory to have somewhat early access to it and as you said there's only so many waterfalls so balancing them could be quite trivial.
Robots could be part of a farming system; they're the guys who harvest the plants and move nuts/berries/etc to storage. First they just roam to get bushes nearby, but eventually you unlock a growing bed that they tend to directly. Literal farmbots.
This..
There are "green" ways to exploit a planet.. export foods. I made another comment about how green energy would actually make sense along with farming etc and robots. It's not a change in the lore imo, it's just a different mechanic or variety of play.. considering we only get one map and only go nuclear (which IS a tedious joke in this game vs. reality)
I was thinking using the bots to harvest biomaterials, but having them hunt down nuts/berries/etc would be fantastic!
also they could investigate the map and mark resources on your map.
Biggest gripe is mycelia is required for fabric to make filters and stuff. Going to pick mycelia by hand SUCKS the enjoyment out of my soul SO FAST!
I'm with you here, I would love to see agriculture and animal husbandry added for the benefit of having renewable plant and animal products as well as biomass, but I suspect you might unlock farmland and livestock pens before you unlock the bots to automate it. In terms of export value, medical inhalers that serve as a panacea would be a hot ticket item to send off to the home office.
An added resource sink that didn't look like a masher wheel might be beneficial, and a way to launch nuclear waste into the void... just saying, there's plenty of other "unrealistic" factors in the game, suddenly having to deal with un-disposable nuclear waste is jarring.
(edit) P.S. We already have "Green Energy" in the game with geothermal. Renewable energy with biofuel would be an appropriate expansion, as would some form of solar steam plant. the problem here would be configuring the water supply, the steam generators, and whether your game allows for the "collected sunlight" to vary based on real conditions (don't put one in the shade of a mountain, for instance)
The reason of "its not the game we are making/envisioned" is a perfectly acceptable answer. I do appreciate how you guys at Coffee Stain have always handled player feed back and are always willing to keep communication open and willing to take in feed back and possibly go back and look at changes if it's possible. Thank you guys and gals for being one, if not, the best studio/Dev team in today's game market.
I'd like to also word it slightly different for anyone who is still not getting the whole "it's not the game we are making." They want to do one thing; working towards one goal. When you add big ideas in the middle of the project, you don't have one goal anymore, or even TWO! You now have three goals: create the base game, make the addon, and make them blend in a fitting way. This takes time, effort, and money that could be better spent JUST working towards one goal. Multitasking is never better. I haven't even mentioned how it may not fit with their ARTISTIC interpretation of the game they want to make. Imagine you want to change the statue of "the Thinker" slightly. Instead of him resting his head on his fist (therefore in thought) say you want him to be pointing to the sky with that hand. Small change right? Well, now it seems like he's REALIZED something. With that small change he's not thinking anymore. Now he's "the realizer" still a cool statue, but not one the sculptor set out to make. It's got a completely different vibe to it.
TL;DR Multitasking slows down the workflow and is more expensive, and small changes shift the tone of the whole game.
I'm sure its really hard to look at player feedback and go no but I have seen way too many games ruined because features that players (including me) were asking for got added and it just didn't work well.
I would like to see automated farming. Like mycelium farming, or farming for other organic materials used for making more advanced parts or powerups. Not for survival purposes.
Automated farming would need water and different types of fertilizers that would require their own production chain.
You could use biomass to make compost for fertilizer
and it could have the need for electicity to run black lights in a greenhouse
@@drippii Definitely, would be an interesting feature to install lights and program/automate them into different light cycles and intensity as well.
My thought was to actually farm biomass in like a hydroponic system and could use robots to harvest them, add them to a pulverizer to turn them into biomass. Make it the most industrial approach to "green" energy as possible.
@@TheWayneJesse Robots!
One of the best things would be an elevator in different sizes for all vehicle in the game, so you and the auto drive system can take new ways to go to your buildings in the sky.
One thing that I sometimes pondered when it comes to green energy - something to use those poisonous gas vents at a higher tier. There's a set amount of them, they're annoying as hell, and I'd love to get rid of them in a useful manner. Harvest them for gas, produce small amounts of energy, whatever.
Perhaps like flammable poison that you can package and use in a biomass or fuel gen?
this is actually a pretty good idea that satisfactory could use tbh
Yeah I'd like solar, wind, and hydro power. I'd also like automated bio-power.
@@Shorty_Lickens no, that goes directly against what satisfactory is about, unless they make them require an input they consume
@@NoobMicesters The only way I could see either of those suggested energy sources needing an input they consume, would be for water extractors to provide the hydropower generators with water, but even that could be exploited easily, making it too OP.
In terms of the factory breaking down, I think it'd be cool if a universal dilapidation texture applied over time as a way to mark that something has been there for a long time. Moving on to a new base post-start and going back to see your old base rusted but still functioning could be a really cool atmosphere feature. Cleaning should be absurdly easy and fast but still controlled so you can pick exactly which buildings get cleaned.
true and there could be some small downside to run down factories like a 5% speed penalty
@@gabbemc5449 no then that would bring back the maintenance part. 5% speed penalty ruins your calculations for 100% eff
YES. Actually having to maintain the factory would be a PITA but having it _look_ old would be super cool atmospherically
one idea could be only making tgings break down if they arent in use for extended periods of time
I think it would also be cool if it functioned like the oxidation of copper system that minecraft has, where you **can** clean it up if it’s dirty, but if you want to, you can “lock” the wear at a certain stage if you do want to keep it clean. This is like how you can wax the copper in Minecraft to lock the oxidation, keeping at that stage indefinitely(unless you unwax it) instead of it continuing to visually decay.
I like the idea of tiny robots, they could be used to assist in gathering biomass material, or even set an area you want foundations laid and simply have a container for the robots to use materials from allowing more time for exploration and other things for progression.
May i suggest factorio?
@@EchoIrl I am considering it, due to how much I love satisfactory.
@@hardcorewolf4273 Its really fun man, and IF you ever get bored of the base game there are a shit ton of mods for the game, and you dont have to install something like bepinex or whatever, as the base game supports mods. If you REALLY want to commit to a long playthrough, I'd suggest the mod/modpack SpaceExploration.
actually no. Biomass should be a pain ITA to get. This is the driving force for the player to get on and build Coal and later better power plants.
@@batziii8745unless it’s a late game item to assist in settling up remote mining bases that arnt connect to oil
so with Factory Maintenance & Survival Elements you gave me an Idea Modular Farming! essentially its a farm plot that snaps to a foundation that requires little robots to till the soil, plant & grow crops of Berries, Nuts, & Mushrooms, & you need to pipe in water & after an initial start up time these farm begins producing its stuff to actually automate medicine sprays. the Modular part comes in with the ability to place a farm controller then add field plots to the system to make the system bigger & yield more crops per minuet again after the initial start up time.
Regarding terraforming, I always thought a nice alternative would be "terrain projects", where CS could implement a number of pre-made map alterations that are just toggled on after the player completes some milestone.
Some examples: widening and clearing a cave entrance, transforming a scenic waterfall into an oppressive hydro dam, or building a path up a cliff face to connect two biomes.
i'd love this, would also really add to the exploiting the planet thing as getting these upgrades could damage the nature and make everything look depressing :3
I mean, you can already build paths, but hydrodrams would be cool. Are they too clean?
Damming rivers does disrupt things like fish migration and such in the real world, considering the ficsit mentality, yeah you just don't have to worry about things like that. Stick a turbine on it! Still it is green energy so it potentially messes up the balance of the game.
@@rptrrwr well, it would still be limited and you wouldn't have many, i'd be like the geothermal but look a bit different. i guess
@@the11382 You could limit the amount of water thats able to go through so even while by todays standards it's considered a green enegry, it could work well with the game.
Things I never knew I wanted in the game until now, little robots running around the factory for you xD Thanks Jace, helps a lot!
I agree with random little robots running around the factory... may set it up that they only walk on foundation... and just go around all over the place... have them stop randomly at machines.. or enumerate all the machines on the map... the randomize the list... and have the robots walk up to each machine and perform an animation pretending to ficsit...fake maintenance as it were
OOH... and you can make it cost 100 tickets or something... not a tier unlockable.. but tickets... A HA
Yo little factory robots sounds amazing. Factories seem so empty without inhabitants. Like, Eve from Wall-E
Little Bots = less fps
They can deliver supplies from storage bins to other storage bins
The one thing I love about satisfactory is how so chill it is and how you guys focus on keeping the game chill.
It's so relaxing when you're just chilling in your factory going out to search for power slugs or something is *dangerous*
Seriously, if I wanted to play Factorio, i'd play Factorio. Satisfactory being done at the player's pace is different and good.
Until the Random 10 M Big Spider jumps into ur face 😂😂
the sound design is a little paranoia inducing. too many clicks and clacks and stuff
RE: "What could little robots do?"
Little robots that can can be programmed to either restock the player inventory with x amount of a certain item or deliver a stack of items from one place to another in a short range manner. I would mostly love to be able to have a full inventory of whatever I need whenever I want it especially when I'm building 2km away from my main storage hub and suddenly I'm out of concrete.
I vote in favor of this! This sounds like it'd make more chill relaxedness! :D
Yupp the robot collecting stuff for me is dope. Could even be a drone
also what if you could program them to expand your floors and build random parts of the factory like making blueprints and set them to work on them, making base expansion and upgrading easier as updates drop
What if we just renamed the game factorio
Yes, little robots that could do short-range stuff like filling biomass burners for me or maybe collect biomass for me as I explore so I have some to craft with when I get back to base. they could replace conveyors in small factories if you have a few scattered around one area or just a couple mechines doing one small task in the corner. I like the idea of a little buddy robot I could make early on that would inevitably become obsolete around tier 5 or 6. it's limited to small tasks and an item per second limit as well. and does not require me to fuel it.
Jace: "You're gonna run out of frames per second before you run out of space"
Josh from LetsGameItOut: *challenge accepted!*
nah, i saw his base, there is still a bunch of space betwin those pipesXD also you still can build pipes and conveyor belts INSIDE EACH OTHER.
@@Circle9ru this was added recently
How does this have likes when LetsGameItOut has actually just repeatedly proven that Jace is right...
@@Dunkurtin because it states the obvious. and people like the obvious.
@@zerrierslizer1 missing the point isnt stating the obvious. Jodh would have no interest a game so stable and limited that it doesn't break long before he runs out of things to do. 🤦♂️
9:48 - The most flexible solution is probably modding. If someone wants something different than the dev, they can go ahead and add it themselves to their own world.
Such as lights, green energy or no electricity need ;x (have been around for a long time on mods)
Came here to say this. Want something in the game? Mod it in. Been that way for a long time.
I might be late AF on this but for the little robots statement:
Product storage management. Having a few little helper robots that I could set to pick up certain items one or 2 stacks at a time and physically move them to a different storage location would be AWESOME.
Manually routing belts from end caps to central storage is really tedious but necessary for a clean office floor
Idea for little robots: Some kind of flying "drone bee hive" vehicle, that can deploy little robots to deforest an area for petals/wood/food. Very spendy fuel needs, maybe? Have it do other stuff if late game?
or even have it as part of a Biomass farm that outputs biomass based on the Biome it's located in (if it's in an area that has fungi, it also outputs myocilia)
I was thinking they could apply a temporary buff to the production speed of buildings. The more drones you have, the higher the uptime on the buff so you could theoretically build around it being permanent.
The cool little robots could automatically pull resources from nearby storage containers when you’re trying to craft anything manually. Could also automatically pick up stuff that’s on the ground nearby (like monster drops). Could also automatically harvest nearby resources (like berries and nuts). Etc.
i was going to suggest the same thing, use the little robots to harvest berries and nuts and use them as an automation tool for food. you could add alt recipes for the inhalers etc too
It could have been cool for the little robots to be the method used to overclock rather than the finite slugs, feed the lil dudes resources to improve the buildings speeds, but I think the slug mechanic and being able to balance rates is kinda too critical
Automated scrooping.
They could be used to retrieve resources when bulk building.
@@Zarky026 Hold up, that's a Foxhole reference!
Coffee Stain: we are not adding green energy.
Geothermal energy: what am i?
it is green, but has a limitation! thats their thinking.
Yeah, they have to be built in specific spots and provide a fluctuating amount of power.
That's infrared energy :P ;)
They really don't need to add green energy because mods already have that covered
*Biomass sad noises*
FOR THE LITTLE ROBOTS SUGGESTION: To be honest I would love seeing them walk around, I would enjoy them even if they didn't do something, I would love a Geth like robot looking at conveyors as if it was checking stuff or making sure stuff runs well, o even mini robots like the one on board of star destroyers that just go around your factory and if maybe you use attack or do something weird they run away
Little robots running around and giving a periodic boost to bottlenecked areas of a pipeline would be amazing - this gives newer players a crutch and experienced players another lever they can use :)
I think perhaps alternatively they can go scan conveyors and point out ones that are bottlenecked / give metrics on average throughput per minute|second|hour|whatever. That would be very useful, I'd love to see a bunch of little dudes going around scanning belts and coming back and yelling at me
@@gebcrafter That would be a great idea. It'd be nice if there was more factory information on the map and the bots could provide that.
@@gebcrafter or build blueprints... like when you're running out of mats you can keep planning what to build and the little robots will build it as soon as they have the mats in some kind of storage they can access
@@gebcrafter in Dyson Sphere they added a sprayer that added a production boost to items that would be good in this game too
They would probably work well as mini-drones, being cheaper but slower, meant to carry small amounts of items through a small portion of a factory
I feel like a hydro electric dam that doubles as a Mk 2 water extractor or something of the sort would be a fantastic addition to the game!
Yes the most painful of nuclear power is getting enough water 💧
It could be a big project. You know, like the space elevator, but not mission critical, just optional, built from the Hub.
@@totherik91 Maybe at a predefined spot on the map
You could always add the little robots to help construct buildings, like have an option to plan out a area with blueprints then the little robots can go collect the building material and build the area up over time
THIS!!!!!!!!! i was going to say like logistical robots who can get items you request from different parts of your factory so you can stay where you are but i like this idea way better PERFECT EXCUSE TO ADD BLUEPRINTS!!!!
Honestly even if it doesn't build it for you I like the idea of like resource collection, give it a to do list like the one you can make for buildings, and it can get the resources for it collected in one spot
So basically "Oxygen Not Included"?
@@DarthPoyner Factorio
Basically Factorio
Oh so like Surviving Mars?
solar panels could be bought from the AWESOME shop, but it isn't ficsit branded and really doesn't give off much power at all. Then when you place it down, ADA tells you that "solar power is an obsolete technology, but you can keep it as a memento if you want."
5:08 I think little robots would be cool for picking up item boxes that appear when dismantling with a full inventory. Assign them to storage units which can be sorted into your main storage/recycling.
YES!
at this point proper mod support would be a way for them to go, then people can create good quality mods
Just sorting robots in general
Like i want to just dump my inventory and watch them run around with the stuff
"Golf is never gonna make the cut, _it seems."_
"definitely not coming in Satisfactory - _at least they're not coming anytime soon"._
~ Jace "never say never" Varlet
Golf confirmed you guys.
Thanks Jace, helps a lot.
Everything else on this list seems like a serious 'No'. It's kind of interesting though, half the things on this list aside from Terraforming, Survival, and golf are actually central mechanics in another game: "The Riftbreaker" which I bought just a couple days ago lol.
Just love how honest you guys are "here is a video what you won't get" and "shipping to eu might not be as good as you hoped for".
A lot of AAA developers that could learn from you guys absolutely loving it.
I don’t think AAA Developers would be that brutal and can hurt their sale.
@@Nhatanh0475 Well... No golf is brutal. Alas, I can't unbuy my copy of Satisfactory. So I have to stay in this rotten hellhole of a factory world (legends say it was once a beautiful paradise - But I see no evidence for this...) without golf.
No but instead AAA developers give us crap year after year and still everybody is on it like flies on shit.
Give me this honesty and you will have my loyalty but i'm from the netherlands and i like brutal honesty
If you add little robots, they could be used to get rid of the plants to keep the area clean and have the ability to deposit it in a crate
Came here to say that. It's one thing that's not able to be automated yet and it's a good reason to have cute little robots running around. Plus it'd give a reason to use some of the alt-recpies.
I like satisfactory NOT having base defense/fauna attacking. I love the chill vibe and getting lost in the process of designing and exploiting the natural resources. Your vision is what has attracted me initially and keeps me coming back.
Yeah, honestly I'd be happy with a pacifist mode that removed hostiles and either removed the need for animal parts or had a silly way to get them. Maximum chill building is my jam.
one does not prevent the other, the chill and relax mod remains the basis of the game. Adding a complete mod adding a tower defense aspect would have been just a way to please more people
@@Mylouz42 oh for sure, I'm not actually poo-pooing a distinct mode for tower defense. Just saying it's personally not *my* jam and I'd go 180 degrees the other direction if I were supreme FICSIT overlord for the day.
To me base defence would have been good. I lack action ingame and feel like the world is empty. I love the building and chill vibe but I don't get immersed as much. Hey, they don't care. It's their game that we fund for them to make who are we right? lets buy their merch! yay
@@TheRUSTchronicles It's not that they don't listen, I think it's just too much work. This choice could have been made at the beginning of the project. But let's be happy with the work done because Satisfactory is unique in its kind. I hope that FICSIT will release a new project that will combine tower defense and factory in FPS view.
One thing I would love to see added is overhead conveyors that can hang from the ceilings like you see in a lot of auto plants
Using the framework foundation, you can place a temporary foundation below it, then put mergers/splitters on that foundation. When you remove it, the splitters look like they are supported by the frame despite technically not, and the belts fit fairly well in that space.
Plus one for this. The wall conveyors don't work for me because it is difficult to cleanly stack them, and they interfere with doors and windows. Stacking ceiling conveyors would be awesome, help reduce floor clutter, and give me a reason to have roofs
@@Ethan0433 You can also put a conveyor port wall coming down from a ceiling and use those to suspend the belt.
Thanks Jace. This is why I love the game, it's chill. People need to stop trying to turn the stock game into work and stress.
Edit: Green energy: the geothermal is there... you could make green buildings harder to build and variable like the thermal vent power. Solar and water power could have their own variables.
Solar only gives power during the day. Wind can only be placed on a few very high (and inconvenient) locations.
Solar power and the day/night cycle could be fun! It would make power storage way more useful, having to store up enough power in the day to last through the night
Edit: but yeah Jace makes good points about how it's making the game less fun to make it less challenging
@@FrankLeeMadeere But I can build as high as I want to place wind turbines. It's hard to see how that would work.
Geothermal is there, but "supply" is still limited to geysers. Solar panels and wind turbines could be placed everywhere.
Or make a solar reflective array that needs light and water. You have to build a large tower and tons of positioning mirrors that take computers. By end game play you stop worrying about power anyway. So just make it end game hard.
In reguards to green energy, it could be set up that the various resources need a different material, a coolant or smth for solar, and a specific lubricant for wind and hydro?
Something that I would like to see in satisfactory would be a creative mode of some sorts. I feel that it would help me be able to explore that game and it’s limitations and features before I do normal mode.
yeah that would be nice.
There is the pak utility mod, which is what I usually play Satisfactory with, that lets you go into creative, unlock all research, etc
you can toggle creative mode in most save editors
@@twistedstriker really? Ok.
Try mods on expiremental you can go crazy
The coolest thing I heard on this whole video was that there's a few hours every week for the employees to just do whatever they want. That's awesome to hear from a game developer.
yeah that's brilliant. I mean it's their game, so as long as it doesn't negatively affect stability or maintainability, let the team go wild and just derp around. That's probably how they got Lizard Doggos (or Shrimpy, as it was once known...)
Fun fact: This is how actually Fortnite battle royal got created :D during the closed beta of the PvE game (which was the original idea) some devs fooled around and created the battle royal just for fun during their "free time". At some point they just made a small event in closed beta where we all could try it for a short amount of time.
Everyone knows how it ended.... the "just for fun"-project turned out to be the biggest success ever for Fortnite/Epic and got bigger within a short amount of time than the base game within years.
This is the reason why ALL studios should give devs some hours to do whatever they want, no matter how crazy their ideas are.... often someones idea is so good, it has to be put into the game.
@@Aeekto Wasn't that also how Red Dead Redemption got started as well? I seem to remember reading somewhere that it was just some dude who took the GTA 4 engine, put a desert in it, and basically made a "Grand Theft Horsie" mod, and the rest it history.
@@Aeekto
I played the both the Alphas and Betas for Fortnite, and to be clear, they weren't sure what the hell they were going to do with game. I figured it was just them jumping on a bandwagon to make money, glad to hear it was at least something the devs wanted.
@@Ericisnotachannel Didn't they kind of start the bandwagon? There were battle royal games before, but none at this scale.
5:54
Could robots help build? You could make a blueprint in another world/part of your world and then copy paste rotate etc... In another place. Making building giant factories easier
I still remember using robots in Factorio to build a blueprint I found for Harder, Better, Faster, Stronger. Best implementation ever!
Could just be a build gun upgrade. But one thing I'd really like is maybe having the drones to be able to see from high up and build at the same time with them, so you could also use them for making a factory a bit easier but still have some limits so you don't go to the other side of the map. Like a 800 meter range sounds good if you need to place conveyors and such. I think it would fit somewhere after you get the jetpack.
How about prefab factories as supply points that can only be build connected to a train station required for remote building and having to send those materials via train. that would make a decent setup required
You could make a factory that builds itself! Grey goo is cool.
@@timurtheterrible4062 Well, you'd still have to lay out the infrastructure and set up a defined area for the depot to build the factory so it would be easier than doing it manually but still requires every ounce of mats.
I feel I'm a bit late (two years) but a possible solution to the first two points could be the flora and fauna slowly creeping into your factory and getting over your machines.
This should not impact the activity of those machines, they would just look different and maybe have different actions if you want to manually access them. For example, maybe a few birds made a nest on top of your miner. The miner still works, it just has a nest on top. Or maybe, one of your constructors has been taken over by vines and although it still works perfectly, you can no longer use the ladders on it - but the vines can be removed either by hand or chainsaw.
This could mean that not visiting an area for a while could pose a risk for when you return, with the player having difficulties navigating the factory and perhaps being attacked by a few hogs and spitters that made themselves at home.
Hydro power specifically from waterfalls sounds like a great idea. My biggest wish Satisfactory is still Mk.2 construction machines. I get that you want people to build massive factories, but eventually the fps just doesn't allow that. We don't even need Mk.3, just Mk.2 machines would save so much fps.
Agree 100%
What would mk2 machines do that makes them different from an overclocked mk1?
@@Khaim.m They could be much faster than the mk1s. Like 300% faster, and can be overclocked just like the mk1s.
@@Khaim.m they could also operate on a different power curve - and not require power shards
Or have more effiecient recipes
I’m glad to hear the devs want to keep the more relaxed and chill vibe to this game. Its the reason I bought this one instead of factorio, the world is beautiful and I think adding enemy attacks would discourage exploration and add a lot of tedious gameplay. I LOVE the enemies placed throughout the world and caves. But I’m also glad I don’t get harassed
Just for your consideration: You can turn off the enemies in Factorio. But you're right, the map in Satisfactory is much prettier.
Exploration of what exactly, an empty wasteland? There is nothing aside from the infinite amount of resources you can find anywhere.
@@eleSDSU there are different biomes, key resources are spread far and wide, and there is challenging terrain to traverse in between. Figuring out efficient transport routes to get everything where it needs to go is half the fun. There are also the pods scattered throughout the map which can completely change how you structure a production line with the alternate recipes. The MAM trees give you better tools for exploration, which in turn help you explore to find new resources and fill out the MAM trees. It's a well done system.
What's the point of efficiency in a game that imposes no limitation on space or time?
I recently purchased and absolutely love the game, personally I'd like some farming elements which could employ the labour robots. where when you cut down fauna you can get a seed from the plant, you can then plant the seed in planters which use water irrigation and power for lights, 16 plants per planter (4x4m - 1m per plant, mycelium grows smaller. Takes say 5 minutes to grow plants, then you can use the labour bots to harvest and replant, they then take the plants to the Nutritional mixer
6. You could just add a golf club that plays a tee up and swing animation if you use it, like the coffee mug.
I think three versions of robots would be good: one set to harvest selected food type, one to gather resources (wood, leaves, petals, mycelia), and one to do reconnaissance (marks map for SAM, uranium, WIP spheres, crash sites, etc). For the last one, maybe have the types of things they can find gated behind research tiers.
I think it would be cool to just have programmable robots with some sort of API for various world interactions it can do. It doesn't have to be a full-fledged programming language; visual programming is fine. I just want to be able to tell it to "Follow the Leader" and "attack anything hostile nearby" so I can have a swarm of friendly killer robots following me. (Could also use something like that for the Ficsit Deforestation Initiative™?)
@@Twisted_Code actually, having Scratch in Satisfactory would be extremely cool.
I would love a scouting drone or one to shutoff/activate far away factories say in a total power shutdown to startup situation.
Love that idea, If/Thens could really work to help out with micro and macro managing, like "if energy grid excess is
Can I add to this list a Body Guard, or just anything that we can weaponize? So I can finally ditch those zapper and "rebar gun". Oh i just realized that what Twisted Code is asking for.
I really like that Satisfactory is so chill tbh, and I'm pretty glad that the first three options aren't being added. if I wanted to play a less chill experience with a need to defend myself, I'd play Factorio.
Although the awful cave spiders are very not chill lol. Maybe we could get a little combat drone that can follow us and fight? Even if it's only capable of taking out the spiders and not any other creatures
You can switch up to cat pngs!
I honestly prefer the cave crikets (they look more like crikets to me) than the pngs, because I expect the crikets, but I had to double take way too many times what the cats where.
A 1st person factorio would be better than both games.
I think that someone already mentioned that, but I'll just bring up this again to get some more credit for this idea.
Weather can be an issue with green power.
So let's say that there can be a cloudy week or something, solar panels won't work by themselves, as a result you can just make a better use of batteries in combination with classic powerplants. Green power will be something profitable, but not stable, cause weather is unpredictable in many ways.
And, well, if your classic powerplant is not producing enough - you can just expand it via new sources, but if your green powerplants don't work because of cloudy unwinding days and weeks - you can only pray. Something like that.
He didn't say that pray mechanic won't be added to the game, so...
for the labour bots you could have them; explore the map for you, go to resources and set up infrastructure, upgrade conveyor belts or miners, dispose of nuclear waste, or act as another companion like the dogs
I always thought it'd be neat to have cycling "bounties" that call for products to be made in specific ways and sent up in the space elevator, just to further encourage creative layouts
And what would you get as a reward?
@@gownerjones A giftcard, admission to the bonus vacation days program, uhh...man, I dunno! Maybe hab decorations. I hadn't really considered what you'd get out of it, I just like the idea of having to figure out specific types of product supply lines.
You know, Looking over this, it seems to me like basically all of the first three suggestions come from a similar place: "We want the factory to do something, have a way of interacting with itself or the world, that isn't just expansion and production of core goods." With survival, it's making new classes of items in the form of food and supplies for the player, or shelter, depending on what exactly the suggestions were. With base defense, it's a new a different set of design considerations that involves keeping critters out, or herding them tower defense style if they get in. With maintenance, it's design that ensures the factory is walkable and readily accessible, so that the player, or their robots, is always moving to and fro and so interacting with every bit of it or having it visibly interact with itself. Rather than making a cool production structure, turning it on, and leaving it to gather dust as it plugs away.
This is a very reasonable take and one of my gripes with satisfactory. Making the factory is cool, really cool, so much so I have pured hundreds of hours into this game. But the factory justifies its existence by expanding the factory and thus, is pretty noninteractive with the world. You have this really cool map, which invites to amazement and wonder, yet interaction with the map is only done wiht the intent of making the factory bigger, or goofing around and building hyperloop-cannons. Something must be possible, some kind of interaction between the factory and its surroundings which is in sync with the vibe Satisfactory is going for, like painting the sky through the technology you develop in the factory. Or carving paintings in the rock with some kind of laserbeam, which is totally possible without opening the development-nightmare that would be real terraforming idk. I'm just spitballing here.
Play rust
It just begs the question, What is EndGame?
@@midlifemettle7841 The Story (tm). They have given very little detail about what The Story will entail, just that it will be released in version 1.0, and utilise the WIP and SAM ore in some way, maybe.
And in general, the End Game is to finish the assembly project, which means building factories that can make the items required for the assembly project. If you can do that, grats you.
nah, it's mainly people who wants to see factorio in 3D
The only green energy thing i could imagine that would need a constant ammount of supply would be fusion energy
Fissile could be added too, maybe it could be balanced be needing and enormous amount of water, producing a lot of gas; the system shuts down if it gets saturated on gas or deprived of water
@@crashstudi0s nuclear? it's already in the game
Only problem is it's got no downsides. Not to mention fusion energy pretty much just needs heavy water and some very rare tritium. There's no radiation, not even any production chain. I feel like if anything, antimatter could be a good power source at some point.
@@jonaut5705 very rare tritium. The answer is in the question here. I think it would be very feasible from a balance standpoint
@@octaviusaugustus7205 The thing is, even if there's only 1 tritium deposit on the entire map, you could just use drones or trains. Late game long distance transportation is pretty easy. Not to mention there's no danger nor any production chain, as I said.
I still like the idea of green energy, solar is balanced by the already existing day/night cycle, wind is balanced by fluctuating energy output. Both will need extensive power infrastructure management to ensure the grid doesn’t break down every 10 seconds. It would be a nice choice to make to go green or go dirty.
Or both! Ho about a daytime steel factory? Where solar will power the grid during the day and coal to the foundries, but during the night the coal is used to power the grid through!
Love all the reasons! And while I think terraforming isn't necessary, it would be amazing to have randomly generated worlds to uncover and explore, making you always wonder where you're going to settle in to begin with.
Addressing the "No green energy" I play satisfactory with the "Refined Power" mod and it adds windmill power that is very useful for one thing. since a single windmill doesn't make that much power unless you put it up on a cliff so its really high and make sure no other windmills are built in a rather large radius from any other windmill and even then it produces enough power to drive one or two machines. this sounds kinda useless but its absolutely invaluable for powering a small station or mining rig thats waaaaaaaaaaay out from your main base where it would be thoroughly impractical or just plain annoying to run wiring all the way out to it. it also adds hydro power that as you said in the video is restricted by space via specific nodes where they can be built in fast flowing sections of rivers or near waterfalls (different nodes also have different potential power outputs depending on location, speed of water, etc) and individually they dont produce that much power. one hydro-power station is roughly equivalent to a single normal-clocked biomass burner and non of the above mentioned power sources can be overclocked so if you have a backwater station waaaaaaaay out in the boonies theyre a godsend but not overpowered.
> impractical or just plain annoying to run power out to it
I have 3km long wiring runs.
@@nikkiofthevalley same lol
crude oil is about 2.7km from my base, so I have long-ass power line and hypertube
It's still way easier to run wire than belts and you have to do belts (unless you want to run and collect everywhere) so you could just run a wire as well next to it
@@nikkiofthevalley Once I got he hover pack I proceeded to just fly around the map dropping poles. It’s fun to find some area ive already been to from another direction and close the loop.
“wE’rE NeVeR aDdInG PiPeS”
Haha, when was it said? I'm new to the game.
@@transfer1992 it was a big meme when early access first released, in particular because oil wells originally outputted oil barrels onto belts rather than using pipes.
@@alexsiemers7898and they were adamant about no pipes.
There are already pipes in game for liquid transport.
@@adriananderson1894somebody didn’t get the joke…. 😬
How about this one, allow geothermal energy which would normally be considered "green" but in the game it would require you tons of TNT to create or like a a constant creation and supply of TNT to maintain the vent open, so if you stop the stream of TNT it closes and stops producing energy.
5:51 Robots could deal with your inventory, filling it with the stuff you want and getting rid of stuff you don‘t want. Like „I want the materials to build 100 constructors“ and then a few robots come and bring you all the required materials, or „I don‘t need all these screws“ they are cloging up my inventory and robots come and remove these Items.
I thought a similar thing.
My experience with the game was pretty great until I died in the late game, while being in a Place I could hardly reach again or would need quite a bit of time to get to because I lost some needed equipment on my death and it was very far off. So my idea for the robots was drones that can acces items you droped (like on death) or containers you build an deliver them to a building.
TlDr.: Drones that can retreve your death crate.
PS.: If the late game already has ways to retreve items dropped on death from a far plese let me know.
@@Lion_204 With a hyperloop cannon and a parachute you can get virtually anywhere in the world within seconds
@@Gstrangeman96 Thank you
and as an option you could automate parts of the building process… so you design what you want to build like lets say as kind of a blueprint and the robots build it for you… thinking of copying whole factory parts (could be restricted like the dismantle process (50 items)…) that would be nice i think
@@ebbars_ Yeah, they should implement more ideas (like yours) from Factorio into Satisfactory.
Little mini robots could be useful to load buildings that need to be manually loaded (like biomass generators) and/or for creating equipment like the portable miners and beacons! (I’ve only just started playing the game recently, but I love it so far!)
I was just thinking the same thing; I just started and I was looking all over for any sort of Drone or Robot station that could be "programmed" to interact with inventories in the same way the player can. Take from this. Distribute to here and here and here. ect.
@@muttmanic6949 they have tractors, trucks, trains, and drones as the game goes on, and I’ve enjoyed using them so far! It’s been fun trying to plan logistics around them picking up and dropping off materials.
we have vehicles and everything so the transporting wont be so usefull and the creating equipment part is just a constructor in disguise
yes for biomass generators
@@Vashtstamped those are meant to be manual so you switch to coal power
That explanation about "not the game we're building" isn't just good, it's actually good advice to an aspiring game developer. Special thanks for that. Wasn't the most concise, but I'll leave formulating a concise version of that as an exercise for this listener. (And no, concision when explaining for emphasis isn't even necessarily desirable! Not mentioning it as a critique or an ask (unless you want to toss your version as a reply). Spending the extra time on that helped add the extra weight to the issue you wanted.
I would like another buff to radio towers. Radio Tower Mk. 2:
You can manually reduce the search radius of the tower. When reducing the radius, it also updates the number of "weak signal objects" to reflect the newly set radius. This is useful for pinpointing distances of objects (from the tower) WITHOUT telling you a direction, meaning you would still need to use your scanner to explore.
This is perfect for endgame when you want to 100% the map and you only have like 1 object left. Same max radius. It just allows you to reduce it bellow it's max for fine-tuning purposes.
Jace: "You're going to run out of frames per second before you run out of space, let's be real here."
Josh: "Challenge accepted!"
Challenge completed 😄A lot, actually haha
LGIO is why I bought this game in the first place, ngl
i honestly feel like that WAS a personal attack on josh..
Love that y’all are zeroed in on, and committed to, the heart and soul of this game. Thank you for this! As an engineer myself, videos like this make me wanna work for y’all.
They are an amazing company with high paying jobs available amazing I highly recommend
For the tiny robotics I love how Factorio does it where you can request items and auto trash
Yes. The robot could be a actual factory machine thats x storage bins. Which has a robot dispensor. You request a item. A wireless network is connected to say the RADIO TOWERS. That aren't used good. And they can drop them off to the nearest towers. They would work simliar to drones. But are meant for fast transport of items to you. So no drone ports. Just you in range of a radio tower. They're powered by your grid. So making bigger nuclear building would be needed for map wide player drop offs.
Totally agree. I can't remember how many times I've gone to build an outpost and forgotten something like metal rods, and then have to run back and forth across the map.
I think that some kind of automatic fill empty inventory would be awesome. I know I’ve heard theories about something like that being part of SAM ores use possibly.
a robot delivery service that would be useful. maybe the robot would need to be attached to a container that items can be pulled from or put into. I regularly have the problem of being short some plates or concrete.
For Solar power, I think the balance is pretty easy. 1. Make it a weak power output to require very huge amounts to make truly impactful. 2. Make the cost medium, don't make it overly expensive, but inconvenient. 3. Solar ramp, at night zero power is produced, and in morning and dusk half power is produced. Only full power is produced during peak day.
This way, it would make the solar not very useful, unless it's for low quantity far away objectives.
Or until the player is in late mid game or very late game, where they have huge amounts of power loads. But late game Solar would only be useful if you built a corresponding battery bank farm with it, making it a special use case.
With these parameters, I think Solar would be balanced ✅
In addition some other ideas:
In real life the temperature of solar farms is crazy hot. Standing in a solar farm during the day is crazy hot (sometimes dangerously hot). Maybe add some kind of heat damage (like the way poison clouds work) during the day.
It would be neat to have a "challenge mode" where you need to make shipments within an allotted time. Especially for end-game where there's really not much left to do except optimize the heck out of your factory.
That could be cool as a mod and probably not super hard to build. Not sure it makes sense in terms of rewards for success (or punishment for failure?) though.
@@wizardpajamas6405 Maybe give twice the coupons for the same items as rewards in the meantime? Would make it worth your while and interesting to temporarily divert factory resources for a specific item.
I just discovered this great game a few days ago and bought it immediately. As a software developper, the way you explain how architecture and gameplay choices were made is really great. These choices are really difficult to do, and sticking to the initial gameplay decision is really hard. You explained it in a very easy way to understand. Congrats and keep working on it !
You are a software dev and bought this instead of Factorio?
The game knows what it is, because the game knows what it isnt. And by subtracting what it isnt from what it _could_ be, the game knows where it's going.
I cannot wait for the world of Satisfactory to be properly fleshed out, I already adore the factory building aspect of the game but have always thought that the adventure aspect as so much potential. Possibly artifacts of a ancient race which has since left the planet (or maybe died off?), expansive cave systems with unique resources and dangerous creatures and maybe even some lore and story behind the Pioneer's purpose on MASSAGE-2(A-B)b. I know all of these things are already loosely implemented within the game and that Coffee Stain has plans for expanding Satisfactory's more adventurous aspects but I just wanted to voice my excitement for the future of Satisfactory.
Ditto with the expanded lore for alien artifacts, but we should start with the ones that are already in the game i.e. the Mercer Spheres and Somersloops. And I for one have become convinced that the Save The Day Project is essentially a massive boondoggle; all Ficsit really cares about is exploiting and industrializing alien planets for the cool factor. CSS is welcome to prove me wrong, though.
for green energy: I would make it something for early start only. Puts out enough power to get the -smallest- factory up and going so you don't have to harvest trees before you find coal sources. getting starting power was incredibly annoying having to manually get it running; but make it so that it's not feasible with scale. diminishing returns after a certain size. Windmills require enough space for wind to work which eats up your precious space. Solar panels are only efficient in really specific locations and get in the way as the factory goes. Don't have it be something to try and carry the players through the game, just a crutch to lean on at the start so beginning power isn't as annoying to manage.
That's atleast how I would handle that with the game's current structure.
Some crazy guys like LetsGameItOut would place a million of this and then its overpowered again.
@@traxon_lp oh, you're far from wrong, you could easily do that, but I mean he'll exploit anything imaginable ;P I mean have you seen what he did with pipes?
organic is basically green but in a different way . bio fuel comes from organisms .
How about a hand crank for each burner?
All I really want is a more expensive biomass burner that can take a belt input. Maybe it's my play style, but there is a point in time between late biomass and early coal, where most of my time is taken up simply feeding a massive pile of burners to get me enough copper sheets and rotors to get a coal plant online.
It would be super cool if you could "order" items into a special container, and robots would bring stuff from where you store it to it. Like say you have an idea for a big factory, you plan how many machines you need to build by adding them to "to do list" and then copy this list to the container, and robots bring you stuff while you work on this factory. It would be so sweet quality of life upgrade, reducing time you have to spend trying to bring all the necessary items to a location 5km away from your main base. Ofc it would have to be available fairly early to mid game to make sens.
That sounds similar to how blueprints work in Factorio. Great idea!
I miss my fleet of drones in my nuclear powered exoskeleton
7:08 - 10:55 This felt like a professor lecture at uni. Great explanation, Jace! I now feel inspired to think more about games with this different way of thinking.
Came here to write ^this. Well said. If more devs would be this communicative and open about their thinking process I think the gaming community would have a way better relationship with devs in general. As always, Coffee Stain sets the bar. Thanks Jace, helps a lot
this line was my highlight of the day 😂 i fully unterstand what he meant, this line joyed up my evening for the whole week after a stressfull work week, thanks Jace!
It would be really interesting to add a portable manager to Satisfactory. With this it would allow you to assign tags or names to each machine and then you can figure out which machine is clogged, over/underproducing, which machine has stopped or doesn’t have power, and how many machines you have making what. This would fit very well into the game and make things more automated and relaxing than before.
While I feel that I have had a fairly clear understanding of what the development team has been aiming for with this game, I appreciate the clarification of what the original vision encompasses. I have full confidence in whatever the developers feel is the best overall direction for the game!
I feel like a pretty cool thing thing they could add is weather, and it could appear in different ways in different parts of the map.
It wouldn’t destroy anything or cause you to go and repair things, but would add a cool affect. Strong wind, really cloudy, lightning/thunder, light rain, heavy rain, etc.
Anyways thanks Jace!
My reasoning for wanting weather in this game, truly goes back as far as RollerCoaster Tycoon. I realize RCT actually had mechanics on how rain affected your park, but for me, the change in atmosphere in it of itself is always wonderful. Moment to moment variety in established biomes is how you build vertically when you've "run out of room" so to speak, expanding horizontally.
Robot ideas:
Harvester robots “Tin Men” that cut and collect biomatter for biofuel plants.
Fuel delivery robot that delivers a single fuel consumable stack to truck stations directly to fuel dispenser slot.
Yes, That!
YES! Harvesting biomatter or hunting for alien parts. Also you could have them automatically carry emergency fuel to trucks or buildings that have run out.
For the little bots. Just make them slow; frequent need to go to charge pad until endgame. That can essentially be a point A to point B "convayor belt" alternative. They pick up item, take it to next location, like a mobile filter splitter that can climb or move on any surface. For extra supplies, setting up special hyper tubes "duct" systems for bot travel can ultimately make each level of bot more efficient than convayer. Example; lvl 2 convayor speed would be equivalent to level 1.5 bot speed but with tubes it bot speed would be double convayor speed. Basically a resource sink to make your factory look even more busy with convayors, carts, and now bots running and being fired around your factory.
Awesome idea would be a second map. Maybe sending Rockets with materials to another planet
I messaged them this on their twitter at launch and they gave me a big no
Aw sounds awesome man
Spaced out? Haha
This! Or alternatively, at least randomized nodes as an option. It’s a bit sad that in every playthrough, factories end up in the same place due to their required nodes.
The mod team for refined energy mod (green energy) have a second map they're working on.
I would LOVE to see hydropower. Would be so cool to dam up an area and see it change from the water rising. I’m guessing the work behind implementing it would be massive, however. With the water rising, overflowing elsewhere etc.
If there were only a couple of locations that you could do it, that would make it easier to implement.
much more fun to be able to drown most of the planet 😀😃
That sounds really difficult to program to look decent and make functional
But it would also be too OP, which is why they won't add it in.
@@Arterexius Not necessarily. There's so many ways to balance it.
Make small drones that has access to designated Storage containers and within a certain parameter of something, like a radio pylon, you can use those drones to fetch materials from said storage containers for you to build machines.
This would leviate the fact that you dont need to have precise amount of materials on you when you on the whim want to build that extra wing to your already bloated factory, making your perfect cube look like it has an unwated tumor.
For overclocking said tower, it increases the power consumption of said tower yet it also increases it's range of operation.
THIS!
So something similar to the logistic system in factorio? Sorry if you didn’t take it form that but that’s game is just implanted in my skull
I think a great way to add little robots would be for storage. For close-range you can use conveyer belts, for long-range you can use cars and trains and drones.
But what if you could have little robots run between storage boxes (not other machinery like assemblers, as those are 'too dangerous' to operate by a robot). It could be a faster way to manage storage to storage transport within a factory.
Another way they could work is to help with vehicle transport. Perhaps making sure vehicles and vehicle docking stations remain fueled. I havent played too much around with transport yet, but perhaps stationing them at a vehicle station would also make the loading/unloading quicker.
Another possible usage could be rather early-game. Where you have a manual miner to place down before the big miner unlock, you could have the same apply as a crafting? You can place down a robot and give it one item to craft into another; but you couldnt use conveyer belts for it, so you manually have to manage its inventory. Perhaps you could bind a personal storage box to it where it can grab and dump stuff.
Last option I could think off is perhaps as an adventuring buddy. We already have the lizard dog, but perhaps a little robot could be with you or even sit on top of your vehicles. You can use it in vehicles to scan the area for resources, as a danger alert, or perhaps you can give it a weapon and it can help defend you when you're attacked. Whilst on food you could set it to collect things for you in close proximity, like leaves or wood.
I think it would be especially cool if the color customizing could extend to players as well, if that could be implemented in the HUB bunk rooms or something.
Mhm, I would love this.
"I could imagin satisfactory with more stress"
me too, and I would call it factorio :)
My thoughts exactly, that and mindustry were my thoughts.
*modded*
Factorio with the natives turned off: no stress, very chill… and construction bots and basically unlimited blueprints.