Quick side note: in our internal build there's a bug where some alt recipes are swapped with standard recipes in the codex. Just letting y'all know! 🤸♂️
Three things I was curious about: 1 - are there any plans to add optics to the rifle, or at the very least be able to aim down the barrel and be able to snipe a bit? 2 - something I've been interested in for a while now is a flame thrower. Given that oil based products are a thing, and there's no good way to clear trees and brush other than nobelisks, is there any plans to add a flamethrower as a combination tool/weapon? 3 - in regards to tweaking clock speed, are there any plans to allow you to change clock speed based on how many items per minute you want to be used? So far you can just change percentage and how many item are produced per minute, but sometimes you want to tweak how many items the machine will consume directly.
I'm a bit worried about the lack of "z dimension" on map markers, beacons, etc. This game has a LOT of verticality, and being able to see how many meters high a beacon or marker is is very important IMO.
It'll be nice that when you put a beacon it shows altitude on the marker and if you put a mark from the map, the altitude won't show. That way you could mark places with the map markers and specific spots with the beacons.
I love this company so much. Reminds me of the 'golden age' where devs and gamers were just a group of people with shared interests and enthusiasm instead of corporate money making
@@Louis13XIII Right? At this point, AAA games all seem to be broken garbage that gets abandoned within the first month. Looking at you, Battlefield 2042...
Small thing that is desperately necessary: Shift clicking an item into your hand slot should prefer an open slot (if available) instead of replacing the item in the slot that is currently active.
In the same vein, if you're holding a food item in your hand (or in a hand slot), and you pick one up from a local plant, it should prefer replenishing the stack in your hand slot, only adding it to your inventory if the hand-slot stack is full.
13:05 this has to be the best rendition of that joke. It's much overmade at this point YET, you picked some thumbnails that we all may or may not have seen. I really fell for it and the effort to make that joke is just crazy. Again, the joke is not original, the execution is sublime !
I fell for it too. XD I was distracted by laughing and the vaporwave image, computer games, "something something C++..." would all totally be on my suggestion thumbnails. Perfectly done.
Having "Let's Game It Out"'s newest Hydroneer video sold it for me, since it's also the top suggestions I have for real. (Hey, YT, I already watched it. Not gonna watch it again.)
OMG. The Codex change is really the killer feature! What a huge QoL improvement to not need to place a building and select the recipe to get the input cost per minute. This will make doing the mental calculations way easier.
Update 6: yeah its gonna be way smaller Also update 6: multiple body slots, HOLSTER, TO-DO LIST NOTES! THIS UPDATE IS GONNA BE SO GOOD. THANK YOU COFFEE STAIN!
And heck, the new ammo types and the rifle-buff will also make exploring a lot less tedious and more fun! Personally Im already wondering how I'll be able to combine blade runners, jetpack and bomb jumps for traveling :D
I love the rifle, and it's always been so annoying to me that the ammo only holds 10 shots per magazine, only stacks to 100, and costs rubber, steel, black powder, and a beacon to make, in a manufacturer. Changing it to 15 per magazine, 500 per stack, and the recipe to copper and black powder, in an assembler? Amazing for me, thank you! They're little plinky shots that you shouldn't feel guilty about popping a few off for no reason!
@@shaunduggan8605 I automated them, absolutely. I did a brief hard drive search across the north and used 500 rifle cartridges easily, and didn’t even fight most enemies.
*Of course* I automate rifle cartridges. I'll typically take 300-400 rounds with me on an exploring trip, and fire off at least 200. There's no question I've fired at least 1000 rounds over the course of a game, probably more, so yes, automation is well worth it. Satisfactory economics being what they are, I don't care about the material cost. Resources are infinite - it's the time and effort to automate something that's the real cost. Cartridge automation is only difficult because of beacons, which require 4 ingredients and a Manufacturer.
Feature Suggestion: Conveyor Throughput Measurer This would be a buildable that attaches on top of a conveyor belt and measures the effective rate of items running through it on the conveyor. Would be very helpful for understanding efficiency and identifying bottlenecks. This differs from what you see when you configure a machine because the machines only show the maximum output under ideal conditions for that specific machine. A much more in-depth suggestion: A new buildable that functions as a “management console” where you can wirelessly monitor your factory’s health by seeing the measures from all of the Conveyor Throughput Measurers in a single screen. This could also be a good interface to allow for wirelessly toggling power switches on/off from a central location. With this console you could create a “factory control room” that allows you to monitor and configure your factor at a high level from a single location. There are so many ideas that could be added to the management console that displays data gathered from structures in the world. Another one that comes to mind is an attachment for storage that shows how full the storage is. I think this would be a really awesome late game addition and is in-line with the map/beacon changes (allowing you to configure from anywhere) but in a way that adds a new challenge for those wanting to build the most sophisticated factory possible.
I've always been dreaming of a throughput-regulating splitter, where you can either limit how many items per minute may go through each output or you can set arbitrary quotas (like left 10%, middle 40%, right 50%) or maybe even a combination of both. Also, priorities would be great, as in send everything left first, overflow to middle next, overflow to right last.
@@Bitfire31337 I have a setup to set the rate of Uranium Waste output from storage. To start with, water is packaged and unpackaged in a loop. The packaged water joins a saturated belt of Uranium Waste, before the Waste cycles back to storage and the water is unpackaged. This oversaturation of the belt causes the Waste to overflow from a smart splitter to the reprocessing centre and it does so at the rate that the water is packaged. I control that rate with a valve slowing the water coming from the unpackager to the packager. Thus I can control the flow of a solid item using a valve. So it's possible, but not easy, to set precise belt rates that can be easily adjusted. I only bother in this one place in order to keep the processing facility from getting clogged up with Uranium Waste so I can get around it without a hazmat.
What I would love to see is a change in the awesome sink and shop system: I would prefer to ship my overproduced goods via space elevator, every item in the game should have a "volume value" that can fill crates to be shipped with the elevator; an example: a crate can contain 3 cubic goods that can be filled with multiple items, then a single space elevator can ship up to 8 or 10 crates simultaneously (yep, I just said single elevator hehehe), crate can be located directly into the elevator or can be filled and transported around the map via train with a new type of station and new type of wagon. Once the crate reach the space, credits will be added into your Fixit wallet and used to purchase the same things found in the awesome shop, but using the pc in the hub (the one where you can play the Minigame).... Something like a Fixbay or Amafix. Crate will be shipped back empty ready to be refilled or shipped to the factories to be refilled. I think that a system like this will give more satisfaction then just trash what I don't need and give a more feeling to be actually working for the company that I'm working for.........Fixit doesn't like to trash materials ;) Btw sorry for my awful English:3
Yes! Great thoughts. The whole game is about logistics. That void thing shouldnt exist. And Your solution would make so much sense. But I would put the crate in the elevator. So you can just fill it every ten minutes or so. Maybe with phases you can get more storage. So i wouldnt make a separete system for it. You could build a station next to the elevator and fill it that way. (bit less cool but easier to understand)
I think it would be really cool to have the nuke give off a quick pulse of white light kind of like a real nuke. Although doing this could be annoying, but it could also make them feel very impactful.
That bit at the end about being able to look at the material cost per minute of a recipe and at a given clock speed is fucking amazing, and I'm really happy that's being implemented!
nuke 100% has to be able to finally remove the gas pillers, know you guys mentioned maybe adding a way to remove them a long way back but this would be perfect!
This gas pillers reminds me of starcraft's vespene gas. At some locations it should be harvestable to get chlorine and make hydrochloric acid (we have H2SO4 and HNO3 so far and HCl I miss :D ).
I always thought we should be able to shoot Beacons out of the Rebar gun, it would be nice to be able to target a distant object (within reason) and see where it is on the map.
Man, I'd just hit fauna with beacons. Oh, you're a fiery asshole blocking my access to the oil node? Well now you've got a beacon on your face, how's that?
The shotgun mechanic here makes a lot more sense as it's similar to how they fire irl. Unlike most games where a shotgun's range is basically firing point-blank in a tiny cone.
If shotguns worked in video games like they ACTUALLY work, you'd have the best weapon in any game, period. Versatility is the shotgun's trump card. Here it matters a little less by virtue of being a player versus environment sorta thing, but they can always give cave spiders more health. :)
Chaos That would be DEVASTATING if they actually did. A lot of games in the fps genre would have to be reworked if most of the firearms functioned like how they are irl.
It's so nice to see the devs working on a game that they actually enjoy, just the part where he is playing around with the nobelisks shows he generally loves this game 🙏🙏🙏🙏
I am VERY EXCITED about multiple body slots! And I don't care if the specific "jetpack + blade runner" combo is not available, as long as we have "blade runners + gas mask" and "blade runners + hazmat" I will be oh so very happy
Same always hated not being able to fly or do anything but slowly walk in my nuke plant. This is a much wanted default option. You can get it via mods but if they go out of date etc you lose it.
@@Johntheblack99 To be honest I don't understand the problem either, but I do not use jetpacks much so I personally don't mind if we do not have that combo
Not sure what's so "naughty" about blade runners and jetpacks, honestly. Once you start putting together really big factories with multiple floors, it gets really tedious to get everyone, and swapping away from the "quick movement" you're used to for the safety of a jetpack and back and forth is just tedious. Pretty sure I'll just keep modding to allow myself to have it, since I mean, it's not a competitive PvP game or anything. "Overpowered" doesn't really mean anything. /shrug
100%. I don't understand how blade runners and jetpacks are overpowered. It's a QoL thing. Makes annoying stuff easier (getting around the factory), without breaking the core loop of designing, building and optimising.
I imagine, it is not OP when you build a factory, it is Op at exploration and travel. You can basicly get a ton of momentum and fly across the whole map very fast. Making the world feel much smaller. With the crouch jump combo of a ledge I think you can leap through half a biome , if you high enough.
The nuke could use either some lingering radiation, or more reslistically, cause a lot of fire in the area, if that were possible. This all looks so awesome, looking forward to it!
Having gotten very good at rapid-switching equipment I do now know why having jet pack and blade runners at the same time is overpowered. I've been able to use the blade runners to jump off a cliff, switch to the jetpack, and the momentum from the blade runners can carry me across an entire biome before the jetpack runs out of fuel. That being said I don't think it's actually that overpowered, it's really easy to run out of gas and accidentally get yourself killed by fall damage.
In my experience, it's not so much "running out of gas" as "I forgot to let it recharge while I was on the ground so I jumped and immediately fell to my death"...
@@Paradaimu You spent the time researching and manufacturing the equipment which is progressing in the game- why, I wonder, do they think being able to traverse the map with a little more ease is overpowered then?
What's not to love? He gets to make videos about cool shit the players will absolutely love. Other game studios do shit like force employees to go out on stage and say 'Don't you have a phone?' while everyone boos them.
You don't get to see all the frustration behind the scenes as he does his 8th take of a specific line 🤣 other than that, it definitely seems like he really enjoys the videos.
This game has come so far since release. Everyone talking about No Mans Sky but this be getting updates like crazy and deserves the credit! Keep it up!
They both deserve a ton of credit and comparing them isn't really fair, as Satisfactory is still in Early Access, which means that many potential players aren't even taking it into consideration yet. As soon as they do a full release, its popularity will no doubt skyrocket.
Mostly because No Mans Sky disappointed on release and then clawed its way back up into good graces. Satisfactory just keeps getting better ... and 1.0 hasn't happened yet, so lots of people bide their time.
Looks like an awesome update, really glad to see that you're giving players proper tools for dealing with annoying wildlife. Now we just need a way to permanently remove those incredibly annoying gas pillars. Also, Snutt really needs to clean his keyboard and mouse.
"Let me just walk over to my shooting range." (Pictures of Lizard Doggos downrange) You MONSTER, I can't believe you would do something like this! (Launches 40mm grenade into cluster of Loot Bugs) Just truly unspeakable!
3:45 The body slots ARE the thing I'm most excited about! I recently build a nuclear power plant in one of the swamps a good distance from my base. I used a mixture of jet pack, gas mask, hazmat suit, and bladerunners CONSTANTLY to go there and work on my power plant and spent nuclear fuel reprocessing. It got incredibly tedious. If I can now wear a hazmat suit and a jet pack at the same time, I'll be incredibly happy. EDIT: Nevermind, the holster hotkey is slightly more hype.
@@PHazonphi You are correct that it's about materials. I still haven't found the fabric alternate recipe that allows you to automate it via the oil chain. My filter production relies on me supplying biomass to the system and my spreadsheet suggests that it's more efficient to keep using the gas mask for poison gas for now. I admit it may be flawed, however.
I love how we are getting actual nobelisk jumping now. you could do it before if you timed it right so that you didnt die, you could also make it negate fall damage. so you could fall from as high as you want. but the fact we actually have it now. as an actual mechanic is amazing
sounds cool until you think about it for longer then 3 seconds. no point in it. no need for such a movement mechanic other than to fuck around with, serves no purpose. same with expanded weapons into a game with 0 hard/engaging enemy's. Wasted dev time that could be put into more factory type things.
I hope they see my wishlist for this AMAZING game! 1. Diagonal walls and diagonal floor corner matching 2. Domestic plants (Berries Nuts or just decorations) 3. Agriculture (Industrial & Manual farms, It can be used for ingredients like linen for parachute or just biomass full automation (Early game truck fuel 🤷♂️))
Seeing as how the whole point of the game is to destroy the planet and harvest it for resources, it seems counterintuitive to add agriculture and decorative plants. All for diagonal stuff though :)
Jet Pack + Blade Runner simultaneously is already a thing with or without extra body slots, all it's doing is removing some of the tedium of the combo; you could slide jump and immediately open your inventory to swap to jetpack, and just keep the high speed going for a long time. You can achieve similar functionality with hypertubes and jump pads without having to use the blade runners. Frankly I'm not entirely sure what the point of attempting to balance that combo would be, and would be highly concerned about the end result. The jetpack is already pretty jank as it is, and the blade runners as they currently exist are already at the bare minimum acceptable functionality for an item like that.
I was expecting a single additional body slot, not a head, back, and leg slot! That’s wonderful. Does this maybe portend that there will be multiple pieces of equipment for each spot? Looking forward to the new ammo types. Both guns always felt very lackluster to me so I never really used them. But I can definitely see using some of these, especially that stun gun.
@@miktuner784 false watch it again they are still placable as invisible map markers. @ 2:20 they removed them from all recipies and remove the need to have to go to them to change them
The to do list and codex changes are SO awesome. I used to literally keep notebooks of what I wanted to do and all my calculations on how much stuff I needed. Will miss doing it manually but this is definitely going to make things way faster. Love you guys!
I'm super hyped about this update. Multiple body slots, holstering hand slot items, better radar towers, a map marker system, new ammo types, mob adjustments... You guys are spoiling us here and I love it.
OMG thank you Coffee Stain! Running & slide-jumping in the Blade Runners feels so darn good, I never want to take them off. It'll be even more fun with pulse bombs. And holstering items to get them out of the way is great too. The new ammo types look like overkill for the kind of enemies we face, but honestly overkill can be fun. Can we get a delay before the explosive rebar goes boom, so it's more like a stickybomb? And some scorch effects under the Nobelisk explosions? And have the nuke irradiate the ground for a day so there's a consequence to using it? Put those nice radiation UI effects to use...
This company is quite literally the best I know in terms of sharing all they do with PASSION with the community. Not just do work and do changelogs every now and then. I really enjoy this almost always weekly progress update videos, where you can actually SEE what they are doing. I really really love Coffee stain and how they proceed with everything they do. Best company out there!!!
Considering exosuit was literally the only mod I ever used, I will take blade runner and jet pack at the same time for AS LONG as it’s in game haha. Definitely looking forward to these changes!
4:20 - Two things come to mind; One: Balancing the player in a factory builder game seems a bit odd. And two: We already use Blade Runners and Jetpack at the same time by swapping to Jetpack in the air but it's inconvenient, might as well have both :)
The pulse noblisk is basically what I did with the ficsmas snowballs, before they were changed to be exactly like regular noblisks. If you did it right, you could fling yourself across huge distances
I'm glad to see you adding nobelisk-jumping as a feature, we had it before, but it was a bit clunky to set up power poles to shield against the explosion. (the damage has line-of-sight requirement, the knockback doesn't). I'd also love to see a bigger and wider ladder, so I don't have to lookout tower ladder-clutch anymore xD.
Okay, this is HUGE, so I guess that ammo change system could be recycled into a jetpack or chainsaw for alternative fuels like turbo fuel, biofuel, etc... am I'm right?
Snut: "Removing the beacons will not really effect anything too much, except for the alternate recipe for uranium" Me: Well, guess I'll halt that new nuclear factory I've been building.
Honestly, I had to pause the vid to write this. Whatever else comes in the vid, the expanded loadout (head, body, etc) is one of the best updates you've committed to so far. Excellent.
I am glad that beacons are remaining in the game and placing them will make them show up as markers immediately, so no matter how you choose to get your precision you can place your map markers precisely where they need to go.
any extra equipment slots needs to be endgame, not early or mid but actually end game. That is the point when you are in serious need of a hover pak and a hazmat suit to work on your nuclear options.
Eh, why not be OP "straight away", you need to be Tier 5+6 for almost all the equipment in the first place (and I like the idea of having Blade Runners + Parachutes), just don't use what you don't want.
You know what's really OP? Concrete. Concrete gets you anywhere you want in the game, from the start. Proper body slots don't need to be locked behind MAM research, there's nothing they let you do that you can't do some other way. This is a quality-of-life improvement, not any kind of gatekeeper that lets you into areas you couldn't reach before, and hence shouldn't be restricted.
No, I dont think Satisfactory needs arbitrary "hardcore" progression like that. Having a mask with a jetpack isnt OP, its just sensible. And its not like blade runner+jetpack gets you anywhere that foundation blocks wont. Getting somewhere isnt even worth that much in Satisfactory. Any factory and transport requires infrastructure.
It would be cool if there was a lot of new equipment, with some only being able to be worn in the leg slots, head slots, etc. therefore you can make equipment builds with different item combos
These additions all look really nice! I'm pretty sure, you're already set on the alternative ammo types, but may I propose "utility ammunition"? For example, the rebar gun could shoot a small grappling hook to pull us upwards (think the grappling hook from when Padme and her guards ascend the outside of theNaboo Palace in The Phantom Menace). Maybe the rifle has cryo bullets that we can shoot on the ground to create a temporarily slippery (and speed-boosty) floor. It would also slow down enemies a little bit. And there could be a goo-belisk that can be used to cushion your otherwise rough landing, while also fully immobilizing enemies for a while. All of these suggestions provide utility/mobility that can currently be achieved, but in a less elegant way only. Yeah, you can ascend cliffsides by littering the world with janky-looking individual platforms and ladders. Yes, you can increase your speed (not only with the Bladerunners) by laying down conveyor belts while exploring. And you can brake falls by constructing a generator and a jellypad when you're in the middle of nowhere. All of these don't really look very pleasent, though and my proposed ammo types would bring solutions to these mobility "issues" for while you're out exploring the beautiful map. Kind of like how the biofuel generator is only a temporary solution to your energy issues.
Addendum, cause apparently I can't edit my original comment: When I say the cryo bullets would slow down enemies and the goobelisk would immobilize them, I mean on a direct hit. So when using the ammo types on terrain, they could work differently compared to when using them on enemies.
please add intuitive icons for dufferent ammunition types. Also the tier number close to the buildings and belts in selection circle would make it more comfortable not having to check every tier and look for the specific one you want
O thanks you for the multi body slots. That is so huge. I pretty much never used gas masks, because I didn't want to drop my movement item. Also I absolutely love that you just randomly have a mic on your desk so you can drop it.
Another amazing update. Great thing is, Coffee Stain does not just talk about new things, but really deliver them. Also i am glad to get a good way to get rid of the mountain of beacons i placed.
Thank you for the body slot rework/additions! That was the number one thing I wanted in the game pretty much! It will make exploration and building skyrails or tall factories much less of a hassle for me. I'm glad to see any and all work you guys put into the game and for interacting with your community!
Sadly you can't develope a game like Spiderman or cyberpunk this way: those kind of games are for the mass, and people are stupid: they can't wait so much time developing or accepting to play a game half developed waiting it's completion.
Our factories deserve us being able to use blade runners and jetpack at the same time. The quicker we move, the quicker the factory grows. Factory must grow. Efficiency is everything. That or maybe some improvements to hypertubes so we could travel faster with some infrastructural help. Hypertubes Mk. II? Overclocking entrances? Jetpack being usable in hypertubes for increasing speed? Additional turbo-ing hypertube piece (maybe something like a pump on a liquid pipes)? I think that could use some improvements since 1) horizontal travel speed is not that fast, 2) vertical upward travel speed is non-existent and 3) hypertube cannon glitch exists (or did exist, haven't used it). Cheers, thanks for the great work both with the game and with communicating with community!
after all, it was possible to add one more type of ammunition for the rifle. this is a sniper bullet, or a large caliber. It would be the most powerful ammunition for large creatures, and the number of rounds would be small, from 5-7 rounds.
Moving the building requirements up, or down on the screen instead of in the middle where we are trying aim and align structures, equipment etc… would be great.
Damn, yes... i keep having to hover left and right, put electrical poles to fly higher in order to see where i place the bigger machines... the location of building requirements in my opinion is the one most annoying thing in the game as of today. That thing belongs in the corner of the screen.
I hope it's just removed, I finally got my ammo factory balanced and I really don't want to have to rebuild it. I mean if I have to then I have to, but I hope I won't.
14:10 THANK YOU! I won't have to be running around with a calculator or use third party website or place random assemblers in my world just to see how many screws do I need for efficient production
I find the rifle and nobelisk new hud kind of annoying & distracting when not aiming. Maybe it should fade out then fade back in when you're aiming? I hope it gets fixed! Great job, love the new features
I am absolutely certain the man will levitate in his chair when he opens a menu and sees "nuclear nobelisk". And then he'll go and layer the entire Red Forest with them.
Would look cooler if the beacon drilled into the ground before despawning or something like that, purely aesthetically speaking of course. You guys do animations so well!
Loving the updates here. Just one thing... When loading a mag on a rifle, it visually loads 1 mag but takes 10 out of your inventory. I'd humbly suggest each 1 mag carries 15-25 shots and maybe put the stack count at 50-100 like it was before? (This has been bugging me since they were added)
When it comes to balancing for multiple equipment slots, maybe it could be that they only get nerfed when combined. For example, if you just have blade runners, you get the full effect, but if you have the jetpack equipped as well they will get nerfed, along with the jetpack being worse than by itself. This would probably only apply to certain combos, like hazmat suit and gas mask would not affect each other.
Maybe like a weight thing? Where the jetpack has lots of weight on the player so the blade runners don't work as well. But you can keep the gasmask / hazmat suit w/ blade runners cuz they are light and made out of fabric
Honestly, to make the nuke more distinct from the cluster, and more thematic, instead of just a big bang it would be nice to have an impressive yield... That also destroys your buildings and dismantles them. Cluster for removing large swathes of foliage, nuke for eradicating an entire factory... And making use of plutonium waste.
My favorite thing is that the first thing in your recommended videos is Lets Game It Out, seeing as one of his favorite hobbies is absolutely doing his best to break your game.
It'll probably be similar to using the selection wheel on any buildables. Like you can activate it and it saves the choice for the next use. It's already a well established mechanic and I don't think they'll deviate from that.
All this new ammo is super cool. But can you make, that nuke nobelisks cause radiation, which only slowly disappears after some time (maybe after 100h)
@@SempfgurkeXP You can use the "Cluster Nobelisk" to clear a biome too. 100h is only a suggestion... maybe not that long. But why do nuclear power plants produce radiation when "nuke nobelisks" will not produce any radiation. That's just a suggestion....
@@SempfgurkeXP mechanically speaking each nuke would add a invisible object or marker that emitis radiation it wold be like droping a waste or ore in the world, but instead of just emmit radation each marker must have a own countdown and it could cause lagging, and I'm not a developer or something like that
Please consider adding a building for Lizard Doggo that will take resources from him automatically and send them to the conveyor. Also, please consider adding for Lizard Doggo, finding packaged oil, nitrogen, water and bauxite. So that you can create your own little Lizard Dogo factory. Challenge factory Lizard Dogo.
If you're adding a proper nuke effect, avoid the mistake some developers made of adding vertical lines of smoke copied from nuclear test footage. Those are rocket trails used to visually measure the blast wave.
Yes! Backpack and gas mask together! This was really needed. Especially in pits and such that are poisonous do you kinda have to swap around. Love this improvement.
Instead of reducing the power of the equippable items (such as the jetpack and bladerunners), I recommend balancing the body slots out by reducing the number of total slots. For example, one head slot (for gas mask), one back slot (for either parachute or jet pack or electric hoverpack), one leg slot (for bladerunners), and maybe just three hand slots (and no "body" slot, since they are all "body" slots). That way, the player has to decide which items to equip, rather than simply equipping all of them. *Edit: See my comment below for my improved idea.
@@commandogaming2274 Other commenters have pointed out that it would be better to have both the gas mask and hazmat suit equippable to a "survival" slot, the jetpack/hoverpack/bladerunners equippable to a "propulsion" slot, and everything else equippable to a limited number of "tool" slots. That way, it is still possible to fly through a poisonous environment, but not gas AND radioactive waste at the same time, Likewise, players wouldn't be able to use the jetpack and bladerunners at the same time. This would increase the utility of body slots while still requiring players to weigh the pros and cons of what to equip.
I feel like instead of the aimbot ammo, it could rather be the opposite of the turbo ammo, like maybe piercing ammo or something? So it'd have a very low clip size, low firerate but would do a lot more damage per shot, like a sniper, while turbo has fast firerate but lower damage per shot.
@@BestHakase No, explosive rebar would deal splash damage to nearby enemies. He's talking about a stronger rebar shot that does lots more damage to a single enemy when it hits said enemy.
Would blade runners and jetpacks really be so overpowered? It sounds like a great way to get around my builds. Seriously though, this all looks great so far. The changes to the recipe listings are especially appreciated, as well as still being able to dump a beacon down and it directly adding to the map. Also, don't know if this happens for anyone else, but for every one of these videos, whenever Snutt points at a bit of the screen to say there's a linked video there, there's nothing there.
Well there are other ways than just removing the runners and jetpack combo. Maybe they just become a bit weaker when used together. Maybe the runner speed do not carry over to flight speed, or the run boost from the runners become reduced (due to the extra weight). Maybe the jetpack uses more fuel when combined with runners (or need a different more expensive fuel). There are lot of options to balance the combo and thus leaving situations where the combo might not always be the best choice.
From a game design angle I cannot see how jetpack + blades is OP. The game has probably a 5% combat focus with 95% factory building. Oh no the player is moving around their factory too easily has never been something I expected to hear. Moving long distance is probably still better with other movement types like the player pipes.
@@andresnyman580 When they talk about the combo being overpowered do to not think they mean in combat and such. I think it is more in the area of limiting viable options and choices in the game. If one equipment setup is way better then any other setup and that is the only setup all players uses all the time, then why even have any other pieces of equipment in the game. If there really is only one choice, then it limits the game in a way.
Suggestion for the disappearing beacons! They can propulse themselves far into the air and disappear from your sight, and stay there like a satellite. Removing them implies blowing them out or something, nothing that can be seen from the ground either. That way the old and new system can live together 🥹
all of these changes sound amazing! my production of explosives and ammo needs to be re-done but this would make the game way more comfortable when exploring and murdering my fear of crawly things. you people do the most amazing work, love it and keep it going. maybe combine leg and back into one slot to solve the bladerunners+jetpack? also, i made my friend fly in the factory cart using 100 explosives to its back, i intend to break my distance record with this update. just make sure to take your breaks and drink water to stay healthy.
Quick side note: in our internal build there's a bug where some alt recipes are swapped with standard recipes in the codex. Just letting y'all know! 🤸♂️
So mystery recipes, got it
it would be great that nuke nobelisk destroy user creation in certain radius. It will be fun
So, randomized recipes then :P
Three things I was curious about:
1 - are there any plans to add optics to the rifle, or at the very least be able to aim down the barrel and be able to snipe a bit?
2 - something I've been interested in for a while now is a flame thrower. Given that oil based products are a thing, and there's no good way to clear trees and brush other than nobelisks, is there any plans to add a flamethrower as a combination tool/weapon?
3 - in regards to tweaking clock speed, are there any plans to allow you to change clock speed based on how many items per minute you want to be used? So far you can just change percentage and how many item are produced per minute, but sometimes you want to tweak how many items the machine will consume directly.
14:01 1 Nobelisk and 10 Biomass for 1 Nobelisk. What a interesting 🧐
I'm a bit worried about the lack of "z dimension" on map markers, beacons, etc. This game has a LOT of verticality, and being able to see how many meters high a beacon or marker is is very important IMO.
That's a good point!
It'll be nice that when you put a beacon it shows altitude on the marker and if you put a mark from the map, the altitude won't show.
That way you could mark places with the map markers and specific spots with the beacons.
I've wanted Z information on pings too. Nothing so frustrating as following down a quartz ping only to eventually figure out it's deep underground.
@@brunovales7553 NO. Just let them get rid of beacons and put all that functionality on the markers.
Very true
I love this company so much. Reminds me of the 'golden age' where devs and gamers were just a group of people with shared interests and enthusiasm instead of corporate money making
it still is the same just don't buy those garbage triple A piles of dirt
Well said, @IRRob
And yet they've made a bunch of money...funny how that works, you can make money and not be a shit company, all at once!
@@Louis13XIII Right? At this point, AAA games all seem to be broken garbage that gets abandoned within the first month. Looking at you, Battlefield 2042...
Couldn't agree more. As a gamer for 30 years, it's binging up a lot of nostalgia.
Small thing that is desperately necessary:
Shift clicking an item into your hand slot should prefer an open slot (if available) instead of replacing the item in the slot that is currently active.
This pisses me off so much
OMG yes!
In the same vein, if you're holding a food item in your hand (or in a hand slot), and you pick one up from a local plant, it should prefer replenishing the stack in your hand slot, only adding it to your inventory if the hand-slot stack is full.
My favorite animation in the game was switching to the beacon in hand. The little throw and catch was so satisfying
where, when? dont see it lol
@@Zvend me neither 😂
@@Zvend when you first hold the beacon it does that animation
i found that if you play on a dedicated server, you’re able to see the item/weapon inspection animation every time you join.
13:05 this has to be the best rendition of that joke. It's much overmade at this point YET, you picked some thumbnails that we all may or may not have seen. I really fell for it and the effort to make that joke is just crazy. Again, the joke is not original, the execution is sublime !
I fell for it too. XD I was distracted by laughing and the vaporwave image, computer games, "something something C++..." would all totally be on my suggestion thumbnails. Perfectly done.
It got me ...
I have disabled that it shows the end screen suggestions but I fell for it anyway
Having "Let's Game It Out"'s newest Hydroneer video sold it for me, since it's also the top suggestions I have for real. (Hey, YT, I already watched it. Not gonna watch it again.)
OMG. The Codex change is really the killer feature! What a huge QoL improvement to not need to place a building and select the recipe to get the input cost per minute. This will make doing the mental calculations way easier.
Update 6: yeah its gonna be way smaller
Also update 6: multiple body slots, HOLSTER, TO-DO LIST NOTES! THIS UPDATE IS GONNA BE SO GOOD. THANK YOU COFFEE STAIN!
And heck, the new ammo types and the rifle-buff will also make exploring a lot less tedious and more fun!
Personally Im already wondering how I'll be able to combine blade runners, jetpack and bomb jumps for traveling :D
You forgot the NUKES!
I love the rifle, and it's always been so annoying to me that the ammo only holds 10 shots per magazine, only stacks to 100, and costs rubber, steel, black powder, and a beacon to make, in a manufacturer. Changing it to 15 per magazine, 500 per stack, and the recipe to copper and black powder, in an assembler? Amazing for me, thank you! They're little plinky shots that you shouldn't feel guilty about popping a few off for no reason!
I use my awesome coupons for rifle cartridges for this reason. They're a huge pain to automate
@@andy_byrd Automate rifle cartridges? Actually why though? Surely you don't need *that* many bullets that automating it would ever pay off
@@shaunduggan8605 I automated them, absolutely. I did a brief hard drive search across the north and used 500 rifle cartridges easily, and didn’t even fight most enemies.
@@shaunduggan8605 They can be automated, so of cause we automate, we neeeed those containers of ammo :D
*Of course* I automate rifle cartridges. I'll typically take 300-400 rounds with me on an exploring trip, and fire off at least 200. There's no question I've fired at least 1000 rounds over the course of a game, probably more, so yes, automation is well worth it.
Satisfactory economics being what they are, I don't care about the material cost. Resources are infinite - it's the time and effort to automate something that's the real cost.
Cartridge automation is only difficult because of beacons, which require 4 ingredients and a Manufacturer.
Feature Suggestion:
Conveyor Throughput Measurer
This would be a buildable that attaches on top of a conveyor belt and measures the effective rate of items running through it on the conveyor. Would be very helpful for understanding efficiency and identifying bottlenecks. This differs from what you see when you configure a machine because the machines only show the maximum output under ideal conditions for that specific machine.
A much more in-depth suggestion:
A new buildable that functions as a “management console” where you can wirelessly monitor your factory’s health by seeing the measures from all of the Conveyor Throughput Measurers in a single screen. This could also be a good interface to allow for wirelessly toggling power switches on/off from a central location. With this console you could create a “factory control room” that allows you to monitor and configure your factor at a high level from a single location.
There are so many ideas that could be added to the management console that displays data gathered from structures in the world. Another one that comes to mind is an attachment for storage that shows how full the storage is.
I think this would be a really awesome late game addition and is in-line with the map/beacon changes (allowing you to configure from anywhere) but in a way that adds a new challenge for those wanting to build the most sophisticated factory possible.
There is a mod that does this currently, just fyi
I've always been dreaming of a throughput-regulating splitter, where you can either limit how many items per minute may go through each output or you can set arbitrary quotas (like left 10%, middle 40%, right 50%) or maybe even a combination of both. Also, priorities would be great, as in send everything left first, overflow to middle next, overflow to right last.
@@Bitfire31337 I have a setup to set the rate of Uranium Waste output from storage.
To start with, water is packaged and unpackaged in a loop. The packaged water joins a saturated belt of Uranium Waste, before the Waste cycles back to storage and the water is unpackaged. This oversaturation of the belt causes the Waste to overflow from a smart splitter to the reprocessing centre and it does so at the rate that the water is packaged. I control that rate with a valve slowing the water coming from the unpackager to the packager. Thus I can control the flow of a solid item using a valve.
So it's possible, but not easy, to set precise belt rates that can be easily adjusted. I only bother in this one place in order to keep the processing facility from getting clogged up with Uranium Waste so I can get around it without a hazmat.
@@dananskidolf Smart solution, but 🤯😅. Maybe I'll try that with Uranium waste too.
What I would love to see is a change in the awesome sink and shop system:
I would prefer to ship my overproduced goods via space elevator, every item in the game should have a "volume value" that can fill crates to be shipped with the elevator; an example: a crate can contain 3 cubic goods that can be filled with multiple items, then a single space elevator can ship up to 8 or 10 crates simultaneously (yep, I just said single elevator hehehe), crate can be located directly into the elevator or can be filled and transported around the map via train with a new type of station and new type of wagon. Once the crate reach the space, credits will be added into your Fixit wallet and used to purchase the same things found in the awesome shop, but using the pc in the hub (the one where you can play the Minigame).... Something like a Fixbay or Amafix. Crate will be shipped back empty ready to be refilled or shipped to the factories to be refilled.
I think that a system like this will give more satisfaction then just trash what I don't need and give a more feeling to be actually working for the company that I'm working for.........Fixit doesn't like to trash materials ;)
Btw sorry for my awful English:3
Yes! Great thoughts. The whole game is about logistics. That void thing shouldnt exist.
And Your solution would make so much sense.
But I would put the crate in the elevator. So you can just fill it every ten minutes or so.
Maybe with phases you can get more storage.
So i wouldnt make a separete system for it. You could build a station next to the elevator and fill it that way. (bit less cool but easier to understand)
@@AzUthred great idea too, thanks for sharing
This is like, whole new game
I think it would be really cool to have the nuke give off a quick pulse of white light kind of like a real nuke. Although doing this could be annoying, but it could also make them feel very impactful.
That or have a small bit of glitching to the Hud of nearby players
Can't forget that mushroom cloud either, even if it's not that large.
true that and for the sfx there needs to be a big loud almost subsonic growl and of course an awesome blast!
also temp rad zone os if you than enter post blast you get rads matching the temp high wave most nukes have/just common things in games
@@lechking941 true that!
That bit at the end about being able to look at the material cost per minute of a recipe and at a given clock speed is fucking amazing, and I'm really happy that's being implemented!
Gone are the planning days where I'd build a test example of each machine I needed to figure out clock speeds and necessary input/minute! I'm so happy
Nice bait.
I absolutely love that I won't have to use 3rd part site tools to do this
nuke 100% has to be able to finally remove the gas pillers, know you guys mentioned maybe adding a way to remove them a long way back but this would be perfect!
It would be better if new nuke nobelisk may remove the giant mushrooms in red bamboo forest
I think that nukes should remove everything, including building parts, give them a reason to be feared and respected
@@FalconFlurry Would be a faster way to "Dismantle" a Factory instead of having to do it piece by piece
This gas pillers reminds me of starcraft's vespene gas. At some locations it should be harvestable to get chlorine and make hydrochloric acid (we have H2SO4 and HNO3 so far and HCl I miss :D ).
@@snowfalldevice and let's face it, it would be way more fun
I always thought we should be able to shoot Beacons out of the Rebar gun, it would be nice to be able to target a distant object (within reason) and see where it is on the map.
This sounds awesome!
Man, I'd just hit fauna with beacons. Oh, you're a fiery asshole blocking my access to the oil node? Well now you've got a beacon on your face, how's that?
The shotgun mechanic here makes a lot more sense as it's similar to how they fire irl. Unlike most games where a shotgun's range is basically firing point-blank in a tiny cone.
If shotguns worked in video games like they ACTUALLY work, you'd have the best weapon in any game, period. Versatility is the shotgun's trump card. Here it matters a little less by virtue of being a player versus environment sorta thing, but they can always give cave spiders more health. :)
Chaos That would be DEVASTATING if they actually did. A lot of games in the fps genre would have to be reworked if most of the firearms functioned like how they are irl.
You can’t stop me from using blade runners with Jetpack, I’ve mastered the art of swapping between them in mid-air
NUCLEAR WEAPONS?!!
CSS you're too kind ❤️
You didn't talk about the holster things with the hands? i thought you loved to not hold anything
This can only go well :)
@@Vashts6583. *Josh* from *Let’s Game It Out* is gonna have a field day with this.
I hope the nukes leave nuke waste for you to clean up :)
Josh will ruin the world ...
I was really hoping with all the explosion types that one of them would destroy the poison ant hills (as we call them).
They said they have a use for them...
We call them fart rocks.
@@ashenguard4214 the ants? use them how?
It's so nice to see the devs working on a game that they actually enjoy, just the part where he is playing around with the nobelisks shows he generally loves this game 🙏🙏🙏🙏
That nuke bit with the Airplane-esque sweating was great.
Spot on! I also thought of that movie
I also immediately thought of Airplane.
The nukebelisk is what I like to call it
I had to think of the Get Out meme, but thats also pretty good!
Absolutely, but please Snutt clean your mouse, its gross
I am VERY EXCITED about multiple body slots! And I don't care if the specific "jetpack + blade runner" combo is not available, as long as we have "blade runners + gas mask" and "blade runners + hazmat" I will be oh so very happy
Same always hated not being able to fly or do anything but slowly walk in my nuke plant. This is a much wanted default option. You can get it via mods but if they go out of date etc you lose it.
Basically having a gear slot for jet-packs, etc. and one for amor/suits would be fine for me. having to choose between flying and dying is a pain.
Maybe being able to have any combination of when you unlock all space elevator won't be to bad? At that point who care if you are overpowered?
I am not understanding the problem with "overpowered" slots? Why is it bad to be fast and flying? Are we competing or something?
@@Johntheblack99 To be honest I don't understand the problem either, but I do not use jetpacks much so I personally don't mind if we do not have that combo
I hope once the tweaks are done for the Nuke explosion that we get treated to something looking like a nice mushroom cloud!
Like a fatman mini nuke from Fallout. Actually though, a nobelisk cannon sounds pretty awesome.
@@danteteeter6567 A rocket launcher in Satisfactory is my dream. And loading that thing with Pulse Nobelisks? The game would be 300% better.
I would like something like in Hydroneer
Not sure what's so "naughty" about blade runners and jetpacks, honestly. Once you start putting together really big factories with multiple floors, it gets really tedious to get everyone, and swapping away from the "quick movement" you're used to for the safety of a jetpack and back and forth is just tedious. Pretty sure I'll just keep modding to allow myself to have it, since I mean, it's not a competitive PvP game or anything. "Overpowered" doesn't really mean anything. /shrug
Agreed
100%. I don't understand how blade runners and jetpacks are overpowered. It's a QoL thing. Makes annoying stuff easier (getting around the factory), without breaking the core loop of designing, building and optimising.
All of this. Was immediately upset when he said he'd nerf it.
Totally agree. OP isn't a problem, lack of utility is.
I imagine, it is not OP when you build a factory, it is Op at exploration and travel.
You can basicly get a ton of momentum and fly across the whole map very fast. Making the world feel much smaller.
With the crouch jump combo of a ledge I think you can leap through half a biome , if you high enough.
The nuke could use either some lingering radiation, or more reslistically, cause a lot of fire in the area, if that were possible. This all looks so awesome, looking forward to it!
Like the nuke in Fallout
What if certain rock formations of significant size could be leveled by such a charge. Could come in handy during expansions?
Having gotten very good at rapid-switching equipment I do now know why having jet pack and blade runners at the same time is overpowered. I've been able to use the blade runners to jump off a cliff, switch to the jetpack, and the momentum from the blade runners can carry me across an entire biome before the jetpack runs out of fuel.
That being said I don't think it's actually that overpowered, it's really easy to run out of gas and accidentally get yourself killed by fall damage.
In my experience, it's not so much "running out of gas" as "I forgot to let it recharge while I was on the ground so I jumped and immediately fell to my death"...
But now you would be able to run with blade runners AND open parachute before landing.
@@Paradaimu You spent the time researching and manufacturing the equipment which is progressing in the game- why, I wonder, do they think being able to traverse the map with a little more ease is overpowered then?
is it just me or does Snutt look like he really enjoys doing these videos? love it
lol
What's not to love? He gets to make videos about cool shit the players will absolutely love. Other game studios do shit like force employees to go out on stage and say 'Don't you have a phone?' while everyone boos them.
You don't get to see all the frustration behind the scenes as he does his 8th take of a specific line 🤣 other than that, it definitely seems like he really enjoys the videos.
@@Pest789 diabolic joke, gg
Well his game did say Snutt is awesome.
This game has come so far since release. Everyone talking about No Mans Sky but this be getting updates like crazy and deserves the credit! Keep it up!
They both deserve a ton of credit and comparing them isn't really fair, as Satisfactory is still in Early Access, which means that many potential players aren't even taking it into consideration yet. As soon as they do a full release, its popularity will no doubt skyrocket.
Mostly because No Mans Sky disappointed on release and then clawed its way back up into good graces. Satisfactory just keeps getting better ... and 1.0 hasn't happened yet, so lots of people bide their time.
@@ThePariahDark Thats my point, a game that failed gets more talk than a game succeeding since launch.
The fact that you guys gave us multiple body slots already makes this one of the best updates ever. Everything else is a bonus
Looks like an awesome update, really glad to see that you're giving players proper tools for dealing with annoying wildlife. Now we just need a way to permanently remove those incredibly annoying gas pillars.
Also, Snutt really needs to clean his keyboard and mouse.
ThumbsUp for the cleaning his keyboard and mouse part ...
at least someone noticed his keyboard and mouse
"Let me just walk over to my shooting range."
(Pictures of Lizard Doggos downrange)
You MONSTER, I can't believe you would do something like this!
(Launches 40mm grenade into cluster of Loot Bugs)
Just truly unspeakable!
3:45 The body slots ARE the thing I'm most excited about! I recently build a nuclear power plant in one of the swamps a good distance from my base. I used a mixture of jet pack, gas mask, hazmat suit, and bladerunners CONSTANTLY to go there and work on my power plant and spent nuclear fuel reprocessing. It got incredibly tedious. If I can now wear a hazmat suit and a jet pack at the same time, I'll be incredibly happy. EDIT: Nevermind, the holster hotkey is slightly more hype.
@@PHazonphi You are correct that it's about materials. I still haven't found the fabric alternate recipe that allows you to automate it via the oil chain. My filter production relies on me supplying biomass to the system and my spreadsheet suggests that it's more efficient to keep using the gas mask for poison gas for now. I admit it may be flawed, however.
I love how we are getting actual nobelisk jumping now. you could do it before if you timed it right so that you didnt die, you could also make it negate fall damage. so you could fall from as high as you want. but the fact we actually have it now. as an actual mechanic is amazing
reminds me of demo
sounds cool until you think about it for longer then 3 seconds. no point in it. no need for such a movement mechanic other than to fuck around with, serves no purpose. same with expanded weapons into a game with 0 hard/engaging enemy's. Wasted dev time that could be put into more factory type things.
@@gray240 Let people have fun
I hope they see my wishlist for this AMAZING game!
1. Diagonal walls and diagonal floor corner matching
2. Domestic plants (Berries Nuts or just decorations)
3. Agriculture (Industrial & Manual farms, It can be used for ingredients like linen for parachute or just biomass full automation (Early game truck fuel 🤷♂️))
yes I don't know why there is no plant farm. such a waste of the biofuel line. bc after you reach coal its completely unnecessary to go for biofuel 😂
@@Teshiification plant farms would still be nice since healing items take them to craft if its the food plants that are able to be grown
Thinking about agriculture, I'd like to see a "combine harvester" type vehicle that can auto-collect small plants.
Seeing as how the whole point of the game is to destroy the planet and harvest it for resources, it seems counterintuitive to add agriculture and decorative plants. All for diagonal stuff though :)
Jet Pack + Blade Runner simultaneously is already a thing with or without extra body slots, all it's doing is removing some of the tedium of the combo; you could slide jump and immediately open your inventory to swap to jetpack, and just keep the high speed going for a long time. You can achieve similar functionality with hypertubes and jump pads without having to use the blade runners.
Frankly I'm not entirely sure what the point of attempting to balance that combo would be, and would be highly concerned about the end result. The jetpack is already pretty jank as it is, and the blade runners as they currently exist are already at the bare minimum acceptable functionality for an item like that.
I was expecting a single additional body slot, not a head, back, and leg slot! That’s wonderful. Does this maybe portend that there will be multiple pieces of equipment for each spot?
Looking forward to the new ammo types. Both guns always felt very lackluster to me so I never really used them. But I can definitely see using some of these, especially that stun gun.
Back for jet-pack, Legs for blade-runner and head for... Directional scanner helmet?
Maybe a mushroom cloud and temporary radiation damage in the zone for the nuke
The nuck
@@SempfgurkeXP fuck I m tired
The beacons could fly up with a ballon. Just like a weather ballon, so they don't just disappear into "nothing". Just an idea :)
that would be a waste because they are planning on completely removing beacons anyway.
@@miktuner784 false watch it again
they are still placable as invisible map markers. @ 2:20
they removed them from all recipies and remove the need to have to go to them to change them
*balloon
@@miktuner784 but beacons are also a crafting ingredient. theyd have to rebalance so many recipes
@@samljer they’re still gonna be removing it completely later on bruh, did you listen?
The to do list and codex changes are SO awesome.
I used to literally keep notebooks of what I wanted to do and all my calculations on how much stuff I needed.
Will miss doing it manually but this is definitely going to make things way faster.
Love you guys!
I'm super hyped about this update. Multiple body slots, holstering hand slot items, better radar towers, a map marker system, new ammo types, mob adjustments... You guys are spoiling us here and I love it.
Oh my god CLEAN👏THAT👏KEYBOARD👏
By the way, multiple slots is amazing! Thank you people!
Thanks Jace, helps a lot.
Soon as the keyboard/mouse showed up, scrolled down to search to see if someone else was going to say it. Snutt... my man, CLEAN YOUR KEYBOARD!
This is so great, thanks a lot, really made my say.
With mentioning Nukes I think we have another Let's game it out Video incoming 😁
Well repulsion ones mixed with nukes look even more like him
@@engimage yeah I swear he will find some un-godly way to mix every fucking type of nobelisk into one and crash the game
Nukes are implemented only because of him. There is no other meaningful Way to use them.
Yeah, sad creatures. Now they never land with pulsar nobelisk 'armor'. Also looking forward for interaction between drones and new type of explosives.
3:17 :
Snutt: "Hopefully you see the biggest change..."
Me: "Rifle Cartridges stack into 500s, FINALLY!"
OMG thank you Coffee Stain! Running & slide-jumping in the Blade Runners feels so darn good, I never want to take them off. It'll be even more fun with pulse bombs. And holstering items to get them out of the way is great too.
The new ammo types look like overkill for the kind of enemies we face, but honestly overkill can be fun. Can we get a delay before the explosive rebar goes boom, so it's more like a stickybomb? And some scorch effects under the Nobelisk explosions? And have the nuke irradiate the ground for a day so there's a consequence to using it? Put those nice radiation UI effects to use...
This company is quite literally the best I know in terms of sharing all they do with PASSION with the community. Not just do work and do changelogs every now and then. I really enjoy this almost always weekly progress update videos, where you can actually SEE what they are doing. I really really love Coffee stain and how they proceed with everything they do. Best company out there!!!
Considering exosuit was literally the only mod I ever used, I will take blade runner and jet pack at the same time for AS LONG as it’s in game haha. Definitely looking forward to these changes!
4:20 - Two things come to mind; One: Balancing the player in a factory builder game seems a bit odd. And two: We already use Blade Runners and Jetpack at the same time by swapping to Jetpack in the air but it's inconvenient, might as well have both :)
4:20 you say? One more thing comes to mind...
The pulse noblisk is basically what I did with the ficsmas snowballs, before they were changed to be exactly like regular noblisks. If you did it right, you could fling yourself across huge distances
casual windbomb
yall community interaction is top tier. its super appreciated.
I'm glad to see you adding nobelisk-jumping as a feature, we had it before, but it was a bit clunky to set up power poles to shield against the explosion. (the damage has line-of-sight requirement, the knockback doesn't). I'd also love to see a bigger and wider ladder, so I don't have to lookout tower ladder-clutch anymore xD.
Okay, this is HUGE, so I guess that ammo change system could be recycled into a jetpack or chainsaw for alternative fuels like turbo fuel, biofuel, etc... am I'm right?
I don't know, if you all know, just precisely how excited we are to finally have multiple body slots. Like, for real!! Thank you!!!
Snut: "Removing the beacons will not really effect anything too much, except for the alternate recipe for uranium"
Me: Well, guess I'll halt that new nuclear factory I've been building.
Honestly, I had to pause the vid to write this. Whatever else comes in the vid, the expanded loadout (head, body, etc) is one of the best updates you've committed to so far. Excellent.
I am glad that beacons are remaining in the game and placing them will make them show up as markers immediately, so no matter how you choose to get your precision you can place your map markers precisely where they need to go.
Something tells me LGIO is going to have a field day with that Nuke
just put the extra equipments slots as unlocks in the M.A.M.; so they arent OP straight away and only become available towards the endgame
any extra equipment slots needs to be endgame, not early or mid but actually end game. That is the point when you are in serious need of a hover pak and a hazmat suit to work on your nuclear options.
@@sumbody694 agreed
Eh, why not be OP "straight away", you need to be Tier 5+6 for almost all the equipment in the first place (and I like the idea of having Blade Runners + Parachutes), just don't use what you don't want.
You know what's really OP? Concrete. Concrete gets you anywhere you want in the game, from the start. Proper body slots don't need to be locked behind MAM research, there's nothing they let you do that you can't do some other way. This is a quality-of-life improvement, not any kind of gatekeeper that lets you into areas you couldn't reach before, and hence shouldn't be restricted.
No, I dont think Satisfactory needs arbitrary "hardcore" progression like that. Having a mask with a jetpack isnt OP, its just sensible. And its not like blade runner+jetpack gets you anywhere that foundation blocks wont.
Getting somewhere isnt even worth that much in Satisfactory. Any factory and transport requires infrastructure.
With all beacons transitioning to markers I'd think you'd definitely need to increase that 100 marker limit (initially at least).
I'd hope for a minimum of 1000 at least. It could be tied to the amount of radio tower coverage initially though, to reward exploration
It would be cool if there was a lot of new equipment, with some only being able to be worn in the leg slots, head slots, etc. therefore you can make equipment builds with different item combos
These additions all look really nice! I'm pretty sure, you're already set on the alternative ammo types, but may I propose "utility ammunition"?
For example, the rebar gun could shoot a small grappling hook to pull us upwards (think the grappling hook from when Padme and her guards ascend the outside of theNaboo Palace in The Phantom Menace).
Maybe the rifle has cryo bullets that we can shoot on the ground to create a temporarily slippery (and speed-boosty) floor. It would also slow down enemies a little bit.
And there could be a goo-belisk that can be used to cushion your otherwise rough landing, while also fully immobilizing enemies for a while.
All of these suggestions provide utility/mobility that can currently be achieved, but in a less elegant way only. Yeah, you can ascend cliffsides by littering the world with janky-looking individual platforms and ladders. Yes, you can increase your speed (not only with the Bladerunners) by laying down conveyor belts while exploring. And you can brake falls by constructing a generator and a jellypad when you're in the middle of nowhere. All of these don't really look very pleasent, though and my proposed ammo types would bring solutions to these mobility "issues" for while you're out exploring the beautiful map. Kind of like how the biofuel generator is only a temporary solution to your energy issues.
Addendum, cause apparently I can't edit my original comment:
When I say the cryo bullets would slow down enemies and the goobelisk would immobilize them, I mean on a direct hit. So when using the ammo types on terrain, they could work differently compared to when using them on enemies.
please add intuitive icons for dufferent ammunition types. Also the tier number close to the buildings and belts in selection circle would make it more comfortable not having to check every tier and look for the specific one you want
O thanks you for the multi body slots. That is so huge. I pretty much never used gas masks, because I didn't want to drop my movement item. Also I absolutely love that you just randomly have a mic on your desk so you can drop it.
Another amazing update. Great thing is, Coffee Stain does not just talk about new things, but really deliver them. Also i am glad to get a good way to get rid of the mountain of beacons i placed.
Thank you for the body slot rework/additions! That was the number one thing I wanted in the game pretty much! It will make exploration and building skyrails or tall factories much less of a hassle for me. I'm glad to see any and all work you guys put into the game and for interacting with your community!
That mic drop for the holster function is legitimately earned. Thank you so much, such a pet peev of mine.
Coffee Stain: we're removing annoying and unnecessary items.
Me: gleefully hoarding uranium pellets and beacons.
I have literal floors of Sam ore
I wish other studios were like this, imagine seeing Spiderman being developed like this...or cyberpunk for at least
Sadly you can't develope a game like Spiderman or cyberpunk this way: those kind of games are for the mass, and people are stupid: they can't wait so much time developing or accepting to play a game half developed waiting it's completion.
Snutt is a true gamer. Look at all that gamer crust on his mouse! 🤤
Joke's on you, he borrowed Hannah's mouse for that shot.
Our factories deserve us being able to use blade runners and jetpack at the same time. The quicker we move, the quicker the factory grows. Factory must grow. Efficiency is everything.
That or maybe some improvements to hypertubes so we could travel faster with some infrastructural help. Hypertubes Mk. II? Overclocking entrances? Jetpack being usable in hypertubes for increasing speed? Additional turbo-ing hypertube piece (maybe something like a pump on a liquid pipes)? I think that could use some improvements since 1) horizontal travel speed is not that fast, 2) vertical upward travel speed is non-existent and 3) hypertube cannon glitch exists (or did exist, haven't used it).
Cheers, thanks for the great work both with the game and with communicating with community!
after all, it was possible to add one more type of ammunition for the rifle. this is a sniper bullet, or a large caliber. It would be the most powerful ammunition for large creatures, and the number of rounds would be small, from 5-7 rounds.
>Holstering
LET'S GOOOOOOO!
Moving the building requirements up, or down on the screen instead of in the middle where we are trying aim and align structures, equipment etc… would be great.
Damn, yes... i keep having to hover left and right, put electrical poles to fly higher in order to see where i place the bigger machines... the location of building requirements in my opinion is the one most annoying thing in the game as of today. That thing belongs in the corner of the screen.
YES PLEASE
Rifle Cartridges also use beacons and can be automated, will this be changed too?
he did say they will rebalance recipes or straight up remove it
His cursor went to the cartridges stack, and it shows copper sheet + powder.
@@deubeulioudotcom637 Thank you, I missed that and was really hoping it'd been simplified!
I hope it's just removed, I finally got my ammo factory balanced and I really don't want to have to rebuild it. I mean if I have to then I have to, but I hope I won't.
@@deubeulioudotcom637 Oh that recipe makes *way* more sense than steel pipe + powder + rubber + beacon.
The nervy nuke was a nice touch.. I actually went from lying in my bed nearly asleep, to head-to-knees folded over laughing!!!!
14:10 THANK YOU! I won't have to be running around with a calculator or use third party website or place random assemblers in my world just to see how many screws do I need for efficient production
I find the rifle and nobelisk new hud kind of annoying & distracting when not aiming. Maybe it should fade out then fade back in when you're aiming? I hope it gets fixed! Great job, love the new features
Totally agree, only think I hate
Am I the only one already hearing Joshs voice saying: "And oh Boy have we habe a lot of fun things to do today" 😂
yes!! really looking forward to it already 😊
I am absolutely certain the man will levitate in his chair when he opens a menu and sees "nuclear nobelisk". And then he'll go and layer the entire Red Forest with them.
Is there a limit ... :D
LET'S GOOOO we can finally have empty hands without needing to unequip stuff!!!
I was having to use the mug before.
I've been using the empty hands mod.
Would look cooler if the beacon drilled into the ground before despawning or something like that, purely aesthetically speaking of course. You guys do animations so well!
I have never been more excited for an update that doesn't focus on CORE gameplay. You guys are fucking awesome.
Loving the updates here. Just one thing...
When loading a mag on a rifle, it visually loads 1 mag but takes 10 out of your inventory. I'd humbly suggest each 1 mag carries 15-25 shots and maybe put the stack count at 50-100 like it was before?
(This has been bugging me since they were added)
Then you’d be wasting a bunch of ammo when you reload a partial mag. I don’t think that’ll work. It’s a fair idea otherwise.
I feel like that would needlessly overcomplicate things. Its annoying to waste ammunition, too.
When it comes to balancing for multiple equipment slots, maybe it could be that they only get nerfed when combined. For example, if you just have blade runners, you get the full effect, but if you have the jetpack equipped as well they will get nerfed, along with the jetpack being worse than by itself. This would probably only apply to certain combos, like hazmat suit and gas mask would not affect each other.
Maybe like a weight thing? Where the jetpack has lots of weight on the player so the blade runners don't work as well. But you can keep the gasmask / hazmat suit w/ blade runners cuz they are light and made out of fabric
Can you make nukes extremely expensive for balance, but have them be the only way to remove poison clouds permanently?
Honestly, to make the nuke more distinct from the cluster, and more thematic, instead of just a big bang it would be nice to have an impressive yield... That also destroys your buildings and dismantles them. Cluster for removing large swathes of foliage, nuke for eradicating an entire factory... And making use of plutonium waste.
My favorite thing is that the first thing in your recommended videos is Lets Game It Out, seeing as one of his favorite hobbies is absolutely doing his best to break your game.
I feal like the big circle appearing when equiping the nobelisk will get annoying.
It'll probably be similar to using the selection wheel on any buildables. Like you can activate it and it saves the choice for the next use. It's already a well established mechanic and I don't think they'll deviate from that.
Thats why they made you able to switch to just arms when you want
All this new ammo is super cool. But can you make, that nuke nobelisks cause radiation, which only slowly disappears after some time (maybe after 100h)
Hopefully will not cause so much lag
100h is just stupid, if you use nukes,you wanna clear a biome to build there. Maybe like 1h.
@@XChadKlatz why would this cause lag lmao
@@SempfgurkeXP You can use the "Cluster Nobelisk" to clear a biome too. 100h is only a suggestion... maybe not that long. But why do nuclear power plants produce radiation when "nuke nobelisks" will not produce any radiation. That's just a suggestion....
@@SempfgurkeXP mechanically speaking each nuke would add a invisible object or marker that emitis radiation it wold be like droping a waste or ore in the world, but instead of just emmit radation each marker must have a own countdown and it could cause lagging, and I'm not a developer or something like that
Please consider adding a building for Lizard Doggo that will take resources from him automatically and send them to the conveyor.
Also, please consider adding for Lizard Doggo, finding packaged oil, nitrogen, water and bauxite. So that you can create your own little Lizard Dogo factory. Challenge factory Lizard Dogo.
The holster function is something I was really wishing for. Thanks Jace, helps a lot!
Those nuke nobelisks will be put to excellent use against the spiders
The hostering is really cool, but i feel like the objects need a holstering animation becaus y looks wierd right now
This! Also placing beacons needs some kind of animation instead of just vanishing.
Since this is still in development I wouldn't be surprised if they were working on that.
If you're adding a proper nuke effect, avoid the mistake some developers made of adding vertical lines of smoke copied from nuclear test footage. Those are rocket trails used to visually measure the blast wave.
but I want to wear blade runners and the jetpack and be OP T-T
1:52, so excited Satisfactory finally added support for war crimes
Yes! Backpack and gas mask together! This was really needed. Especially in pits and such that are poisonous do you kinda have to swap around.
Love this improvement.
Instead of reducing the power of the equippable items (such as the jetpack and bladerunners), I recommend balancing the body slots out by reducing the number of total slots. For example, one head slot (for gas mask), one back slot (for either parachute or jet pack or electric hoverpack), one leg slot (for bladerunners), and maybe just three hand slots (and no "body" slot, since they are all "body" slots). That way, the player has to decide which items to equip, rather than simply equipping all of them.
*Edit: See my comment below for my improved idea.
That would be nice, though without a body slot, where would you put your hazmat suit?
@@commandogaming2274 Other commenters have pointed out that it would be better to have both the gas mask and hazmat suit equippable to a "survival" slot, the jetpack/hoverpack/bladerunners equippable to a "propulsion" slot, and everything else equippable to a limited number of "tool" slots. That way, it is still possible to fly through a poisonous environment, but not gas AND radioactive waste at the same time, Likewise, players wouldn't be able to use the jetpack and bladerunners at the same time. This would increase the utility of body slots while still requiring players to weigh the pros and cons of what to equip.
I feel like instead of the aimbot ammo, it could rather be the opposite of the turbo ammo, like maybe piercing ammo or something? So it'd have a very low clip size, low firerate but would do a lot more damage per shot, like a sniper, while turbo has fast firerate but lower damage per shot.
I like this idea, but I also like the smart bullet idea too. Maybe smart rebar shots are super expensive to make?
So, explosive rebar?
@@BestHakase No, explosive rebar would deal splash damage to nearby enemies. He's talking about a stronger rebar shot that does lots more damage to a single enemy when it hits said enemy.
Would blade runners and jetpacks really be so overpowered? It sounds like a great way to get around my builds.
Seriously though, this all looks great so far. The changes to the recipe listings are especially appreciated, as well as still being able to dump a beacon down and it directly adding to the map.
Also, don't know if this happens for anyone else, but for every one of these videos, whenever Snutt points at a bit of the screen to say there's a linked video there, there's nothing there.
Well there are other ways than just removing the runners and jetpack combo. Maybe they just become a bit weaker when used together. Maybe the runner speed do not carry over to flight speed, or the run boost from the runners become reduced (due to the extra weight). Maybe the jetpack uses more fuel when combined with runners (or need a different more expensive fuel). There are lot of options to balance the combo and thus leaving situations where the combo might not always be the best choice.
From a game design angle I cannot see how jetpack + blades is OP. The game has probably a 5% combat focus with 95% factory building. Oh no the player is moving around their factory too easily has never been something I expected to hear.
Moving long distance is probably still better with other movement types like the player pipes.
@@andresnyman580 When they talk about the combo being overpowered do to not think they mean in combat and such. I think it is more in the area of limiting viable options and choices in the game.
If one equipment setup is way better then any other setup and that is the only setup all players uses all the time, then why even have any other pieces of equipment in the game. If there really is only one choice, then it limits the game in a way.
Suggestion for the disappearing beacons! They can propulse themselves far into the air and disappear from your sight, and stay there like a satellite. Removing them implies blowing them out or something, nothing that can be seen from the ground either. That way the old and new system can live together 🥹
I don’t see why they need to do anything really, you won’t be able to make any more and so eventually you’ll run out and the animation will be useless
all of these changes sound amazing!
my production of explosives and ammo needs to be re-done but this would make the game way more comfortable when exploring and murdering my fear of crawly things.
you people do the most amazing work, love it and keep it going.
maybe combine leg and back into one slot to solve the bladerunners+jetpack?
also, i made my friend fly in the factory cart using 100 explosives to its back, i intend to break my distance record with this update.
just make sure to take your breaks and drink water to stay healthy.