Now maybe they'll add vehicles to chop down trees and collect foliage so it can be automated. Then maybe have foliage grow back over time, but only if your not building there. Lol probably not but would be nice.
100% It almost brought a tear to my eye. I know myself as well as a ton of other players have been hoping/asking for this for years. So happy it's a thing now. It makes the early game much less annoying for slow starters like me.
One of the strongest aspect of this game (besides it being fun of course) is how transparant CSS has been. A breath of fresh air 🙂 Thank you Snutt and everyone involved 🙏
I LOVE that you guys are staying true to the factory aspect versus blowing out the combat aspect. There's enough shoot 'em up games, you guys are the pinnacle of productivity games and that's why I keep coming back to Satisfactory.
@@-Nero.- to each their own, but with over 1000 hours on factorio and pretty deep involvement with the community, combat is broadly considered to be Factorio's weakest mechanic in the entire game, offering nothing more than environmental obstacles to expansion.
Biomass burners not having automation was probably the biggest early game pain point so I'm glad that will be improved. Going from hand-feeding biomass to coal power was such a learning curve as well
@@StelznerGamingI agree, It would be nice to have as a back up power source for getting your coal plants back online. Mk. 2 Biomass burner or whatever, Teir 3 unlock.
@@StelznerGaming The struggle of having to run around and get the wood/leaves for biomass is still there though. You just don't have to hand feed the burners, which was not a struggle, just an inconvenience. And a stupid one as the game is about automation. The reward of coal is the peace of mind and extra power.
@@arakwar Yeah, the most annoying part wasn't gathering biomass. The thing that sucked the most was having to return to base and feed the burner whenever it ran out. It will be a lot nicer just chucking the leaves and wood into some storage while I go off and do my own thing without worrying about power.
I think the game right now doesn’t need a tier 10. Recipes are already tedious to craft at tier 8, so imagine how much harder tier 9 and even 10 would be. Probably the balancing will make the tier 7-8 a little bit easier, so it doesn’t actually take hundreds of hours to finish the game.
@@edoardochiran3137 Knowing how the game works, most likely the final space space elevator parts will be less complicated as they will take the phase 4 parts. So if you have a steady production line of a decent amount of phase 4 parts you will then use it to make the final parts for project assembly
this is another great example how to talk to you community about game developement, upcoming or cancelled features and what to expect in the from the game, and what not. the general flow of information is neat. i wish a lot of game studios would take notes.
Well, it's not really the fault of most developers...gamers are dicks, and they rage and threaten and etc when they get told something isn't coming. Yeah, this transparency is nice, but you can only get attacked for these kinds of decisions and you stop sharing. So, while yes it would be nice if most devs did this, you have to hold the players who act that way accountable too.
I just want to say, while some of the news is disappointing, there is something... Really nice seeing you not only explain the reasons why but also talking about alternatives and community contributions that just shows such a depth of knowledge of the community you have brought together. Good job, you guys are wonderful.
YES GOOD RIDDANCE FLOWER CARTRIDGES always filling my inventory and chests eternally Edit: My condolences to the ppl who use flower petals for their vehicles, hopefully coffee stain will slightly increase the drop rate of leaves and wood to balance this
You know what? As somebody who desperately wants a true road system in the game, I'm grateful for the open and clear communication about things not to expect in 1.0. Perfectly willing to let that one go and look forward to what's ahead. Thanks Snutt, helps a lot.
Gosh *cringe* ... We need curved roads, so many people requested it, and you blow sugar in his ass for bringing an excuse, which couldn't be more stupid in it's essence (!)
Yeah tbh I'm a very casual player (I got up to like stage 2 of the rocket and haven't touched the game since) and I unlocked the vehicles but never used them after I tried to build a road but realised how janky it was. I hope they implement a proper system eventually, but I'd rather see more important parts of the game fleshed out more first
I'm so glad that placing patterns is being changed to be free! it always made me feel anxious about customizing my factories, thinking "what if I run out of flowers" and "what if I change my mind and rebuild this and now all these colour cartridges have gone to waste"
Awesome! Great QoL feature! I would really like the HUB to be more useful. Beds let you sleep through night (even if it doesnt speed up the game, just a cosmetic time shift). Use the toilet to heal or something.
Sad about the lack of a logic system, but belted biomass burners is a good one. In my latest playthrough I handcrafted everything and rushed coal just so that I wouldn't have to bother with biomass burners.
I think they're definitely going to add it, but it's just going to have to wait seeing as it would be mostly optional content. If we're lucky, a few major updates later there'll be logic gates, switch splitters, and all sorts of optional stuff that could be messed around with. They can't just release update 1.0 and stop adding cool stuff to the game!
Honestly, they need the logic system to be built around being secondary. Look at Mindustry for example, and you can see how logic kinda hurt gameplay in a way.
@@naerbo19 That's pretty likely, but honestly in-game content is (almost) always preferrable over having to add in content yourself. I hope that logic is added to Satisfactory in a way that doesn't detract from the experience for non-logicians, and keeps the cool stuff that lets you put in a little extra effort for something much more satisfying. A splitter that only outputs stuff when powered would allow for setups where a power switch can be used to flush a whole storage system, for example.
Just checked and my last play was Mar 11 2023, so also a year. Have been dying to play it again but didn't want to start something that could get destroyed, so now I am desperate for 1.0 so I can start a new game.
Did you just casually drop the announcement of belt-fed biomass burners!?! That is huge! I absolutely love this change and so glad it's coming to vanilla - freaking awesome!
Years since I started playing, I still appreciate that you change the game towards what you think people will like most. Every single point I kinda expected more than a year ago. Mods work as-is; don't change what don't need changing. Circular foundations in a rectilinear world aren't worth the overhaul. Roads...tbh, I'm surprised trucks weren't ditched with the beacons that no one used. I paused playing shortly after color came in. It definitely was more annoying than fun. And recipe rebalancing; expected for 1.0 I think my largest wish for 1.0 is honestly just a small parts-grab container for manually grabbing parts. The last hub I built had to be massive, simply due to having 50-something storage containers. I had it all working great; one bin to drop stuff off on my way in to auto-sort, tubes to other mini-hubs, but it was always a needless chore to run around a massive warehouse sized hub, cuz that's the space it took to fit all the containers in. The crab, I'm still interested in. 100% I can see why you guys will not make it a core part of the game, but the world feels like it needs at least one behemoth to finish it off. Even if it's not in time for 1.0, i think you should at least reserve a space for it.
Deep in the depths of a spider infested cave, you come across an ancient painting from a long lost lizard doggo civilization. The painting details a treacherous war against the ravenous giant crabs. The lizard doggo's eradicate the crabs, however their population was crippled. The painting goes on, but becomes noticeably less legible with each part of the story. The final thing you're able to decipher is their civilization collapse post-war. After that, it's mostly scribbles, though, you can deduce that the collapse eventually led to their devolution. Resulting in their present-day adorably goofy state.
Maybe they could add a small crab blaster game to the HUB terminal. Could look just like the giant crab shown before and you have to shoot down the babies as they fly out at you.
You'll still not be fully automated, because you need to collect biomass for the containers manually. But this is a HUGE improvement still because now I don't have to hand load every bio burner. Just drop the wood and leaves off in the containers and move on.
@@NotMyActualName_Right? Whenever you don't have enough full stacks to fill them all you have to do annoying splitting to balance them out. I get that the annoyance is the point since they want to push you into coal, but just having to gather the raw material is annoying enough! :)
You guys could never disappoint me, this has been one of the most beautiful journey the last 6 years, all the community update hypes, the wonderful mod supporters, the endless improvements and new features, etc. etc... The only sad news from this video is that the journey comes to an end, but honestly, I'm so proud of your achievement CSS!! We need a new Award like GotY but for decade, like Game Devs of the Century "GDC" ^^
I just finished a 3-month long campaign, starting a fresh save file and ending with full clear all trophies. So I have done a 100% run in early access. I'm gonna be done with the game until 1.0, hopefully this coming winter?
I agree... And I prefer to play finished games instead of games which keep getting updated in a "one last thing"-way MANY times after launch: Cyberpunk 2077, No Man's Sky, even Death Stranding, etc. (Some developers are better [or fit better with me] at updating their games though...)
@@bowi1332 Me too! This is so annoying, especially when Steam forces you to play the newest version, and mods break when developers force their update on you. Some games take weeks and even months to finish, so these changes can be really annoying.
@@bowi1332 i think it depends what the update changes. Some of the Games yes they get updates way to often/long others dont update at all and stay in ea or ea like state way to long. and some like no man sky and their newest update just adds so much to the game. a year a go i tried out nms for the first time it felt empty and i stoped before my first warp jump. Now barely a year later it doesnt fell empty anymore even less since the last update with changes in the world generation
No circular foundation pieces is a real bummer. The biggest headache in the game is trying to make curved roads and buildings. It takes a lot of time to do and the end product is always in the realm of "looks great from a distance" or "ignore the seizure inducing z-fighting on the ground". I know there is ways to mitigate that stuff but it still takes a lot of time cause at the end of the day you are trying to make a grid based building system behave in a way it is not designed for.
Yea I mean it's not ideal. But on the other hand the curves people want to build are not always neat so they'll have to give free reign on angles and arclength for this to even help most of the people that want curves. That'd require them to make an entire blockset that functions like rails and is compatible with each other because the other blocksets already in the game definitely won't be compatible unless it's to link the start and finish of some curve into them. That's a metric crapload of work to be done there not to mention finding and fixing the new bugs it'll definitely introduce :p Not a great project to start right before release.
You make a lot of sense. He mentioned they tried something similar with roads, building them with splines like the rails, and it ended up being a much larger project than anticipated. I understand the arclength all too well, I have spent many hours trying to figure out the perfect ratios of blocks to arc length. Personally, I would be happy with faking the funk and using the triangular pieces like Rust uses.@@reznovvazileski3193
Eh, don't give up on it yet. Remember this is just what's not going to make it into 1.0. Some of these things still might make into the game afterwards.
We appreciate the honesty and up-front attitude! Thank you so much for breaking away from the general unwillingness to cooperate or coordinate with players that developers have especially been displaying over these last years.
I think its awesome that, even though I do not own this game, not watched any Let Plays, I watch these dev videos every single time just because I appreciate this studio, and the game (I will play it eventually) but the community managers are just very humbling to listen to. It is refreshing and I am happy to be apart of the community without actively playing the game!
It's Very Good PR here, not seen very often and This Studio Cares(!) what isn't always the case. As for the game, It's grown and has been doing a great deal of player interactions to get things right and if you happened to play KSP 1 in the early days, this is what they are doing, but with different circumstances. And The Game Is Great!
Honestly? Being told no is refreshing. I hate when developers hem and haw and wring their hands for months, years and nothing happend because "Maaaaaaybe." A flat out no is fine. Honestly, I think that's what the mod community is for anyway. As you say, there are a lot of talented modders, and the developers themselves should be laser focused on "what is the game we want to build," getting it working, and optimizing it for as broad an audience as possible. If the developers want to *help* the mod community by providing them with more tools to work with, then I think that's a worthy use of time. Thanks for the transparency and all the hard work!
When you started to talk about logic systems, I immediately thought of my most ambitious project to this date, my fully automatic backup generator that will sit in my nuclear power plant. This thing automatically starts when there's a power outage and is also equipped with an automatic transfer switch. Both can also be manually operated by putting the generator in manual mode. The generator is also equipped with an emergency stop button and a safety system that shut it down (emergency shutdown) when it's almost out of fuel (when there is less than 12.5 m3 (1/4 tank) of fuel remaining in one of the generators). The generator will only power the uranium fuel rods production and not the pumps for the reactors (the pumps will have their own 500 GWh backup battery). This project wouldn't be possible without the Circuitry mod (Wiremod).
I’m not gonna lie man that is honeslty so impressive I’ve just started and only have about 30 hours in it so far and I’ve only just hit tier 4 for the first time and my builds are all over the place right now. Just reading this comment made me realize how much I have in store for me
@@bobbymckeel1034It tooks me weeks (if not a couple months) to make this thing and it works so well. This also shows how important it is to have backup power sources (I once had to start my 12 000 MW fully manual main backup generator because my coal power plant had a major problem after I updated one of my mods (that generator is located in my main base)).
Not having to go around adding fuel to the generators is a great addition... it's already tedious enough to not be able to automate the wood/leaf gathering part of it. That's a great change.
For real! It's going to make the early/mid game so much more bearable for new/returning players! Early/mid factorio isn't really about tackling automation it's about running around whacking bushes and filling generators in ever increasing circles.
@@jasonslade6259 agreed, it has to be slightly tedious to motivate you to step up, but going around gathering biomass is tedious enough. I also think this change strikes the good balance
Biomass is easy to get in large amounts once you get the chainsaw and start clearing areas to build, or once you can get it from enemies. The annoying part is your base losing power if you do something far away that takes time.
Something I love so much about Satisfactory is how big something as simple as the end of the video is. Like I have massive factories and huge production lines and I am still excited about a feature that just makes a short part of the early game soo much easier. I think its because now I can use those features in later factories when I am setting up new lines and still trying to move power into a new place or I can just empty my 15 Industrial Storages of Biofuel into something useful.
@5:18 First, TOTAL props for you as a developer to come forward and talk so openly about your product; to the community. Like you are a company of humans who are actually passionate about your product and want to share the passion with the larger world. Second, no circles. BOOO, But: rather than having single model (say for platforms, ladders, etc); can circles have a generative speciality tool? What I mean by this is you can draw out your customCircle(radius, degrees, thickness), then the client generates that one specific object (making a new object model if thats what best works in your back end). Then the client can actually call on this new object. (yes this means having a mini in game app which normally would be its own standalone app). [Also as I have not seen or worked on Satisfactory, I don’t know how easy or hard it would be develop this tool; if there are any conflicts with existing tools.]
Giving me flashbacks to starting the game and having to run around refilling all the biomass burners. Also he said no circular foundations but he didn't say no new foundations. Crossing my fingers for non-ramp corners.
Did no one notice the QR code at 8:09? Looks like stealth announcement for a new game by one of their partner studios... As We Descend by Box Dragon. Loads a countdown page...
With all the things you aren't adding, I'm excited to hear what could be better than those that you'll be adding! Thanks for being so transparent and setting our expectations. Also I'm happy for the flower change
The way you finished the video was perfect. Serene music, and a gradual buildup of a classic Biomass production line then finishing with a QoL feature we could all feel the relief from. It feels as though we are in the future, we've reached better times
This game sticks head and shoulders above most other games that are in 'early access'. I love it an effort is also being made to actually decide a 1.0 version. This allows the team and company to maybe one day work on a 2.0 while supporting 1.0 and all that might entail.
I don't need circular foundation building. But I would really, REALLY like right angle triangular foundations. I feel like it would add so much opportunity in design to the stock build, without clipping or z-fighting. Its literally been the the first thing I check for each update since 3 or 4. Edit: I like the teaser at the end. I'm not worried. The game will continue to be amazing, cant wait for 1.0
I stand behind all the decisions, and I'm very enthousiastic about all the features that might be coming instead. Great job on setting your priorities!
Im kinda sad that some stuff i really wanted didnt make the cut but im still happy that were near 1.0. It was an amazing journey with you guys. I bought the game when it launched first on Epic Games and Satisfactory has become one of my favourite games of all time. Satisfactory is a prime example on how to hande early acces you guys are open about the develepment status and youre interacting with the community and its a blessing in todays standarts. And i hope 1.0 isnt the end of this wonderfull game i would buy any DLC for the game cause you all deserve it. Much love from Germany you guys ROCK!!!
For me the most important feature to add later would be official mod support. It´s an essential thing to value all the work that the community has done and keep it running for many more years! Beside having all those great excisting mods available from the Game menu it would be really great to have a proper Devkit to use all assets, build new maps etc.
Would love the abillity to add min and max levels on storage (or smart storage), the min level would buildup to that point before releaseing any, the max would prevent more being added (except by the player). This would allow us to build up a stock pile for use in building and allow us to know there will be space to drop some stuff off if we took more than we needed.
Excellent update folks. I do truly hope you're considering the option to let players daisy-chain buildings with powerlines for a smoother building process too. Keep up the good work.
I'm still hoping for waypoints for trains. I don't remember if that was mentioned in any previous videos, but if that's still an option it would be very useful for some more unique train systems. I know I have a train network in my current save that would be significantly improved if I could just tell trains to pass by a certain location on the rail without needing a whole station. I have no idea how difficult that would be to implement though, and it's technically unnecessary, even though it would be very useful. Especially if it could eventually be integrated with logic, but that's not a reasonable target anytime soon, if at all. Edit: Were those automated biomass burners at the end? If so, that'll be so nice :)
I always make stations separate from the main line that way trains have to exit to go to a station. Not sure if that's what you are going for, or something like that, kind of hard to understand what you mean through text. If my way of doing things helps, awesome. If I'm not understanding something simple, my bad.
@@Remaggib I already do that usually, but that's not what I'm referring to. Basically, add something that is placed like a signal between pieces of track, give it a name, and trains can add it like a station to their schedule. The train would be forced to path through that waypoint, and wouldn't stop at it. In my case it would be useful for quite a few things, but one thing I would use it for with my current network is to force heavy trains to take a longer route up a hill, but light trains could just climb the shorter but steeper track up the hill. At the moment I just have the system designed to allow the train to build momentum to make it all the way up the hill without being interrupted in the middle of the hill by a signal, but it's not optimal, and I've noticed that trains get stuck on it if I happen to leave the game and reopen it when a train is on that hill. I could also make every train use a long path up the hill, but I would rather have more control that that.
@@coreycarries As far as I can tell, you can't tell a train to path through a specific track without it being either the shortest track (so it paths there by default) or put a station on it to act as a dummy station. If I've missed something completely somehow, let me know, but I'm pretty sure it doesn't exist.
Thanks :) and Sooooo cool the last point !!! RIP the flower 😢 for the color I can understand, however I was not mad to automate the color production for painting but I totaly understand and remouve frustration of forgeting to pick up colors when start crayzs blueprint poses
As a developer, I get the guilt at not being able to do everything. Smart to focus on what you can deliver and make a 1.0 release. My opinions. Not a big deal: - Remove cost for customization? Fuck yeah! Thank you so much! - Combat is something I don't care for. No loss there. I don't begrudge those that enjoy it though. - Can't live without mods. Luckily, there are many great mods already. - Circular build pieces... mildly interesting. - Roads... I use a mod to teleport everywhere. Roads might be interesting at some point. - Logic? I think there are mods that handle this. I haven't used them. Might be interesting. I don't know use cases. - Beacons? Glad they were replaced. Map markers are much nicer. No disappointments in the video. Great news actually about free customizations. Thanks for that.
@@Sirithil I has been over a year since I've played. I just opened my long mod list and nothing jumped out at me. I think they were admin tools? Not sure on that. I had the ability to name spots for teleportation. I would use a command like "/tp [named teleport place]". I was very organized. It was awesome. Sorry I can't remember specifics.
Anyone who works in the project stream of businesses completely understands prioritisation. Some things are needed for day 1, others can follow. Thanks for being open and keeping us updated :D
I wish you weren't going to remove flowers because they are still good for use in the AWESOME sink giving you 10 pts. per flower which is really useful early game, especially in the northern forest.
Game Development is really difficult, people don't realize that. Your communication is excellent and you are being clear about it. I am happy with everything so far and understand why these items aren't arriving in 1.0.
Auto Biomass!!!! YAS new save file time! I for one am not disappointed in these loses, although i would like to ask if you will be continuing on and making dlc or something. I would be more than happy to pay you guys more money for this, it been a great few years with an amazing community and its almost sad to see this phase come to an end
And I had a good idea, the Power Slugs should move around a bit so you have to kinda 'catch' them a bit more, it could be really simple but would add a lot i think
I think it's really great that you said in good time that certain things (which you might miss) will NOT make it into the finished game. This will reduce the frustration of the fans early on. Really good move. I thought the finale of the video was REALLY GREAT! Finally you can leave the first stage of electricity generation “alone”.
Having neither curved foundations nor a proper road tool is a huge bummer. I really hoped connecting your factorys would be less tideous. But the automated bio generator will make the early game sooooo much better!
As someone who doesn't spend much time building structures and mainly focuses on exploration, I actually think the lack of circular foundations and dedicated roads is what makes Satisfactory so unique and challenging. I love using the trains as a substitute for trucks when covering large distances.
With the flowers going away, will it be possible to still pickup flowers from the world and get biomass or are they going to become completely static? - Will they still disappear when using the chainsaw?
Ok, only two that I'm really disappointed that aren't going to be in on release are roads and official mod support. Hopefully those two are still in the plans for a post release update. Logic would be fun though, but I can understand how that would be a complex thing to get right in a way that feels fun and easy to use, without making the base game overly complicated. Again, some simple logic systems maybe in an update or DLC would be a good idea for after release, but I feel official mod support is something that needs to be added at least post launch. Mod support and an active modding community really boosts the longevity of a game too much for it to be ignored.
Your transparency is legendary. ❤Please keep this in mind and continue. I work for a company that is foggy and never open to customers and it's a really horrible feeling for them and for us. I really appreciate your approach please continue in this direction. ❤
A smaller step towards that goal would be showing what the splitters and mergers are doing inside. 😊 I find these opaque boxes with belts leading into them very not satisfying.
I personally liked the in game beacon mechanic. It made it stand out from other mini maps. Physically needing to place an item in the world to mark it on the map was pretty cool. But it makes sense, the ability to place pins from the map makes it redundant.
Thank you, Snutt! Regarding circular foundations I think the thing I want most is the ability to attach a foundation to another, and then rotate around one of the two connecting corners like a hinge so I can make the two foundations connect in a concave or convex manner around that connected corner. Would something like that be possible?
I wonder if you could cheat the pathfinding overhaul required by changing the crab to some seedpod thing with crab claws that just rotates in place. Make the fight about circling the creature, sliding jumping or rocketing over it, or placing delayed charges on the ground and making it spin towards you so you can bomb its weak spot. That also means if a player approaches it and finds themselves unprepared, they can dip out of the fight without it chasing them. You could make a circular foundation with one corner of the square filled, and the curve drawn between the 2 adjacent corners. Have the snapping ignore all but the right angle corner, preventing walls and things from being awkwardly built on top of nothing. 4 of them together make a small 2x2 circle, but they can also be used to make rounded corners for rectangular platforms. You could make "road pieces" that snap on top of train tracks, making a smooth flat surface. Lets you reuse the rail and train-snapping code.
OMG biomass burner been feed with conveyor belts, where have you been all my life.
In the Satisfactory Plus mod!
It's really nice to see this being elevated out of mods and into the actual game
Let's freacking gooooooooooooooooo!!!!
@@upon1772 man, SF+ broke me
Now maybe they'll add vehicles to chop down trees and collect foliage so it can be automated. Then maybe have foliage grow back over time, but only if your not building there. Lol probably not but would be nice.
Nurse: Sir, you've been in a coma for 6 years.
Me: Oh boy, I can't wait to watch my favourite 30 frames of Big Crab being released in 1.0
**sees there isn't any big crab in sight**
**proceeds to explain to the nurse how they need to put you back in a coma for another 6 years**
@@trapstoner unless the you actually played the game and new how awful combat was and that a boss in this game would be epicfail
@@SoTOreo that's the joke
Oh no! Not me! We never lost control
Okay the biomass burner change makes up for it all, this makes me so happy honestly
Agreed. I am more than willing to never see the things he talked about just for the belt fed biomass burners
100% It almost brought a tear to my eye. I know myself as well as a ton of other players have been hoping/asking for this for years. So happy it's a thing now. It makes the early game much less annoying for slow starters like me.
read the video title again xD@@processedsoy
wait, biomass burners still didn't have conveyor belts?? I guess is early game but still
@@NidasRichmountwhat does the title matter? Did you see the video?
One of the strongest aspect of this game (besides it being fun of course) is how transparant CSS has been. A breath of fresh air 🙂 Thank you Snutt and everyone involved 🙏
Thought you were talking about the coding language
I LOVE that you guys are staying true to the factory aspect versus blowing out the combat aspect. There's enough shoot 'em up games, you guys are the pinnacle of productivity games and that's why I keep coming back to Satisfactory.
I agree, for the most part, but Factorio, was the game that got me hooked to games like Satisfactory! That was before, but only 2D.
I disagree, these types of games have a ton more depth when combat is there. Look at Factorio.
@@-Nero.- to each their own, but with over 1000 hours on factorio and pretty deep involvement with the community, combat is broadly considered to be Factorio's weakest mechanic in the entire game, offering nothing more than environmental obstacles to expansion.
The combat is one reason I never wanted to play factorio. It's the first thing I disabled in satisfactory
@@DCMedien You can disable enemies in Factorio as well btw.
Biomass burners not having automation was probably the biggest early game pain point so I'm glad that will be improved. Going from hand-feeding biomass to coal power was such a learning curve as well
That was just to weed out the casuals 🤣
Should be a later tier unlock imo. Early game struggles are part of the process to me and encourage / reward reaching coal asap.
@@StelznerGamingI agree, It would be nice to have as a back up power source for getting your coal plants back online. Mk. 2 Biomass burner or whatever, Teir 3 unlock.
@@StelznerGaming The struggle of having to run around and get the wood/leaves for biomass is still there though. You just don't have to hand feed the burners, which was not a struggle, just an inconvenience. And a stupid one as the game is about automation. The reward of coal is the peace of mind and extra power.
@@arakwar Yeah, the most annoying part wasn't gathering biomass. The thing that sucked the most was having to return to base and feed the burner whenever it ran out. It will be a lot nicer just chucking the leaves and wood into some storage while I go off and do my own thing without worrying about power.
He didn't say Tier 9 and 10
Time to built a Dysonssphere
I think the game right now doesn’t need a tier 10. Recipes are already tedious to craft at tier 8, so imagine how much harder tier 9 and even 10 would be. Probably the balancing will make the tier 7-8 a little bit easier, so it doesn’t actually take hundreds of hours to finish the game.
@@edoardochiran3137 Tiers 9 and 10 are most likely coming, because they want to make the SAM ore useful.
@@CasperKerstenSAM ore will be for the story portion of the game
@@edoardochiran3137
Knowing how the game works, most likely the final space space elevator parts will be less complicated as they will take the phase 4 parts. So if you have a steady production line of a decent amount of phase 4 parts you will then use it to make the final parts for project assembly
Cosmo>Fixit
Would love to see splitter where i can say "left output 30%, middle 10%, right 60%"
Even if that was limited to the smart/programmable splitter it would be amazing
Kind of sounds like a programmable splitter, doesn't it...
You can approximate this by using different belts on standard splitters, ie, mk5 belt input and mk1, 2 and 3 belt outputs
@@seanberry1only if the input is mk5
Sounds like a fun ratio to design a splitter template for.
He didn't say golf.
haven't they made a golf mod?
He also didn’t say controller support
@@stuntmanmike6969what are the winning lottery numbers?
But golf is already in the "things we are NEVER adding to satisfactory" video tho :D
make your own fun! use pulse nobelisks and a factory cart as the ball and golf to your heart's content.
this is another great example how to talk to you community about game developement, upcoming or cancelled features and what to expect in the from the game, and what not. the general flow of information is neat. i wish a lot of game studios would take notes.
Well, it's not really the fault of most developers...gamers are dicks, and they rage and threaten and etc when they get told something isn't coming. Yeah, this transparency is nice, but you can only get attacked for these kinds of decisions and you stop sharing.
So, while yes it would be nice if most devs did this, you have to hold the players who act that way accountable too.
I just want to say, while some of the news is disappointing, there is something... Really nice seeing you not only explain the reasons why but also talking about alternatives and community contributions that just shows such a depth of knowledge of the community you have brought together. Good job, you guys are wonderful.
Very well said and I agree. The open and honesty that this company shows indicates that they care about the game and the people who play the game.
it's one of the reason why a bought the game!
the openness and willingness to communicate is so amazing and unfortunately rare these days. more devs need to follow their example
YES GOOD RIDDANCE FLOWER CARTRIDGES always filling my inventory and chests eternally
Edit: My condolences to the ppl who use flower petals for their vehicles, hopefully coffee stain will slightly increase the drop rate of leaves and wood to balance this
they were still good for fuelling my explorer :\
Yesssss
@@t3hpwninat0rRunning the Explorer on paint still was never enough to use them all up!
I’m so glad they’re making this choice. I will not miss having to collect flowers just to make it look prettier.
@@t3hpwninat0r they were unreasonably effective fuel, actually
You know what? As somebody who desperately wants a true road system in the game, I'm grateful for the open and clear communication about things not to expect in 1.0. Perfectly willing to let that one go and look forward to what's ahead. Thanks Snutt, helps a lot.
Gosh *cringe* ... We need curved roads, so many people requested it, and you blow sugar in his ass for bringing an excuse, which couldn't be more stupid in it's essence (!)
Yeah tbh I'm a very casual player (I got up to like stage 2 of the rocket and haven't touched the game since) and I unlocked the vehicles but never used them after I tried to build a road but realised how janky it was. I hope they implement a proper system eventually, but I'd rather see more important parts of the game fleshed out more first
make a mod for it
@@silvk1000your typo is translating to flour it, which is funny cause *spoiler* that thing he said
@@joeysustello not a typo, it was auto correction in chrome
I'm so glad that placing patterns is being changed to be free! it always made me feel anxious about customizing my factories, thinking "what if I run out of flowers" and "what if I change my mind and rebuild this and now all these colour cartridges have gone to waste"
Awesome! Great QoL feature! I would really like the HUB to be more useful. Beds let you sleep through night (even if it doesnt speed up the game, just a cosmetic time shift). Use the toilet to heal or something.
use shit to make biomass
Ok he didn’t say that they aren’t adding sex so there is still hope
With who exactly? Lizzard doggo like vaporeon?
@@Craxipst Pipeline pump
@@Craxipst"*pulls out Kruzifix*"
@@Craxipst hey man that’s for the devs to decide when they eventually add it of course
@@Craxipstwith the AWESOME sink
omg biomass feeding during early game is going to be revolutionary, thank you
so all of us starting a fresh save in 1.0 will be superexcited!
I finally won't feel like I **have** to rush coal asap! My production lines might actually feel productive!
Oh…he didn’t say it was early game! Welcome to Tier 9! 🤣
Sad about the lack of a logic system, but belted biomass burners is a good one. In my latest playthrough I handcrafted everything and rushed coal just so that I wouldn't have to bother with biomass burners.
I think they're definitely going to add it, but it's just going to have to wait seeing as it would be mostly optional content. If we're lucky, a few major updates later there'll be logic gates, switch splitters, and all sorts of optional stuff that could be messed around with. They can't just release update 1.0 and stop adding cool stuff to the game!
Honestly, they need the logic system to be built around being secondary. Look at Mindustry for example, and you can see how logic kinda hurt gameplay in a way.
@@nbboxhead3866 There might be modding for it or modding on the way for logic too potentially.
O😮😮😮😅😮😮ik .I kKKik/8./(/Kk8iKi (/ (8k8(8 ikkik. 8(/(8 ( I K(8/I(8 ik. ;(k ki. Ikiki 8( ki
@@naerbo19 That's pretty likely, but honestly in-game content is (almost) always preferrable over having to add in content yourself. I hope that logic is added to Satisfactory in a way that doesn't detract from the experience for non-logicians, and keeps the cool stuff that lets you put in a little extra effort for something much more satisfying. A splitter that only outputs stuff when powered would allow for setups where a power switch can be used to flush a whole storage system, for example.
You couldn't feed biomass burner with conveyor before 💀💀💀, I just started recently, like today, and without this it would have been such a pain 💀💀💀
I have never before seen a game company that is so open and honest. Others have tried and gotten close, but this is so amazing. I really appreciate.
This and the team behind DRG
Or the Helldivers guys before they went in a rampage of "rebalancing" everything
I haven't played for a year (waiting for 1.0), but I still felt a wave of relief seeing the new biomass burners.
Just checked and my last play was Mar 11 2023, so also a year. Have been dying to play it again but didn't want to start something that could get destroyed, so now I am desperate for 1.0 so I can start a new game.
Wait... this is a _factory_ game? I thought it was a crab simulator all this time😟
crab game?
Satiscrabtory
I thought we were building the crab…
We're not taking crab from you with such silly puns.
Did you just casually drop the announcement of belt-fed biomass burners!?! That is huge! I absolutely love this change and so glad it's coming to vanilla - freaking awesome!
Years since I started playing, I still appreciate that you change the game towards what you think people will like most. Every single point I kinda expected more than a year ago. Mods work as-is; don't change what don't need changing. Circular foundations in a rectilinear world aren't worth the overhaul. Roads...tbh, I'm surprised trucks weren't ditched with the beacons that no one used. I paused playing shortly after color came in. It definitely was more annoying than fun. And recipe rebalancing; expected for 1.0
I think my largest wish for 1.0 is honestly just a small parts-grab container for manually grabbing parts. The last hub I built had to be massive, simply due to having 50-something storage containers. I had it all working great; one bin to drop stuff off on my way in to auto-sort, tubes to other mini-hubs, but it was always a needless chore to run around a massive warehouse sized hub, cuz that's the space it took to fit all the containers in.
The crab, I'm still interested in. 100% I can see why you guys will not make it a core part of the game, but the world feels like it needs at least one behemoth to finish it off. Even if it's not in time for 1.0, i think you should at least reserve a space for it.
Doing this is absolutely perfection. Communication about the game and making sure people know what there won't be is phenomenal
The giant crab enemy should just be a story point in the lore that you hear about in the game but never actually get to see
It gets killed on the landing in or something would be funny, and a great way to start the game
The legend of Melk
Deep in the depths of a spider infested cave, you come across an ancient painting from a long lost lizard doggo civilization. The painting details a treacherous war against the ravenous giant crabs. The lizard doggo's eradicate the crabs, however their population was crippled. The painting goes on, but becomes noticeably less legible with each part of the story. The final thing you're able to decipher is their civilization collapse post-war. After that, it's mostly scribbles, though, you can deduce that the collapse eventually led to their devolution. Resulting in their present-day adorably goofy state.
Maybe they could add a small crab blaster game to the HUB terminal. Could look just like the giant crab shown before and you have to shoot down the babies as they fly out at you.
yesss"!!
Biomasss burner pain will really go away. Thank you Coffee Stain
You'll still not be fully automated, because you need to collect biomass for the containers manually. But this is a HUGE improvement still because now I don't have to hand load every bio burner. Just drop the wood and leaves off in the containers and move on.
@@NotMyActualName_Right? Whenever you don't have enough full stacks to fill them all you have to do annoying splitting to balance them out. I get that the annoyance is the point since they want to push you into coal, but just having to gather the raw material is annoying enough! :)
@@NotMyActualName_ you can already fully automate it with mods like SF+
@@qwe5qwe566...You can also skip the entire game using mods. Obviously we're not talking about mods.
You guys could never disappoint me, this has been one of the most beautiful journey the last 6 years, all the community update hypes, the wonderful mod supporters, the endless improvements and new features, etc. etc... The only sad news from this video is that the journey comes to an end, but honestly, I'm so proud of your achievement CSS!! We need a new Award like GotY but for decade, like Game Devs of the Century "GDC" ^^
Thanks for letting us know, I appreciate the update!
I agree, combat should not be the focus of Satisfactory. It's a great call.
I played +2000hrs between update 2 to 7... After a large break, i'm waiting for 1.0 and restart this game like a baby !!! I'M READY!!!!
Same here!
Well i havnt played that many hours but im excited for 1.0
I just finished a 3-month long campaign, starting a fresh save file and ending with full clear all trophies. So I have done a 100% run in early access. I'm gonna be done with the game until 1.0, hopefully this coming winter?
Everything is coming! Even LASERS!
AND GOLF!
@@satratic127And Me
LASER GOLF
WHILE RIDING ON THE BACK OF A CRAB
Nerds
YESSSS those automated biomass burners look so good!!
Im gonna cry for how beautiful that automated biomass burner setup is. Thank you, proud to of supported you guys since update 4
Aww no giant crab?
Guess I'll just settle for that giant spider that scrambled up 25Km of pipe to bite me on the face.
"A Game can only be finished, when you stop working on it."
I agree... And I prefer to play finished games instead of games which keep getting updated in a "one last thing"-way MANY times after launch: Cyberpunk 2077, No Man's Sky, even Death Stranding, etc. (Some developers are better [or fit better with me] at updating their games though...)
@@bowi1332 Me too! This is so annoying, especially when Steam forces you to play the newest version, and mods break when developers force their update on you. Some games take weeks and even months to finish, so these changes can be really annoying.
@@danielh.9010 You should be able to turn that off.
Terraria in a nutshell
@@bowi1332 i think it depends what the update changes. Some of the Games yes they get updates way to often/long others dont update at all and stay in ea or ea like state way to long. and some like no man sky and their newest update just adds so much to the game. a year a go i tried out nms for the first time it felt empty and i stoped before my first warp jump. Now barely a year later it doesnt fell empty anymore even less since the last update with changes in the world generation
No circular foundation pieces is a real bummer. The biggest headache in the game is trying to make curved roads and buildings. It takes a lot of time to do and the end product is always in the realm of "looks great from a distance" or "ignore the seizure inducing z-fighting on the ground".
I know there is ways to mitigate that stuff but it still takes a lot of time cause at the end of the day you are trying to make a grid based building system behave in a way it is not designed for.
Yea I mean it's not ideal. But on the other hand the curves people want to build are not always neat so they'll have to give free reign on angles and arclength for this to even help most of the people that want curves. That'd require them to make an entire blockset that functions like rails and is compatible with each other because the other blocksets already in the game definitely won't be compatible unless it's to link the start and finish of some curve into them. That's a metric crapload of work to be done there not to mention finding and fixing the new bugs it'll definitely introduce :p Not a great project to start right before release.
You make a lot of sense. He mentioned they tried something similar with roads, building them with splines like the rails, and it ended up being a much larger project than anticipated. I understand the arclength all too well, I have spent many hours trying to figure out the perfect ratios of blocks to arc length.
Personally, I would be happy with faking the funk and using the triangular pieces like Rust uses.@@reznovvazileski3193
Eh, don't give up on it yet. Remember this is just what's not going to make it into 1.0. Some of these things still might make into the game afterwards.
That where the modder comes into play, and once it reaches 1.0 they'll be less breakage.
Honestly, the Biomass burners having belt inputs really softened the blow of everything that isn't being included.
Im so glad to see a developer that definitely plays their game.
All devs play their games. They play so much they end up hating the sight of them and lose all passion.
Color Cartridges being retired and being able to automate Biomass Burners is 10/10 changes. Made everything else worth it.
SO WERE GETTING GOLF!? LETS GOOOO
Jokes aside, well crafted vid!
The way I screamed at the end should be illegal lmfao
RELATABLE
Same, the thing I've always wanted in the game and always wondered why it wasn't
Don’t worry it’s valid🩵
Not so fast! This is the "These things are NOT coming" video 🤣
I fully understand.
Please don’t say golf :(
He didn't !
@@nexyr_ nice!
@@nexyr_Golf confirmed then!
@@martinhild just missing lasers now ?
They already have said golf is never coming, they wouldn't mention it here because it's already established fact
That last part gets a mega-standing ovation! 'Thanks, Snutt, helps a lot.'
We appreciate the honesty and up-front attitude! Thank you so much for breaking away from the general unwillingness to cooperate or coordinate with players that developers have especially been displaying over these last years.
Keep the giant crab. Make it friendly and stationary, so no need to make it path.
Stick it on a beach and give you rewards in return for food. XD
The lack of "Giant enemy crabs" is a tragedy, clearly they're needed for the game to be successful.
Yeah!
He said something better is coming...
maybe a giant lobster. Lobsters are clearly better.
Crabs, plural...? Oh no
Can you put a crab corpse somewhere in memory of this feature?
Elden Ring PTSD sets in@@martinhild
I think its awesome that, even though I do not own this game, not watched any Let Plays, I watch these dev videos every single time just because I appreciate this studio, and the game (I will play it eventually) but the community managers are just very humbling to listen to. It is refreshing and I am happy to be apart of the community without actively playing the game!
It's Very Good PR here, not seen very often and This Studio Cares(!) what isn't always the case.
As for the game, It's grown and has been doing a great deal of player interactions to get things right and if you happened to play KSP 1 in the early days, this is what they are doing, but with different circumstances. And The Game Is Great!
Honestly? Being told no is refreshing. I hate when developers hem and haw and wring their hands for months, years and nothing happend because "Maaaaaaybe." A flat out no is fine. Honestly, I think that's what the mod community is for anyway. As you say, there are a lot of talented modders, and the developers themselves should be laser focused on "what is the game we want to build," getting it working, and optimizing it for as broad an audience as possible. If the developers want to *help* the mod community by providing them with more tools to work with, then I think that's a worthy use of time.
Thanks for the transparency and all the hard work!
When you started to talk about logic systems, I immediately thought of my most ambitious project to this date, my fully automatic backup generator that will sit in my nuclear power plant. This thing automatically starts when there's a power outage and is also equipped with an automatic transfer switch. Both can also be manually operated by putting the generator in manual mode. The generator is also equipped with an emergency stop button and a safety system that shut it down (emergency shutdown) when it's almost out of fuel (when there is less than 12.5 m3 (1/4 tank) of fuel remaining in one of the generators). The generator will only power the uranium fuel rods production and not the pumps for the reactors (the pumps will have their own 500 GWh backup battery). This project wouldn't be possible without the Circuitry mod (Wiremod).
I’m not gonna lie man that is honeslty so impressive I’ve just started and only have about 30 hours in it so far and I’ve only just hit tier 4 for the first time and my builds are all over the place right now. Just reading this comment made me realize how much I have in store for me
@@bobbymckeel1034It tooks me weeks (if not a couple months) to make this thing and it works so well. This also shows how important it is to have backup power sources (I once had to start my 12 000 MW fully manual main backup generator because my coal power plant had a major problem after I updated one of my mods (that generator is located in my main base)).
Not having to go around adding fuel to the generators is a great addition... it's already tedious enough to not be able to automate the wood/leaf gathering part of it. That's a great change.
For real! It's going to make the early/mid game so much more bearable for new/returning players! Early/mid factorio isn't really about tackling automation it's about running around whacking bushes and filling generators in ever increasing circles.
I think they still want the awkwardness of biomass to push players to tech up. I think this is a good middle ground.
@@jasonslade6259 agreed, it has to be slightly tedious to motivate you to step up, but going around gathering biomass is tedious enough. I also think this change strikes the good balance
@@nlz242 That's why killing hogs and the like yielded so much more biomass.
Biomass is easy to get in large amounts once you get the chainsaw and start clearing areas to build, or once you can get it from enemies. The annoying part is your base losing power if you do something far away that takes time.
Something I love so much about Satisfactory is how big something as simple as the end of the video is. Like I have massive factories and huge production lines and I am still excited about a feature that just makes a short part of the early game soo much easier. I think its because now I can use those features in later factories when I am setting up new lines and still trying to move power into a new place or I can just empty my 15 Industrial Storages of Biofuel into something useful.
Only downside to removing color carts is that they were a weirdly amazing fuel for vehicles. Always had some around for my explorer lol
Use nuclear rods.
WHAT?????? 1,129.5 HOURS AND I DIDN'T KNEW THIS????
@@SuperPelaro been through that phase few days ago when I found out that trains can go backwards . 1100 hours into that.
@5:18
First, TOTAL props for you as a developer to come forward and talk so openly about your product; to the community. Like you are a company of humans who are actually passionate about your product and want to share the passion with the larger world.
Second, no circles. BOOO, But: rather than having single model (say for platforms, ladders, etc); can circles have a generative speciality tool?
What I mean by this is you can draw out your customCircle(radius, degrees, thickness), then the client generates that one specific object (making a new object model if thats what best works in your back end). Then the client can actually call on this new object. (yes this means having a mini in game app which normally would be its own standalone app).
[Also as I have not seen or worked on Satisfactory, I don’t know how easy or hard it would be develop this tool; if there are any conflicts with existing tools.]
That's unironically a top 5 minor change. Thank you for taking the time for even small things like that y'all are such an amazing studio
Giving me flashbacks to starting the game and having to run around refilling all the biomass burners.
Also he said no circular foundations but he didn't say no new foundations. Crossing my fingers for non-ramp corners.
Triangular foundations like in Rust would be nice
Did no one notice the QR code at 8:09? Looks like stealth announcement for a new game by one of their partner studios... As We Descend by Box Dragon. Loads a countdown page...
👀Good catch! Just a sneaky small reveal for now until that counter reaches 0
Noticed, but cannot read it for some reason
. @ferari3586 my phone does not do transparent QR codes either.
@@jimbodee4043 redrew the entire qr code by hand, just so i could read it lol
Neither does mine :( Must be an issue for older phones?
With all the things you aren't adding, I'm excited to hear what could be better than those that you'll be adding! Thanks for being so transparent and setting our expectations. Also I'm happy for the flower change
Blinking lights would be easy to add.
The way you finished the video was perfect. Serene music, and a gradual buildup of a classic Biomass production line then finishing with a QoL feature we could all feel the relief from. It feels as though we are in the future, we've reached better times
This game sticks head and shoulders above most other games that are in 'early access'. I love it an effort is also being made to actually decide a 1.0 version. This allows the team and company to maybe one day work on a 2.0 while supporting 1.0 and all that might entail.
I don't need circular foundation building. But I would really, REALLY like right angle triangular foundations. I feel like it would add so much opportunity in design to the stock build, without clipping or z-fighting. Its literally been the the first thing I check for each update since 3 or 4.
Edit: I like the teaser at the end. I'm not worried. The game will continue to be amazing, cant wait for 1.0
I could see them making like a Geometry DLC with foundations in a few extra shapes and all the matching build pieces and snapping.
I use inverted corner ramps for the triangle, I just wish there was a diagonal railing to go on it.
I stand behind all the decisions, and I'm very enthousiastic about all the features that might be coming instead. Great job on setting your priorities!
Im kinda sad that some stuff i really wanted didnt make the cut but im still happy that were near 1.0. It was an amazing journey with you guys. I bought the game when it launched first on Epic Games and Satisfactory has become one of my favourite games of all time. Satisfactory is a prime example on how to hande early acces you guys are open about the develepment status and youre interacting with the community and its a blessing in todays standarts. And i hope 1.0 isnt the end of this wonderfull game i would buy any DLC for the game cause you all deserve it.
Much love from Germany you guys ROCK!!!
For me the most important feature to add later would be official mod support. It´s an essential thing to value all the work that the community has done and keep it running for many more years!
Beside having all those great excisting mods available from the Game menu it would be really great to have a proper Devkit to use all assets, build new maps etc.
Would love the abillity to add min and max levels on storage (or smart storage), the min level would buildup to that point before releaseing any, the max would prevent more being added (except by the player). This would allow us to build up a stock pile for use in building and allow us to know there will be space to drop some stuff off if we took more than we needed.
Excellent update folks.
I do truly hope you're considering the option to let players daisy-chain buildings with powerlines for a smoother building process too.
Keep up the good work.
This would be cool
It could be a simple mod
Man I love Coffee Stain Studios. Great Communication and Staff. 10/10! Thank you guys!
I'm still hoping for waypoints for trains. I don't remember if that was mentioned in any previous videos, but if that's still an option it would be very useful for some more unique train systems. I know I have a train network in my current save that would be significantly improved if I could just tell trains to pass by a certain location on the rail without needing a whole station. I have no idea how difficult that would be to implement though, and it's technically unnecessary, even though it would be very useful. Especially if it could eventually be integrated with logic, but that's not a reasonable target anytime soon, if at all.
Edit: Were those automated biomass burners at the end? If so, that'll be so nice :)
I always make stations separate from the main line that way trains have to exit to go to a station. Not sure if that's what you are going for, or something like that, kind of hard to understand what you mean through text. If my way of doing things helps, awesome. If I'm not understanding something simple, my bad.
@@Remaggib I already do that usually, but that's not what I'm referring to. Basically, add something that is placed like a signal between pieces of track, give it a name, and trains can add it like a station to their schedule. The train would be forced to path through that waypoint, and wouldn't stop at it. In my case it would be useful for quite a few things, but one thing I would use it for with my current network is to force heavy trains to take a longer route up a hill, but light trains could just climb the shorter but steeper track up the hill. At the moment I just have the system designed to allow the train to build momentum to make it all the way up the hill without being interrupted in the middle of the hill by a signal, but it's not optimal, and I've noticed that trains get stuck on it if I happen to leave the game and reopen it when a train is on that hill.
I could also make every train use a long path up the hill, but I would rather have more control that that.
@@circuitgamer7759you can just set that up internally through the train can’t yoi
@@coreycarries As far as I can tell, you can't tell a train to path through a specific track without it being either the shortest track (so it paths there by default) or put a station on it to act as a dummy station. If I've missed something completely somehow, let me know, but I'm pretty sure it doesn't exist.
so there's a chance we may get mechs... Thanks Snutt, helps a lot!
Thank you for being candid ands keeping expectations honest.
Love ya Snutt!
Thanks :) and Sooooo cool the last point !!!
RIP the flower 😢 for the color I can understand, however I was not mad to automate the color production for painting but I totaly understand and remouve frustration of forgeting to pick up colors when start crayzs blueprint poses
As a developer, I get the guilt at not being able to do everything. Smart to focus on what you can deliver and make a 1.0 release.
My opinions. Not a big deal:
- Remove cost for customization? Fuck yeah! Thank you so much!
- Combat is something I don't care for. No loss there. I don't begrudge those that enjoy it though.
- Can't live without mods. Luckily, there are many great mods already.
- Circular build pieces... mildly interesting.
- Roads... I use a mod to teleport everywhere. Roads might be interesting at some point.
- Logic? I think there are mods that handle this. I haven't used them. Might be interesting. I don't know use cases.
- Beacons? Glad they were replaced. Map markers are much nicer.
No disappointments in the video. Great news actually about free customizations. Thanks for that.
The roads aren't for you...they are for our trucks and tractors. I always rush rail because I find it easier and quicker to build than a decent road.
@@ryanwebb2672 Ah, ok. I avoid trucks and stick to trains. That explains some things. Thanks.
@@ryanwebb2672building a decent rail isn't less tedious than building a road.
What mod do you use for teleportation?
@@Sirithil I has been over a year since I've played. I just opened my long mod list and nothing jumped out at me. I think they were admin tools? Not sure on that.
I had the ability to name spots for teleportation. I would use a command like "/tp [named teleport place]". I was very organized. It was awesome. Sorry I can't remember specifics.
The lack of giant crabs was done okay with the possibility to automatic feed the tier 1 powerplants :D
Didn't want crabs again anyways...
This developer is the gold standard for how you communicate with your customers. Love the game, thank you for bringing it to the world.
Anyone who works in the project stream of businesses completely understands prioritisation. Some things are needed for day 1, others can follow. Thanks for being open and keeping us updated :D
Golf confirmed!
honestly if you gave us a ball we could push in to the hyper tubes....
He didn',t say no to Romancable machine options!
Particle accelerator is best waifu and I won't hear any discussion otherwise!
@@FunnelCakeRyanI won't take this slander against Space Elevator supremacy. No-one raises you up like her!
@@PlebNCThere's such thing as 'too big'.
@@messedupperfect9367 Especially the Space Elevator's massive shaft. It can take load you put on it. It's ready all day and goes all night long.
@@PlebNC Y'all are a bunch of size queens. Best machine obviously the pipeline pump.
Don't get too excited for that last bit... it's a Tier 7 unlock!
Imagine, they could totally do that
Lol
requires quantum superposition to load the biomass
Was thinking just that when I started reading the first comments :P
I realy dont get the hate for the current burners, 1 you still need to collect the wood and leaves and 2 you can get to coal power pretty fast
I wish you weren't going to remove flowers because they are still good for use in the AWESOME sink giving you 10 pts. per flower which is really useful early game, especially in the northern forest.
Game Development is really difficult, people don't realize that. Your communication is excellent and you are being clear about it.
I am happy with everything so far and understand why these items aren't arriving in 1.0.
that outro tho, hit me right in the feels, almost brought me to tears
Some people might say that's crazy, but we understand. 🥹🥲
The only thing I wanted, rounded foundations are not coming.... Very sad.
Auto Biomass!!!! YAS new save file time!
I for one am not disappointed in these loses, although i would like to ask if you will be continuing on and making dlc or something. I would be more than happy to pay you guys more money for this, it been a great few years with an amazing community and its almost sad to see this phase come to an end
Iirc, they've previously mentioned that they want to do some form of continuation after 1.0, they've just not decided what form it will take.
Not upgrading to 1.0, I have 69 mods installed to my game, I'm happy as it is, no need to break it
If anything is the most important thing that transformed my experience with the game it was 10x versions of all the machines mod
And I had a good idea, the Power Slugs should move around a bit so you have to kinda 'catch' them a bit more, it could be really simple but would add a lot i think
~If it's optional it needs to be worth it.~
*Looking at the janky nearly undrivable cyber wagon*
...hindsight really is 20-20 eh?
I think it's really great that you said in good time that certain things (which you might miss) will NOT make it into the finished game. This will reduce the frustration of the fans early on. Really good move.
I thought the finale of the video was REALLY GREAT! Finally you can leave the first stage of electricity generation “alone”.
Having neither curved foundations nor a proper road tool is a huge bummer. I really hoped connecting your factorys would be less tideous. But the automated bio generator will make the early game sooooo much better!
As someone who doesn't spend much time building structures and mainly focuses on exploration, I actually think the lack of circular foundations and dedicated roads is what makes Satisfactory so unique and challenging. I love using the trains as a substitute for trucks when covering large distances.
With the flowers going away, will it be possible to still pickup flowers from the world and get biomass or are they going to become completely static? - Will they still disappear when using the chainsaw?
you will probably just get leaves when you loot them
They’ll probably just give leaves if they’re still harvestable
Another "No item in foliage" XD
Ok, only two that I'm really disappointed that aren't going to be in on release are roads and official mod support. Hopefully those two are still in the plans for a post release update. Logic would be fun though, but I can understand how that would be a complex thing to get right in a way that feels fun and easy to use, without making the base game overly complicated. Again, some simple logic systems maybe in an update or DLC would be a good idea for after release, but I feel official mod support is something that needs to be added at least post launch. Mod support and an active modding community really boosts the longevity of a game too much for it to be ignored.
Your transparency is legendary. ❤Please keep this in mind and continue. I work for a company that is foggy and never open to customers and it's a really horrible feeling for them and for us. I really appreciate your approach please continue in this direction. ❤
Golf confirmed for 1.0!
I'm so excited about the release ! keep doing the good work, this game is gonna go far ! ❤🔥❤🔥
they could return with the animation of the machines being created with the pieces fitting together
The OCD in me is hoping they eventually have the machines showing what's actually being made in them in some form or another.
A smaller step towards that goal would be showing what the splitters and mergers are doing inside. 😊 I find these opaque boxes with belts leading into them very not satisfying.
I don't see how this fits well together with their whole prioritization of what adds how much to the gameplay at which cost (i.e. developer time).
I personally liked the in game beacon mechanic. It made it stand out from other mini maps.
Physically needing to place an item in the world to mark it on the map was pretty cool.
But it makes sense, the ability to place pins from the map makes it redundant.
I appreciate the heads up and transparency you guys give out, its nice and what other developers should be doing.
Thank you, Snutt!
Regarding circular foundations I think the thing I want most is the ability to attach a foundation to another, and then rotate around one of the two connecting corners like a hinge so I can make the two foundations connect in a concave or convex manner around that connected corner. Would something like that be possible?
you can already do that using beams as helpers. There are tutorials for it. It's just a bit more effort each time.
thanks, jace! we love the new biofuel burners!
regarding the crab boss: I never imagined this boss to be mobile....
why not just create large immobile set piece bosses?
Because of just wiping it out at range? Also it wouldn't feel very realistically alive, I think.
I wonder if you could cheat the pathfinding overhaul required by changing the crab to some seedpod thing with crab claws that just rotates in place. Make the fight about circling the creature, sliding jumping or rocketing over it, or placing delayed charges on the ground and making it spin towards you so you can bomb its weak spot. That also means if a player approaches it and finds themselves unprepared, they can dip out of the fight without it chasing them.
You could make a circular foundation with one corner of the square filled, and the curve drawn between the 2 adjacent corners. Have the snapping ignore all but the right angle corner, preventing walls and things from being awkwardly built on top of nothing. 4 of them together make a small 2x2 circle, but they can also be used to make rounded corners for rectangular platforms.
You could make "road pieces" that snap on top of train tracks, making a smooth flat surface. Lets you reuse the rail and train-snapping code.
Yes logic system is needed. Rate limiting through spliters.