By the way the developers of the game seem to hate... cats. There are some enemies in the game, one type of them in caves are spiders. But since some people do suffer from arachnophobia, there's a switch in the game which disables the spiders and turns them into this, so you've got to kill cats instead of spiders then.
By the way the developers of the game seem to hate... cats. There are some enemies in the game, one type of them in caves are spiders. But since some people do suffer from arachnophobia, there's a switch in the game which disables the spiders and turns them into this, so you've got to kill cats instead of spiders then.
you have a game set on a alien planet.. with alien creatures. you could make up whatever you wanted. why the fuck do we add spiders to every single video game? most common phobia and we put it everywhere.... do we get extreme pleasure from watching the most universally feared insect prey upon others? are humans just insane? why do we torture ourselves?
The first beta release of Satisfactory was in 2019. They released v 1.0 a couple of days ago. I have other things going on in my life this is not my time to start a fresh new character and build from scratch so I can't tell you anything from personal experience. From what I have read, there are tons of fixes, changes and additions to the game. Here is one review.
You can snap splitters/mergers to the bottom of other splitters/mergers now. No need to start over all the way from the ground when adjusting things!
Also, how long have you been able to hit "E" in build mode and cycle through versions of an object? Like, if you are set to build foundation, you can tap E to cycle through 1m, 2m, and 4m blocks. Or with belts you can cycle through mk1, mk2, etc. Splitters/mergers. Has this been a feature already or is it new? Because I really like it, it'll make my toolbar a LOT less cluttered.
It was introduced in Update 5. =) I use the middle-mouse button to clone something I see then 'e' through the variations almost more than I use the hotkeys/menus. =)
Things people often miss: You don't have to hold the button at the craft bench to keep crafting, just -tap- (not hold) the space bar and it'll keep going. When building a hologram tap 'h' and it will hold the hologram in place, so you can walk around it, and use the arrow keys to 'nudge' the placement.
I'm 40 hours into update 1.0. I've been delaying my space elevator launches to get everything all tidied up and neat before advancing. I'm about to go build my first petroleum factory.
I've been avoiding the wiki and the planner tools completely and skipping past spoilery stuff on reddit. I did give in and ask "Where TF is SAM ore?!' because I hadn't run into any when out exploring. (I started in grassy fields). One of those cases where I needed to unlearn the old map because there were new places I wasn't exploring... because there wasn't anything there before. =D
So far two huge thumbs up for it. Straight belts are so nice, the new MAM/research station seems to favor giving cast screws and/or +6 inventory slots much earlier than it used to. The new Hub is fun. Belt-fed biomass burners are Extremely Useful! Especially at remote truck stations. Just leave a storage container with a couple stacks of solid biofuel and you can forget about them for days. =)
Dimensional storage is weird, but quite handy. Still slow and very limited so far, I haven't upgraded it. =)
I'm 40 hours into update 1.0. I've been delaying my space elevator launches to get everything all tidied up and neat before advancing. I'm about to go build my first petroleum factory.
I've been avoiding the wiki and the planner tools completely and skipping past spoilery stuff on reddit. I did give in and ask "Where TF is SAM ore?!' because I hadn't run into any when out exploring. (I started in grassy fields). One of those cases where I needed to unlearn the old map because there were new places I wasn't exploring... because there wasn't anything there before. =D
So far two huge thumbs up for it. Straight belts are so nice, the new MAM/research station seems to favor giving cast screws and/or +6 inventory slots much earlier than it used to. The new Hub is fun. Belt-fed biomass burners are Extremely Useful! Especially at remote truck stations. Just leave a storage container with a couple stacks of solid biofuel and you can forget about them for days. =)
Dimensional storage is weird, but quite handy. Still slow and very limited so far, I haven't upgraded it. =)
I'm up to 43 hours and just unlocked petroleum too! I'll do my usual spot on the western coast. I'll be starting on that area next time I play.
I LOVE the thing in orbit that's getting built as you launch phases. I'm genuinely curious about how that's going to turn out.
And same with the avoiding spoilers and the planner tools. With iron, copper, coal, and limestone you don't really need them anyway IMO, the math is pretty simple (for me) and if something makes my brain a little uncomfortable I might use my calculator but that's all I really need. So far caterium is the only thing that doesn't like to divide evenly into the things that use it, but I'll live. If it really bothers me that much I'll just under or overclock to even things out. I really need to knuckle down on mathing out the downstream oil products though because in the past it's been waaaaay too easy for me to let things get backed up and it borks all of my gas power.
In general I'm favoring manifolds this time. Playing in the past I've tried both manifolds and perfect balancing and honestly I kind of like them both, as long as the math works out the only real downside to manifolds is during ramp-up and it's usually easy to just prime the machines if that's a problem. The one hard exception I'm making is for power generation, which will always be balanced.
I only found SAM like day before yesterday! I'm also in the grassy fields and I finally found some in
a deeeep crevice underneath the Big Arch which I swear didn't used to be there(?).
But yep, I got a miner pulling that stuff out of there. I'm not yet sure what to do with it aside from the MAM research, so I'm keeping one container full of activated SAM and sinking the rest for the time being.
I'm.....not really doing a lot of aesthetic stuff right now. My factories are laid out neatly, but I'm not doing walls or ceilings or glass or anything like that right now. I might play around with that stuff toward the end of the game.
I hit the ending last night, around 170 hours in all. At least half of which was just exploring and hunting for hard drives, sloops and spheres. No planners, maybe one or too peeks at wiki.gg. let it run overnight twice I think, unintentionally.
I still have 3 achieves and 8 hard drives to go, and then the vanity statues in the awesome shop. .
I didn't automate 2 of the advanced fuel types. I'll do that instead of nuclear power next run.
My power grid display in the late game is... Insane. Thank ficsit for power storage machines!
Very fun, not rushed, *lots* of "hidden under the floor" belt spaghetti. I play the game very differently than I used too. Now I'm all, "efficiency be damned, I'll just make more power! Overclock everything!!"
5 deaths, one crash, no performance problems, the new machines/features look and sound great. The quality of life improvements are very nice. There was a weird infrequent "kashoom" machine sound that would play when I was exploring .. but I think they may have patch:-fixed it.
I get the 'kashoom' after the patch. Most often when approaching the space elevator. The trigger seems to have a consistent radius around it. Also, it seems to come up in multiple 'rings' which double in distance, the further away I am from the elevator.
I heard that it was associated with locations where you picked up a somersloop... I have no idea which it is... I don't even notice it anymore. (much, it is still happening.)
And our good boy Josh just right now uploaded his newest video about Satisfactory. Since so much stuff was changed he started from scratch, creating a totally vertical factory this time. How high can you go?
And our good boy Josh just right now uploaded his newest video about Satisfactory. Since so much stuff was changed he started from scratch, creating a totally vertical factory this time. How high can you go?
Well the new video is not build on the chaos he made during the years so of course it is. So many locations, recipes and other stuff were changed that fixing the old savegame to be usable on the new map would have probably taken way too much time.
Well the new video is not build on the chaos he made during the years so of course it is. So many locations, recipes and other stuff were changed that fixing the old savegame to be usable on the new map would have probably taken way too much time.
Going though that myself now. My fresh start for 1.0 is pretty done, got all the achieves, etc. So I'm bringing my main really access save up to date... Less broke than I expected. A critical sulfur node that my nuclear power depends on got removed, but I caught it and tapped a new source before my reactors ran out of fuel.
A few recipe changes broke since other production lines but they were mostly just running for awesome shop coupons, and were easy to fix. I'm certain there's probably a few more things that I missed, but on the whole, a lot easier than update 4's refinery recipe overhaul or update 5's introduction of train collisions/signals.
1.1 Came out in the exp branch and the building improvements are insanely great. Belts, pipes, and even monorail have become tons easier to path and align. Splitters work vertically. Photomode was updated greatly. It's buggy due to being experimental, but not enough to be a problem.
1.1 Came out in the exp branch and the building improvements are insanely great. Belts, pipes, and even monorail have become tons easier to path and align. Splitters work vertically. Photomode was updated greatly. It's buggy due to being experimental, but not enough to be a problem.
I just unlocked rail signals like 20min ago. (I started fresh with 1.1 and am taking my time. Also, I got derailed by Rebecca Yarros' "Fourth Wing" which I finally picked up now that it's in paperback, couldn't put it down. =)
I've seen a few video on snapping blueprints to belts/rails, it looks very cool, though I imagine if you don't align it right it could possibly try to snap to the wrong side of a rail end. I'm looking forward to trying it out. I've relied on dual track pylon blueprints in the past (though normally I build all my rail stuff by hand, just cause I'm pretty swift/practiced at it).
Sorted it! Turns out the orientation can be flipped with the scroll wheel. So, it's possible to set up an intersection ~before~ the main line. Basically now we aren't stuck building only face-to-face connections. Add this to a list of things that will just work in the update. Hopefully they also consider this to replace the micro-pixel-line-of-sight method of connecting to empty conveyor poles.