Satisfactory 1.0

1 year anniversary of Satisfactory 1.0?

Ok, game release anniversary makes sense.

I just wish there was actually something valuable in the piñata when you bust it open instead of streamers and confetti.

I don’t know if this is new or just something I stumbled upon after six months, but you can dismantle crashed pods and pick up additional stuff besides what’s found on the ground. (In hindsight, it seems obvious… the very first thing you do in the game after you land is dismantle your pod!) I’ve just been marking the crashed pods on the map after I recover the hard drives so I don’t keep going back. Being able to dismantle them altogether is even better!

It’s new as of the 1.1 update.

Satisfactory 1.2 hit experimental yesterday, and seems to be in effect random node allocation (map seems to be the same, think oil isn’t random) as an option, pipes “fixed”?, oil trucks, and a selfie mode.

Started up a new one (this would be my 4th playthrough include an early access one I came back after 1.0), and hitting that “god I hate bloody biofuel, wood and leaves’“ point. I’ve also never started on the middle north forest option before (think it was moderate) and would say the desert in the north east is much less annoying though ranked harder. Did get a decent chunk of resources near me at the start (4 pure iron, pure copper, a pure coal, a pure caterium, and a concrete 400m away) but not feeling enough of a difference to know if I will stick with this. I suspect I will load up a truck and drive to the northeast of the map pure so I don’t end up falling off a waterfall again, and try to form factories inside valleys and rivers…

I didn’t hear about pipes, but if sloshing is fixed, that’s fantastic. I DID see the new pathing fixes, and it makes me ridiculously happy. It’s very similar to laying rails. The randomization could make things very interesting. I wonder how SCIM is going to deal with it (interactive map/save file editor).

They never worked for me, never seemed to transport correctly over distances and couldn’t be bothered to go and read that 50 page plumbing manual to explain fluid dynamics, the game was enough of a job already.

One thing to note, which might kill my current run, is I think you can have a power multiplier. I might have set mines, because I’ve got 8 coal generators and 10 bio generators, and I can’t run more than about 8 assemblers off that (and the iron based stuff to make this). So concerned if I can get the power to start putting up mk2 miners without having to run 20 odd water extractors to power 30 odd coal power generators…

1 mk2 miner on a pure coal node, and 6 water extractors is all you need to run 16 coal generators. That should be enough power to last you to until fuel generators. Especially if you’re supplementing with biomass generators.

The trouble here is that the power multiplier now is that EVERYTHING takes twice the power. Ouch. So that might not be enough.

I’m not quite sure what you mean by power multiplier. If you’re talking about the Somersloops those are on a machine by machine basis and you can hold off on using them until later.

If you’re talking about the Alien Power Augmenter, which I’m pretty sure you’ll have to wait until later, it’s just free power.

It’s 1.2 experimental, it’s a new feature, you can set the nodes to be different levels (plentiful, normal, rare), random (so most of the nodes are same spots but different types), multiply the power needs (I think I chose 2, it seems to double to the power requirement of all the using machines, but the power generators are the same). I think you can set that to so high its unplayable.

This is thought provoking news. I’m just about at the end of my engagement with Railroader after logging over 1000 hours and “what next?” has been on my mind. Yet another playthrough of Satisfactory MIGHT be fun but after 4 or 5 complete run throughs I think I’ve pretty much exhausted the pleasure that this incredible game can provide. I looked at the Steam sale this morning and couldn’t find anything that looked attractive.

I’m afraid I might need a whole new map for Satisfactory to hook me back in, and that ain’t gonna happen.

I’ve actually been feeling the Satisfactory itch for a while but I probably won’t get there for a bit, I’ve been playing CK3 with the All Under Heaven expansion and it’s been a blast. But I do feel the call of the factory. Maybe when 1.2 is out of beta I’ll give it another run.

I do wish they’d add more story, the messages stop rather abruptly.

Okay, I just looked this up. This is a game mode setting (different from advanced game settings) introduced in 1.2. I haven’t been on experimental to check out the 1.2 changes yet. So yeah, if you’ are struggling with power you may have turned it up. Unfortunately once it is set for that save it can’t be unset. You’ll need to load a new save or play as a difficulty challenge.

The power and resource multipliers can make the game a slog FAST. Everything taking twice as many resources AND twice as much power (or worse) - that’s a 4x power increase for (example) copper ingots, 8x for wire, 32x for stators. That means 5 stators a minute is 110 MW of power, assuming you’ve got pure nodes for coal, iron, and copper. Add the miner for the coal and the water extractor, and you’re power negative with two coal generators.

Underclocking would definitely be king, but there’s still no way around the new lack of resources.

I think it’s case of a dumping, and never touch the power multiplier. I was thinking back to when I was slabbing down 148 fuel generators, but clearly there’s no chance of me getting to that point. Also middle forest in the north is a shit position to be in, you’re a thousand feet up and would have to relocate to near where oil is, the base would have to shift anyway.

It’s an interesting idea but ruins the games tight balance…