Its crazy coming back to watch this video after 1.0 has released and seeing all the stuff they played off as being removed from the game but was actually released for 1.0. The converter, dimensional storage, the quantum encoder, and a few others. Its cool seeing all this stuff come full circle.
@@mabbel2523 No, I'd prefer to see them on the scanner still, just maybe with a "(Miner Mk#)" on it. That way, I'd know if I'd need to upgrade it or something.
The best answer to this is just to have the ones with a miner on top of it or whatever resource extractor just not show up in the scans when you send one out.
06:30 we did have more cat photos on the page at the same time, but it was discussed & decided that there should only be one cat to avoid possible misconceptions that a given cat image represented a given stinger type.
@@NepheosI’m a year late, but with how creature respawning works now, a turret wouldn’t make sense, because they don’t respawn if player structures are near, defeating the point of a structure that kills creatures
I think the powerslug needs a different pickup animation where you pull hard on it (the time it takes to pick up) till it comes of so it has more reason why it takes so long to pick it up.
So, It has actually been in the game since an unknown patch during the closed alpha originally. You can play around with it if you have a patch between the closed alpha to patch 0.1.4 you can get it.
@@aurias42 Could just slap a disclaimer on it saying that the wiki is community managed. But I don't know how it would work in the first place with single-player offline games, as you'd need an internet connection to update the wiki.
@@JackAllpikeMusic Download the latest version of the wiki with the game on first savegame load or when downloading the game, if there's an internet connection If there's no internet connection use the latest cached wiki That's how it could work
@@thegardenofeatin5965 haha. I had 3 robots that fed a single conveyor line. Each robot could drop a part off once every 30 seconds. At the end of the conveyor line was 2 more robots that would pick parts off and stack them. What cycle time does each of the stacker robots need to hit to keep the line running at 100%?
16:04 I think the Powered Walls item is a little busted as described. What I would love to see instead is more of a Tesla Coil. A building that wirelessly powers everything in a large sphere. It would be a nice end-game building to have, and would reduce the need to spend so much time connecting production buildings to power lines. A Mk.4 Power Pole if you will.
This was also a suggestion I put forward. I love the idea. I've done projects for the Tesla Society and this Tesla Tower is also featured in the game, Dyson Sphere Program
@@powerful7845 They've explained in a video nothing is based on cost because once you start automating things you can just "leave your computer on overnight"
Powered walls/foundations would be fantastic; 1:4 and 1:6 and 1:9 (1 pole per 9 machines for the 10 connector) those ratios are how many poles we have to have just to connect a small set of machines to any power source, multiplied by at least 2 just for the power lines. If the power connectors connected a power source/grid to a wall or foundation to provide power to the entire system of machines on that foundation grid we could eliminate potentially thousands of objects from our saves and wouldn't have to add thousands of objects to our saves just to hide the connectors and lines themselves. It would free up all that just for more creativity. Add more corner stuff!
Agree heavily with this. Not to mention the amount of time spent running cables... And especially with the addition of the hoverpack, would make things a lot easier. (I do believe your ratios should be 1:3, 1:5, and 1:9 or 1:4, 1:6, and 1:10. But this is irrelevant)
Simpler option for cabling: let each machine/building have two power lines connected to it, like the power storage already can. (already done in at least one mod, though I've never used it myself)
Rewatching this video I realized how much stuff the wiki got right and also how much they got wrong. A lot of the stuff that was set as unused in the wiki ended up being renamed. Got a recipe change a building change or name change.
I would love a pilotable aircraft. There's already trucks, cars, trains and a jetpack, but you can't really fly around the map like a drone would. Maybe you could make it run off turbofuel or batteries? I dunno. Would be fun though.
@Rylee Ferguson Let me second this and recommend a passenger train :) I made a metro system in my save game (completely underground btw!) and guess what? I use an empty freight car for my passengers (and for myself) otherwise if someone gets in the trains you brick the automation (aside from me for some reason). I guess we really do live in a society where people are commodities :) Edit: let me confirm this real quick by adding that Ficsit openly describes us as 'Ficsit Property'
coffee stain devs on the decision for slugs over stones "Is this horrific enough to turn gemstones into shards?" "Nah man, we need to grind up living organisms. make them slugs"
Suddenly power shards make a lot more sense when you remove the slug part. Maybe a new look for those is in order: Power Slug Cell? "Condensed secretions from power slugs. Insert into structures to overclock their production."
Curved walls please 😊 Using the mouse wheel to adjust the curvature. Building in this game has gotten so good but building anything round or circular is problematic!
yes please, but I would also love triangles (aka cut a foundation in half diagonally) and also quarter and half size foundations. and the last missing part for corner roofs (outside corners) never tried and inside corner so not sure if that is there or not... but making a glass roof the corners are all weird and you have to make "flat" parts which is not ideal.
15:45 I mean lighting still absolutely obliterates my framerate at night from the tall floodlights. When they're in night mode as soon as night comes the framerate just dies. It doesn't seem to happen with ceiling lights, street lights, or even the wall-mounted lights, but those tall floodlight towers, every time.
You could Implement Remote Storage using a special Drone Terminal and remote control item to request a resource drop. The drone Terminal would have a conveyer port and with the Remote control item you can request one drone to be loaded with the Item type and amount you requested and it would fly to you to drop of a small container (maybe the size and capacity of a Personal Storage Box)
Powered foundations could be really cool by when having constructors and other buildings sit on top of them they get powered. They could have it so power outlets stick out of the bottom of them to be powered, but also have these platforms not be able to be stacked on each other because of the power outlets. They could even be in the customizer tab of the Awesome Shop when you unlock parts of Caterium.
19:30 Well, I used to have my factory in the Spire Coast. But over a couple days of playing I have moved my entire factory to a safe place. 👍 Thanks to my friend for helping me get the last stuff out of there yesterday!
Per the Powered Wall - This would be an INCREDIBLE Boon to a lot of factory builders, myself included. Now, I Am Not A Game Designer, but I think making it work would be very simple. You can have an "Origin Platform" with a big heavy-duty transformer box and maybe some cool-looking user interface stand or something, which comes with a standard 1x1 or 2x2 style foundation platform. Powered Foundation platforms themselves would look like normal foundations, but with a skin-change to give them a cladding of copper, maybe a big copper X in the middle of them. Powered platforms would all have to connect to the origin platform, which itself would be wired to your power grid. The platforms themselves should work exactly like standard foundations, everything from zoops to how they snap together. All powered platforms must be connected by other platforms to origin points in order to work. Powered platforms should probably cost resources you'd get from the mid-to-late game, giving Power-poles their time to shine in factory construction before you start building 'wireless' factories. Then any building which is constructed on the platforms draws power automatically, using the origin-platform as a source. The easiest way to deal with the problem is to make it so a building would snap-to the center of a powered platform, basically like an induction charger. You could do this with any building that draws power, including lighting fixtures. Or, if this seems too restrictive, make it possible for buildings to check what kind of surfaces they've been built on, when they're built. If they detect a powered platform, they will default to checking the associated origin point (Like checking to see if a power line has power, same code and same idea) for electricity input. This is my rough-sketch idea, but I think it has merit.
I love learning little tidbits about the development and how much impact the community has even behind the scenes with how things are named. These videos with you guys are always a treat, never fails to make me smile!
You ALWAYS forget the input or output on one of them, then spend the next hour meticulously combing over the entire build wondering why the entire Greek pantheon of gods has cursed you.
@@aurias42 overclocking is for matching different rates, not for massive scaleing of you production line. Space and buildings are "free" (no running cost), energy isn't (and overclocked buildings need more energy per part than on normal speed)
@@schetefan24 I wouldn't say the overclocking is for matching different rates since you could just use multiple splitters and merges to force that like splitting a 60 into 2 30s then each into 10s or split a 60 into 2 30s and then 1 30 into 2 15s to make a 45 or even splitting one of those 15s further into 5s for the 25s. I'd say it's just an easier way of getting more bang for your buck. Plus, lets be real, energy may as well be free whether its automated coal power or you're feeding 500 barrels of irradiated waste to a Lizzard Doggo then jump padding it off a cliff.
@@ZairUmbras energy consumes also resources. Just remember this chat when you are searching an unused source of coal/oil/uranium ;) And the resources which you dump on energy can't be used for other production (most significant for oil)
@@patheddles4004 I am having issues with the game crashing since about 2-3 weeks ago with some small updates. My game crashes at least once a game session most of the time. That being said, it's kinda odd to have this miner capable of some huge output and no belt even close to matching it. My thought is why not have the belt over the nuclear power, which isn't even used to the space elevator. This entire game is nothing more than satisfying the space elevator, but I guess the fans wanted nuclear.🤔
17:00 - Power Pole MK4: uses the same wireless method of transferring energy (tesla style) as the hover pack. We could get rid of all the cables - and the logic is already ingame.
i live for the day that they implement the concept of "Daisy Chaining" if i have 60 machines in a system (lets say 2 rows of 30, i should be able to have one feed in, and then chain all the rest of the machines together in series..
Thanks for the spire coast reminder. Just started a new playthrough and thought building vertical with some extra ground clearance would make it "future safe" but it sounds like I better avoid that area entirely until the next update :)
13:20 well with that logic you wouldnt have different miners. The better ones do the same as the previous but quicker on top of overclocking. Also the mk3 miner being able spit out like 1200 per minute is useless until we get a better belt. so it makes me wonder why it was added.
I think it makes sense. The alternative to Constructor Mk2 is to build as second Constructor. The alternative to Miner Mk2 is...nothing. Because the resource nodes are limited.
Yeah, they either need to make Mk.2 buildings or put out another massive QoL update. Because currently, even using researched recipes, you need to repeat massive numbers of buildings with the same configuration and input/output setup. If Mk.2 buildings are never going to exist then that's basically an admission that unlike miners where you overclock + build higher Mk.# buildings to expand, construction buildings you overclock + repeat the same building over and over. But the game in its current form punishes you for trying to build large numbers of the same building with repeated settings, belt lines, etc... by making them tedious to do. Even after they made foundations less tedious.
PORTABLE STORAGE/AIRDROP- if you have a drone on a storage unit, you can build a portable storage unit that you can select a specific drone port to drop off whatever its holding but only once like a single use airdrop. You won't need power for it because the drone could hover and drop a container you have to dismantle to gather your material. It would be a beacon you set down and it would explode as soon as the drone drops off the package
Can confirm that the technical details for the Save File entry on the Wiki is great; wrote a PowerShell script that can display some interesting bits and pieces.
Though I'm not sure how to implement it, I would love to see the powered wall. Some builds feel really cluttered by power cables and it would be nice to have an alternative. I would also love to see the converter make some sort of appearance, maybe being based on the speed of belts connected to it and having different power cost based on the ore you make, similar to the particle accelerator. One of the big limiting factors for how big you can build in Satisfactory is the rarer ores, simply having less you can use than iron or limestone. It also would create some rather interesting math problems; "If uranium is the limit on how many nuclear plants you can run, how much iron would you need to convert until something else runs out? What runs out once that becomes sufficient?" and i think that would be fun to solve.
You guys rock. Great vid, great humour. Thanks Snutt! Helps a lot. P.S. seeing you two together. It’s literally like seeing Robert De Niro and Al Pacino in the same scene in Heat. Pure chills.
Speaking of the powered wall. I think the way it should work is that any power connector connected to a powered wall should work like a power connector. So making the walls a passthrough basically. So if you connect one power input on one powered wall, you can pull the power out of any other powered wall that has a direct connection to the input-wall. So yeah, power passthrough.
powered wall is a good concept for people who build walls and roofs around their factories, but some people see the machines as factories themselves, with ladder and scaffolds, so it's really a gray area. one way or another, placing poles and connecting hundreds of machines side by side looks like the favelas of my home country, it needs 3x extra work to hide them and make the factory look "clean" and organized. A good idea is what the Daisy Chain mod already does.
A nice alternative to cables would be a sort of tesla-tower, that distributes power in a sphere around it. Show the range in the blueprint and highlite the machines it’s reaching. And it would be so great, when we could get a half Fundation to connect halfpipes lower and upper part.
To be honest I think powered walls should work in a way where you use wall connectors to power the walls and output from the walls. Would make it for a nice cleanup of wires around the factory. However, I believe there should be a way to route the "wires" inside the powered walls so you can have multiple power grids on the same factory walls.
One thing I thought of, because of the mark 2 buildings. Is having recipes with a secondary output, which is more like recycled junk from the actual recipe. For example using water and ore, to get more ore, would also craft a small amount of concrete on the side. So the upgrade would be another output, where more things sometimes come out, but it still works the same as (for example) a constructor. It still builds iron poles, but look at that! Some material wasn't long enough for another pole. So you cut it into screws instead!
Powered walls do sound really cool. Here's my suggestion: * Powered walls and foundations are variants of current ones and take additional copper to build * Some kind of subtle addition to the texture that shows it's a powered wall, like a copper metal outline * Neighboring powered walls and foundations form a grid * Wall connectors can move power in and out of the grid Basically just replace wire connections between wall connectors with the wall and foundations themselves, i.e. in wall wire.
I'm chicken of the thought of building in the 'Retcon Zones'... (Especially the Red Forest...) Bless Arceus for Drones... Also, Suggestion: Assault Vest for Lizard Doggos that enable them to pack a Jetpack & a Rifle to aid you in the Combat... in addition to being able to train them to watch what the hell they're doing with Nuclear Waste. Or... is this part of the 'Future SAM Ore Content'...? (Imagines Lizard Doggo Partner lookin like a Armored Sci-Fi K9 Cop... Top Priority Target: Anyone who ever kills Lizard Doggos... even indirectly via Environment... Don't even think of tryin to say that the removal of the Platform under the Doggo onto a Jump Pad pointed into the Void was a 'build gun accident'...)
Can highly recommend high-speed hypertubes. The path from my main base to my current build area is literally a kilometre or two, and I cover most of that distance real quick in a few hops along my main hypertube line. Was painfully slow before I added serious hypertube cannons at the entrances, but now it's really quick (and always makes me happy). Entry cannons range from maybe 3 to 7 Entrances, though I am currently experimenting with much bigger setups (eg. 29x) to see if I can build things like bidirectional inline boosters.
On the topic of MK II Buildings, interpret the existing buildings as follows: Assembler is a MK II Constructor, Manufacturer is a MK III Constructor, Foundry is a MK II Smelter, Blender is a MK II Refinery. The Particle Accelerator, Packager, and The Fluid Extractors (Oil, Water) have no advanced variants.
For the powered walls I think you could use the wall plug as a power input on them and maybe a line saying that in the description so its clear and it spreads freely to any powered walls touching a charged powered wall directly. In use I think they should be able to have a long reach to cover a large factory floor, but they need to make most a box of some type (not any shape, but a rough building outline, like looking at schematics of the powered area's footprint). Maybe balance the range by having a scaling rule for how many must be in the wall and/or connected to the foundations on each side to complete the circuit and power the floor. Could be complex, but I feel that should be a late or mid-late game unlock and by that point we are already doing complex stuff with manifolds and pipe/fluid management. To me the payoff would be worth the time investment to figure it out since it would really clean up the look of a factory and it would feel that more rewarding to get working right.
The powered wall actually sounds really cool, I imagine it working like a wireless charging pad where wall connectors attached to it would pull power. Would make for some clean looking builds
** I think the converter can be used to separate combined products such as sulfuric acid, for example, sulfur and water. Maybe it can also find use to separate alloying materials (iron and copper alloy) that will be added in the future. ** I would like to see both poweredwall and poweredfloor. It might even be nice if it does a small amount of damage when hovered over. This may require a new protective suit to navigate comfortably in electrical environments.
I believe the model for the Quantum Encoder is shown right beside the Remote Storage in that wide shot. I hope that model gets used somewhere, I absolutely _love_ the style of that building.
Powered walls would be cool. There could be a circuit overlay on the same wall textures. Just add power inlet and outlet ports on the walls so the wall becomes a conductor. Then there is just a line, like the green lines drawn between the inlet and the outlets. The line goes away when not in power line, or inlet outlet, placement mode. Could require quick wire and walls can be upgraded without really changing in appearance. So we can select what walls become powered. Then we need to be able to add different circuits within the wall by an option on the inlets and outlets through the customization menu. So there can be light inlets and outlets as well as machines, or even blocks of machines.
The way the community managers at Coffee Stain run this youtube channel like an actual creator channel is amazing for a games studio. I haven't gotten around to purchasing Satisfactory yet but I watch all of these videos because it is basically a gaming channel that I enjoy. Great work!
The way they said they don’t know what the Quantum Encoder is makes it sound like they know what it is and are planning to use it in a future update and don’t want to hint at it or deny it. Same go’s for the Quantum crystal.
Powered foundations should work exactly like regular foundations except they transfer power through touch alone. There would be no cable connections, so they have to be attached to one another by using more foundations and powered by placing a power building directly on it. Maybe another thing that could be done to balance it a little more is that it might only be able to hold 80-90% of the maximum power output.
The powered wall would be cool, but I think a powered floor foundation would make more sense. Maybe have a "console" conduit item for the power input, and then it puts out power to all foundations within a 2-3 foundation radius, as long as the foundations are physically touching. This foundation power should be more expensive and less efficient than existing conduits hence pushing it towards later game players. Overclocking increases the radius and power draw cost. Would be a pretty cool idea. Thanks again for the game!
I feel like adding any powered "Wall Outlet" could power the wall, the same way as a powered train station powers a connected railroad/station. As for making a powered wall, I'd have it so you could upgrade walls to a powered wall the same way you could upgrade your conveyor belts to the Christmas event belts at the cost of 1 cable or wire. Maybe, Even, Possibly, Maybe, Foundations could upgrade the same way? Might be a bit too easy if the walls/foundations could directly power each other, but you could put a "Wall Outlet" on a foundation?
I wouldnt Mind having like MK 2 of certain things. Perhaps doesnt change anything but maybe the size its more compact smaller. So instead of having a Huge one, the Mk2 would be like it became Efficient enough to make it Smaller and compact. So it takes up Less Room. Also Perhaps the Converter could still be used. Perhaps it would be something you need to Mix the Metal between the Sam ingots with another Metal to craft
Personally, I'd like to see the Mk2s be notably faster (base rate 200%, plus overclocking option), and also be a bit smaller - both shorter height and not as long. In exchange, they should be significantly more expensive to construct and notably more power hungry per item produced.
On the powered walls, what it’s like a house, there would be “hidden wires” and could attach to the wall connecters so you wouldn’t have to run though the build to get power to the other side of a build
For powered walls maybe have it be like a powered pillar that you attach foundations to and it provides power to all items on said foundations within a grid range removing the need for wires everywhere
Powered walls/foundations should be simple and intuitive to use. The KISS idea is this: If a wall with a power outlet is tied to a power generation source then any other "connected " wall/foundation with a power outlet connected to a consuming device/machine will be able to leverage that connection without having to explicitly run a cable. In this context "connected" means there are one or more wall/foundations that build a path between the outlet connected to the power source and the outlet connecting the consuming machine/device
"Pull your stuff out of Spire Coast" You say things like this Jace, when many players use that as the primary oil source; nowhere on this map are as many oil wells as in Spire Coast! And it is neatly available as my railroad tracks go through the Great Canyon towards the desert-spanning Gigafactory!
Cool stuff! Very interesting to see how much has changed over the years too. Really bummed about not having MK.2 building. I understand why, Like explained - having all the work done for essentially the same building. But I do wish there was another way to increase production and speed on the Smelter & Constructor. Over clocking only goes so far, and for mega bases it just takes up so much room. Maybe Coffee Stain could come up with another idea for these two common buildings, and have like a late game addon structure for them that would increase their production rates without having to just make a brand new, bigger model.
Or maybe in lieu of having the MK.2 buildings, they can add functionality to existing structures like the manufacturer that you can use it to create the same things, but faster. Like imagine if you could also use it to do constructor recipes but because it's a bigger more advanced building it does them way faster. Like you could do a base of like 360 screws a minute from iron rods, for example. Don't nerf the resource cost, like it'd still require way more power than a few constructors, but god think of the space savings.
I found interesting the part of adding sth that could destroy the machines (or broke them in order to make them useless if you not repair them or sth) and you should use some defensive constructions to maintain safe the factories
I really dig the idea of powered foundations. Like, make it kinda expensive or something (caterium ingot, concrete, reinforced plates, and quartz?) so that its only used where you actually put your machines but can feed power directly to the machines that are on it.
We love your game, Devs and community are just amazing, everyone at Coffee Stain, we thank you for this lovely piece of gaming. My hours are reaching 400, with 190 hours being occupied by my first save. Ty all of you, I am so happy to play this amazing game.
I got to the powered wall and had to say something. Just saw the other day that the pioneer had some sturdy steel toed rubber boots. A powered floor that powered all the machines on the floor/foundation/roof would be amazing. Can connect them on the outside via the systems in game as is update 7
If you ask me the powered walls/floors should power any machine or light that is placed on them as long as power is applied to one of the wall/floor pieces. So as to remove cables from inside buildings entirely if someone wants to
I like the idea of powered walls and foundations. I think they should be a later unlock and have cable added to the cost so it would make more sense and buildings could get power directly from foundations
I would love powered walls! The way I would do it would be to have the wall have a visible power connector automatically as a part of itself, so players would see it and know how to connect it up. Like a wall connector that sticks out, but is just part of the wall building part.
Instead of a powered wall you could have some building on these special foundations that are more expensive then regular found so that if you put a building on and that foundation is chained to other ones connected to the special building it could power it and others on different foundations
Powered walls. Yes this would be a nice feature. The best way I could see it working is that to have both powered walls and floors, and any machine in contact with said wall/floor automatically gets power. Honestly, if you went this route, I'd just make all foundations and walls powered by default as there is little point in unpowered ones any more. Power poles would be restricted for long transmissions and early game. So basically all your walls and floors act as power poles that automatically connect to adjacent floors and walls. A more limited implementation would give much the same effect aesthetically by just making allowing the connection wires to be hidden easily within the foundations/walls. So instead of the wall itself having this property, it would probably be a connector which you can then use an alternate 'wire' for that connects only to other connectors of the same type, but is hidden within the wall. I'm not the hugest fan of this implementation, but it is an alternate idea. A tricky bit with power implementation is what do you do with non-snap touches? Does that still carry power and if so how do you detect such?
For the concept of mk2 constructors and such, the way you circumvented that is through the alternate recipies, but i think the ability to use a higher tier crafter to make more efficient (power wise) production would be nice (such as an assembler with 2 iron ingot inputs can produce the same amount per minute as 2 separate constructors, but just at a lower power cost). I think that method would remove a bit of the randomness of alt recipies, and allow for players to decide if they want a more space/power efficient setup or a larger setup with lower tier hardware.
Thx Jace/Snutt helps a lot. Thumbs up. Out there are a lot of pioneers who would like to reduce the need of power lines. I'm sure. Nor am I. I like it to cable up the buildings usually with ceiling connectors a lot. My inner (Adrian) Monk cries, if I see wall/ceiling clipping power cables or wildlined conveyor belts in content creators videos. ;)
Powered walls would be awesome. Essentially, it would replace the functionality of the double-sided wall power connector. You'd plug in one side with the regular wall power connector and the entire wall is given power. Then you can put another connector anywhere on the other side of the wall (same segment or many adjacent segments down) and the power can then be distributed to where ever. The wall should be designed with a tell to show a clear difference between the power being on or off. It should also look different from normal walls. Finally, the UI when should clearly show the presence of power in the wall while attempting to place power-related buildings.
I would like to see some kind of powered floor/wall, not for buildings, but for the hover pack! It could be powered with a building variant like train networks (normal powered wall/floor with some kind of fuse-box-like structure on one side?), and maybe also act like train networks in allowing you to connect multiple grid connections and transfer power between them. It wouldn't necessarily be practical to use to power buildings (though you could zoop up a line of connection enabled powered floor next to a wall for some cool looking connections), but it would be nice QoL for say, large factory floors where finding and plugging holes/dips in the electrical grid powering the hover pack, which can currently be a pain.
Its crazy coming back to watch this video after 1.0 has released and seeing all the stuff they played off as being removed from the game but was actually released for 1.0. The converter, dimensional storage, the quantum encoder, and a few others. Its cool seeing all this stuff come full circle.
Yee hilarious tbh they did play it off very good
They were always 2 steps ahead
real af.
When scanning for ores, it would be useful to see whether they are used or unused.
Or, what would be even better, if they did not apper on scan at all.
@@mabbel2523 No, I'd prefer to see them on the scanner still, just maybe with a "(Miner Mk#)" on it. That way, I'd know if I'd need to upgrade it or something.
The best answer to this is just to have the ones with a miner on top of it or whatever resource extractor just not show up in the scans when you send one out.
I have used them for navigation before now.
Even better would be if Miners appeared on the map like radar towers and beacons.
06:30 we did have more cat photos on the page at the same time, but it was discussed & decided that there should only be one cat to avoid possible misconceptions that a given cat image represented a given stinger type.
Can't you like add a gif that cycles through all the different photos?
@@anttipekkap has already been taken care of
@@signpostmarv Yeah I just noticed :D
You can let images cycle through, so every type shows every picture
Im SO sure that this is the case though?? Aren't the large spiders always the brown/black cat and the small spiders the orange cat?!
Coming back and him saying that he dosent know what the Quantum Encoder is, is funny
Coffee Stain looking at fan-run wiki: "So if that's true..." LOL
From now on, every patch you release should have "Still no base defense" at the end of the patch notes.
Like old Minecraft updates with the "Remove Herobrine"
I agree, would be funny
Very well agree
honestly since there are guns, adding a turret may some day happen... so why not? Remove Herobrine, i guess!
@@Nepheos Yeah thing is though, they specified that they will never add base defense
@@NepheosI’m a year late, but with how creature respawning works now, a turret wouldn’t make sense, because they don’t respawn if player structures are near, defeating the point of a structure that kills creatures
WOW! It's interesting seeing how the leaked stuff that was "removed" made its way back into 1.0. Very nice.
Coming back to this, it’s crazy how many of these made it into the game
I think the powerslug needs a different pickup animation where you pull hard on it (the time it takes to pick up) till it comes of so it has more reason why it takes so long to pick it up.
It should be almost glued to the rock and you have to really stretch it, and when it does finally come off it should make a big _'POP'_ sound.
I mean, we do have a chisel
please
just use the sound when you slowly remove duct tape
This idea is full of win! :D
DAAANG the "remote storage" was hinted at TWO YEARS before 1.0! Wild!
IKR!
So, It has actually been in the game since an unknown patch during the closed alpha originally. You can play around with it if you have a patch between the closed alpha to patch 0.1.4 you can get it.
The wiki should be integrated into the hub computer terminals.
Nah then it would have to an official wiki because you don't want the game itself giving you inaccurate information
@@aurias42 Could just slap a disclaimer on it saying that the wiki is community managed. But I don't know how it would work in the first place with single-player offline games, as you'd need an internet connection to update the wiki.
@@JackAllpikeMusic Download the latest version of the wiki with the game on first savegame load or when downloading the game, if there's an internet connection
If there's no internet connection use the latest cached wiki
That's how it could work
@@Steveplays28 the problem with that is the wiki is probably a few gigabytes on its own
@@blackwing1362 they could also download the parts you need on demand
Or a mix of all of these. /shrug
The math of seen in the wiki is just proof that engineers also do engineering in their free time.
🙋♂️ automation design engineer here. I’ve actually used some of the flow math in Satisfactory to solve an automation problem in real life.
As an cybernetics engineer I approve this comment.
ACKN
@@jacobvriesema6633 I don't know whether to be impressed or worried about this statement.
@@thegardenofeatin5965 haha. I had 3 robots that fed a single conveyor line. Each robot could drop a part off once every 30 seconds. At the end of the conveyor line was 2 more robots that would pick parts off and stack them. What cycle time does each of the stacker robots need to hit to keep the line running at 100%?
16:04 I think the Powered Walls item is a little busted as described. What I would love to see instead is more of a Tesla Coil. A building that wirelessly powers everything in a large sphere. It would be a nice end-game building to have, and would reduce the need to spend so much time connecting production buildings to power lines. A Mk.4 Power Pole if you will.
This was also a suggestion I put forward. I love the idea. I've done projects for the Tesla Society and this Tesla Tower is also featured in the game, Dyson Sphere Program
Could that be a use for SAM ore?
@@finneganlong6865 I like the idea that SAM is used for something really strong. Though it probably cost a lot.
@@powerful7845 They've explained in a video nothing is based on cost because once you start automating things you can just "leave your computer on overnight"
The tek generator from Ark 😂
Powered walls/foundations would be fantastic; 1:4 and 1:6 and 1:9 (1 pole per 9 machines for the 10 connector) those ratios are how many poles we have to have just to connect a small set of machines to any power source, multiplied by at least 2 just for the power lines. If the power connectors connected a power source/grid to a wall or foundation to provide power to the entire system of machines on that foundation grid we could eliminate potentially thousands of objects from our saves and wouldn't have to add thousands of objects to our saves just to hide the connectors and lines themselves. It would free up all that just for more creativity. Add more corner stuff!
Agree heavily with this. Not to mention the amount of time spent running cables... And especially with the addition of the hoverpack, would make things a lot easier.
(I do believe your ratios should be 1:3, 1:5, and 1:9 or 1:4, 1:6, and 1:10. But this is irrelevant)
Could be pretty nice. Throw it up on the Questions site and see if it gets saluted.
Power could run through conveyor belts. Would be an obvious place to get rid of some cables.
Incredible concept. Really well thought out! I hope they implement something like this!
Simpler option for cabling: let each machine/building have two power lines connected to it, like the power storage already can.
(already done in at least one mod, though I've never used it myself)
People who update the Wiki: "Write that down, write that down!"
Stinger page is already updated
you can bet wiki people watch and rewatch all these vids to update info on the wiki.
Oh wow the fact that the wiki already fixed the stinger types is insane.
Rewatching this video I realized how much stuff the wiki got right and also how much they got wrong. A lot of the stuff that was set as unused in the wiki ended up being renamed. Got a recipe change a building change or name change.
theres a bunch of 1.0 buildings and stuff in this video lol
I love how coffee stain works so closely with their community and always are just funny throughout all of their videos. This game is so great!
I would love a pilotable aircraft.
There's already trucks, cars, trains and a jetpack, but you can't really fly around the map like a drone would.
Maybe you could make it run off turbofuel or batteries? I dunno. Would be fun though.
@Rylee Ferguson Let me second this and recommend a passenger train :)
I made a metro system in my save game (completely underground btw!) and guess what?
I use an empty freight car for my passengers (and for myself) otherwise if someone gets in the trains you brick the automation (aside from me for some reason).
I guess we really do live in a society where people are commodities :)
Edit: let me confirm this real quick by adding that Ficsit openly describes us as 'Ficsit Property'
coffee stain devs on the decision for slugs over stones "Is this horrific enough to turn gemstones into shards?" "Nah man, we need to grind up living organisms. make them slugs"
Suddenly power shards make a lot more sense when you remove the slug part. Maybe a new look for those is in order: Power Slug Cell? "Condensed secretions from power slugs. Insert into structures to overclock their production."
Fits into the theme of FICSIT wanting you to make the alien planet your bitch quite nicely. You're killing local wildlife for power juice.
Curved walls please 😊 Using the mouse wheel to adjust the curvature. Building in this game has gotten so good but building anything round or circular is problematic!
Welcome to Minecraft
curved walls should work the same as train tracks, but only horizontal. otherwise you'll have problems fitting them to weird angles.
and roads!
yes please, but I would also love triangles (aka cut a foundation in half diagonally) and also quarter and half size foundations. and the last missing part for corner roofs (outside corners) never tried and inside corner so not sure if that is there or not... but making a glass roof the corners are all weird and you have to make "flat" parts which is not ideal.
That unreleased building on 14:04 looks DOPE.
Right!
Isn't it the same one at 17:18?
Looks like an early version of the blender (see the mixing thing in the middle).
@@Lavi____ as I can see, it's more like a giant drill. Something like a deep miner, with some fluid entering and two resources being delivered.
A channel named "jeff b" has this structure in the videos he recorded playing on old versions of the game
15:45 I mean lighting still absolutely obliterates my framerate at night from the tall floodlights. When they're in night mode as soon as night comes the framerate just dies. It doesn't seem to happen with ceiling lights, street lights, or even the wall-mounted lights, but those tall floodlight towers, every time.
Im playing your game right now, this is the best timing.
Same xD
You could Implement Remote Storage using a special Drone Terminal and remote control item to request a resource drop.
The drone Terminal would have a conveyer port and with the Remote control item you can request one drone to be loaded with the Item type and amount you requested and it would fly to you to drop of a small container (maybe the size and capacity of a Personal Storage Box)
This would look so cool! Such a great idea
I love the portal reference in the backround.
Powered foundations could be really cool by when having constructors and other buildings sit on top of them they get powered. They could have it so power outlets stick out of the bottom of them to be powered, but also have these platforms not be able to be stacked on each other because of the power outlets. They could even be in the customizer tab of the Awesome Shop when you unlock parts of Caterium.
or you just clip the cables through the building and into the foundation 😇
Thanks Jace (and Snutt), helps a lot.
19:30 Well, I used to have my factory in the Spire Coast. But over a couple days of playing I have moved my entire factory to a safe place. 👍 Thanks to my friend for helping me get the last stuff out of there yesterday!
0:31 bro is starring into my soul
Per the Powered Wall - This would be an INCREDIBLE Boon to a lot of factory builders, myself included.
Now, I Am Not A Game Designer, but I think making it work would be very simple. You can have an "Origin Platform" with a big heavy-duty transformer box and maybe some cool-looking user interface stand or something, which comes with a standard 1x1 or 2x2 style foundation platform. Powered Foundation platforms themselves would look like normal foundations, but with a skin-change to give them a cladding of copper, maybe a big copper X in the middle of them. Powered platforms would all have to connect to the origin platform, which itself would be wired to your power grid. The platforms themselves should work exactly like standard foundations, everything from zoops to how they snap together. All powered platforms must be connected by other platforms to origin points in order to work. Powered platforms should probably cost resources you'd get from the mid-to-late game, giving Power-poles their time to shine in factory construction before you start building 'wireless' factories.
Then any building which is constructed on the platforms draws power automatically, using the origin-platform as a source. The easiest way to deal with the problem is to make it so a building would snap-to the center of a powered platform, basically like an induction charger. You could do this with any building that draws power, including lighting fixtures. Or, if this seems too restrictive, make it possible for buildings to check what kind of surfaces they've been built on, when they're built. If they detect a powered platform, they will default to checking the associated origin point (Like checking to see if a power line has power, same code and same idea) for electricity input.
This is my rough-sketch idea, but I think it has merit.
This was such a fun idea! Also seeing Jace and Snutt together at the same location is awesome.
The lizard doggo would disagree..
Oh god now I'm worried about Spire Coast because I have a HUGE turbofuel setup in there with like, 100 fuel generators
I think half the playerbase does…
Welll... It's gonna poof.
As of today's video, sounds like you need to look into adjusting that. Thankfully you have a few months.
I love learning little tidbits about the development and how much impact the community has even behind the scenes with how things are named. These videos with you guys are always a treat, never fails to make me smile!
Blueprints. Copy and Paste. Baked in the game, no mods.
You got that perfectly balanced 17 constructors and... you now must build 2 sets.
You ALWAYS forget the input or output on one of them, then spend the next hour meticulously combing over the entire build wondering why the entire Greek pantheon of gods has cursed you.
Yeah they said overclocking is for more throughput but you still need a ton.
@@aurias42 overclocking is for matching different rates, not for massive scaleing of you production line. Space and buildings are "free" (no running cost), energy isn't (and overclocked buildings need more energy per part than on normal speed)
@@schetefan24 I wouldn't say the overclocking is for matching different rates since you could just use multiple splitters and merges to force that like splitting a 60 into 2 30s then each into 10s or split a 60 into 2 30s and then 1 30 into 2 15s to make a 45 or even splitting one of those 15s further into 5s for the 25s. I'd say it's just an easier way of getting more bang for your buck.
Plus, lets be real, energy may as well be free whether its automated coal power or you're feeding 500 barrels of irradiated waste to a Lizzard Doggo then jump padding it off a cliff.
@@ZairUmbras energy consumes also resources. Just remember this chat when you are searching an unused source of coal/oil/uranium ;)
And the resources which you dump on energy can't be used for other production (most significant for oil)
You know what would be really cool? A belt that matches the output of the Mk 3 miner.
Pretty sure that's coming, but it's going to take some effort - they're already having performance issues with the Mk.5 conveyors and the Mk.2 pipes.
@@patheddles4004 I am having issues with the game crashing since about 2-3 weeks ago with some small updates. My game crashes at least once a game session most of the time. That being said, it's kinda odd to have this miner capable of some huge output and no belt even close to matching it. My thought is why not have the belt over the nuclear power, which isn't even used to the space elevator. This entire game is nothing more than satisfying the space elevator, but I guess the fans wanted nuclear.🤔
17:00 - Power Pole MK4: uses the same wireless method of transferring energy (tesla style) as the hover pack. We could get rid of all the cables - and the logic is already ingame.
i live for the day that they implement the concept of "Daisy Chaining" if i have 60 machines in a system (lets say 2 rows of 30, i should be able to have one feed in, and then chain all the rest of the machines together in series..
Daisy chain power mod.
@@SpaceraverDK I tried it a while back, and got really frustrated when my factory would no longer function after an update.
yeah if they made machines like the BATTERIES, they do daisy chain (2 connections)
Thanks for the spire coast reminder. Just started a new playthrough and thought building vertical with some extra ground clearance would make it "future safe" but it sounds like I better avoid that area entirely until the next update :)
13:20 well with that logic you wouldnt have different miners.
The better ones do the same as the previous but quicker on top of overclocking.
Also the mk3 miner being able spit out like 1200 per minute is useless until we get a better belt. so it makes me wonder why it was added.
Miners make sense because you have limited resource wells. Other machines, you can just build more.
I think it makes sense. The alternative to Constructor Mk2 is to build as second Constructor. The alternative to Miner Mk2 is...nothing. Because the resource nodes are limited.
Yeah, they either need to make Mk.2 buildings or put out another massive QoL update. Because currently, even using researched recipes, you need to repeat massive numbers of buildings with the same configuration and input/output setup.
If Mk.2 buildings are never going to exist then that's basically an admission that unlike miners where you overclock + build higher Mk.# buildings to expand, construction buildings you overclock + repeat the same building over and over.
But the game in its current form punishes you for trying to build large numbers of the same building with repeated settings, belt lines, etc... by making them tedious to do. Even after they made foundations less tedious.
Yes, but you have a limited number of resource wells.
@@danfr agree, that's why MK2 machines need to happen. Factories don't need to be as big as they are nowadays. Overclock does not solve the issue
PORTABLE STORAGE/AIRDROP- if you have a drone on a storage unit, you can build a portable storage unit that you can select a specific drone port to drop off whatever its holding but only once like a single use airdrop. You won't need power for it because the drone could hover and drop a container you have to dismantle to gather your material. It would be a beacon you set down and it would explode as soon as the drone drops off the package
Can confirm that the technical details for the Save File entry on the Wiki is great; wrote a PowerShell script that can display some interesting bits and pieces.
Though I'm not sure how to implement it, I would love to see the powered wall. Some builds feel really cluttered by power cables and it would be nice to have an alternative. I would also love to see the converter make some sort of appearance, maybe being based on the speed of belts connected to it and having different power cost based on the ore you make, similar to the particle accelerator. One of the big limiting factors for how big you can build in Satisfactory is the rarer ores, simply having less you can use than iron or limestone. It also would create some rather interesting math problems; "If uranium is the limit on how many nuclear plants you can run, how much iron would you need to convert until something else runs out? What runs out once that becomes sufficient?" and i think that would be fun to solve.
The regular buildings look great and your explanation makes perfect sense.
Thanks future Jace. Helped a lot.
watching this vid 30m after release, and browsing the wiki at the same time.
They are changing the wikis as we speak :P fucking cool!
Watching the vid 1 day after release
You guys rock. Great vid, great humour. Thanks Snutt! Helps a lot.
P.S. seeing you two together. It’s literally like seeing Robert De Niro and Al Pacino in the same scene in Heat. Pure chills.
Speaking of the powered wall.
I think the way it should work is that any power connector connected to a powered wall should work like a power connector. So making the walls a passthrough basically. So if you connect one power input on one powered wall, you can pull the power out of any other powered wall that has a direct connection to the input-wall.
So yeah, power passthrough.
powered wall is a good concept for people who build walls and roofs around their factories, but some people see the machines as factories themselves, with ladder and scaffolds, so it's really a gray area. one way or another, placing poles and connecting hundreds of machines side by side looks like the favelas of my home country, it needs 3x extra work to hide them and make the factory look "clean" and organized.
A good idea is what the Daisy Chain mod already does.
"move your stuff out of spire coast"
So you're telling me I need to start a new world.
A nice alternative to cables would be a sort of tesla-tower, that distributes power in a sphere around it. Show the range in the blueprint and highlite the machines it’s reaching.
And it would be so great, when we could get a half Fundation to connect halfpipes lower and upper part.
To be honest I think powered walls should work in a way where you use wall connectors to power the walls and output from the walls. Would make it for a nice cleanup of wires around the factory. However, I believe there should be a way to route the "wires" inside the powered walls so you can have multiple power grids on the same factory walls.
For different power grids it could be colour coded, so green ones work with green and not with red etc, etc
One thing I thought of, because of the mark 2 buildings. Is having recipes with a secondary output, which is more like recycled junk from the actual recipe. For example using water and ore, to get more ore, would also craft a small amount of concrete on the side. So the upgrade would be another output, where more things sometimes come out, but it still works the same as (for example) a constructor. It still builds iron poles, but look at that! Some material wasn't long enough for another pole. So you cut it into screws instead!
That'd be a pain to actually use though - whole bunch of extra effort to make sure the secondary output didn't get backed up and stop the machine.
Powered walls do sound really cool. Here's my suggestion:
* Powered walls and foundations are variants of current ones and take additional copper to build
* Some kind of subtle addition to the texture that shows it's a powered wall, like a copper metal outline
* Neighboring powered walls and foundations form a grid
* Wall connectors can move power in and out of the grid
Basically just replace wire connections between wall connectors with the wall and foundations themselves, i.e. in wall wire.
I'm chicken of the thought of building in the 'Retcon Zones'... (Especially the Red Forest...) Bless Arceus for Drones...
Also, Suggestion: Assault Vest for Lizard Doggos that enable them to pack a Jetpack & a Rifle to aid you in the Combat... in addition to being able to train them to watch what the hell they're doing with Nuclear Waste. Or... is this part of the 'Future SAM Ore Content'...? (Imagines Lizard Doggo Partner lookin like a Armored Sci-Fi K9 Cop... Top Priority Target: Anyone who ever kills Lizard Doggos... even indirectly via Environment... Don't even think of tryin to say that the removal of the Platform under the Doggo onto a Jump Pad pointed into the Void was a 'build gun accident'...)
17:49 shows the previous building they just said they had never seen XD well played
I'd like a choppa as the ultimate transport vehicle. Traveling large distances is a real pain
Can highly recommend high-speed hypertubes. The path from my main base to my current build area is literally a kilometre or two, and I cover most of that distance real quick in a few hops along my main hypertube line. Was painfully slow before I added serious hypertube cannons at the entrances, but now it's really quick (and always makes me happy). Entry cannons range from maybe 3 to 7 Entrances, though I am currently experimenting with much bigger setups (eg. 29x) to see if I can build things like bidirectional inline boosters.
On the topic of MK II Buildings, interpret the existing buildings as follows: Assembler is a MK II Constructor, Manufacturer is a MK III Constructor, Foundry is a MK II Smelter, Blender is a MK II Refinery. The Particle Accelerator, Packager, and The Fluid Extractors (Oil, Water) have no advanced variants.
just discovered this game, you guys are my hero. the game is incredible.
For the powered walls I think you could use the wall plug as a power input on them and maybe a line saying that in the description so its clear and it spreads freely to any powered walls touching a charged powered wall directly. In use I think they should be able to have a long reach to cover a large factory floor, but they need to make most a box of some type (not any shape, but a rough building outline, like looking at schematics of the powered area's footprint). Maybe balance the range by having a scaling rule for how many must be in the wall and/or connected to the foundations on each side to complete the circuit and power the floor. Could be complex, but I feel that should be a late or mid-late game unlock and by that point we are already doing complex stuff with manifolds and pipe/fluid management. To me the payoff would be worth the time investment to figure it out since it would really clean up the look of a factory and it would feel that more rewarding to get working right.
The powered wall actually sounds really cool, I imagine it working like a wireless charging pad where wall connectors attached to it would pull power. Would make for some clean looking builds
RE: heat protection suit. Maybe there was a plan to have 'heat damage' near the geysers?
Love you guys! Thanks for the videos =)
** I think the converter can be used to separate combined products such as sulfuric acid, for example, sulfur and water. Maybe it can also find use to separate alloying materials (iron and copper alloy) that will be added in the future.
** I would like to see both poweredwall and poweredfloor. It might even be nice if it does a small amount of damage when hovered over. This may require a new protective suit to navigate comfortably in electrical environments.
I believe the model for the Quantum Encoder is shown right beside the Remote Storage in that wide shot. I hope that model gets used somewhere, I absolutely _love_ the style of that building.
Powered walls would be cool. There could be a circuit overlay on the same wall textures. Just add power inlet and outlet ports on the walls so the wall becomes a conductor. Then there is just a line, like the green lines drawn between the inlet and the outlets. The line goes away when not in power line, or inlet outlet, placement mode. Could require quick wire and walls can be upgraded without really changing in appearance. So we can select what walls become powered. Then we need to be able to add different circuits within the wall by an option on the inlets and outlets through the customization menu. So there can be light inlets and outlets as well as machines, or even blocks of machines.
The way the community managers at Coffee Stain run this youtube channel like an actual creator channel is amazing for a games studio. I haven't gotten around to purchasing Satisfactory yet but I watch all of these videos because it is basically a gaming channel that I enjoy. Great work!
The way they said they don’t know what the Quantum Encoder is makes it sound like they know what it is and are planning to use it in a future update and don’t want to hint at it or deny it. Same go’s for the Quantum crystal.
Powered foundations should work exactly like regular foundations except they transfer power through touch alone.
There would be no cable connections, so they have to be attached to one another by using more foundations and powered by placing a power building directly on it.
Maybe another thing that could be done to balance it a little more is that it might only be able to hold 80-90% of the maximum power output.
The powered wall would be cool, but I think a powered floor foundation would make more sense. Maybe have a "console" conduit item for the power input, and then it puts out power to all foundations within a 2-3 foundation radius, as long as the foundations are physically touching. This foundation power should be more expensive and less efficient than existing conduits hence pushing it towards later game players. Overclocking increases the radius and power draw cost.
Would be a pretty cool idea. Thanks again for the game!
17:20
X: Doubt
I feel like adding any powered "Wall Outlet" could power the wall, the same way as a powered train station powers a connected railroad/station. As for making a powered wall, I'd have it so you could upgrade walls to a powered wall the same way you could upgrade your conveyor belts to the Christmas event belts at the cost of 1 cable or wire.
Maybe, Even, Possibly, Maybe, Foundations could upgrade the same way? Might be a bit too easy if the walls/foundations could directly power each other, but you could put a "Wall Outlet" on a foundation?
I wouldnt Mind having like MK 2 of certain things. Perhaps doesnt change anything but maybe the size its more compact smaller. So instead of having a Huge one, the Mk2 would be like it became Efficient enough to make it Smaller and compact. So it takes up Less Room.
Also Perhaps the Converter could still be used. Perhaps it would be something you need to Mix the Metal between the Sam ingots with another Metal to craft
Personally, I'd like to see the Mk2s be notably faster (base rate 200%, plus overclocking option), and also be a bit smaller - both shorter height and not as long. In exchange, they should be significantly more expensive to construct and notably more power hungry per item produced.
NO WAY
On the powered walls, what it’s like a house, there would be “hidden wires” and could attach to the wall connecters so you wouldn’t have to run though the build to get power to the other side of a build
20:30 I'm trying to mod the game with the doggos and as names have changed I cant find the model in the builds ;)
I love the test chamber sign in the background
It's videos and content like this that separates Coffee Stain from other game developers. Our community is outstanding. Thank You!
Man, i don't even play satisfactory, but these dev content are quite fun to watch
For powered walls maybe have it be like a powered pillar that you attach foundations to and it provides power to all items on said foundations within a grid range removing the need for wires everywhere
Powered walls/foundations should be simple and intuitive to use. The KISS idea is this: If a wall with a power outlet is tied to a power generation source then any other "connected " wall/foundation with a power outlet connected to a consuming device/machine will be able to leverage that connection without having to explicitly run a cable. In this context "connected" means there are one or more wall/foundations that build a path between the outlet connected to the power source and the outlet connecting the consuming machine/device
"Pull your stuff out of Spire Coast"
You say things like this Jace, when many players use that as the primary oil source; nowhere on this map are as many oil wells as in Spire Coast! And it is neatly available as my railroad tracks go through the Great Canyon towards the desert-spanning Gigafactory!
Cool stuff! Very interesting to see how much has changed over the years too. Really bummed about not having MK.2 building. I understand why, Like explained - having all the work done for essentially the same building.
But I do wish there was another way to increase production and speed on the Smelter & Constructor. Over clocking only goes so far, and for mega bases it just takes up so much room.
Maybe Coffee Stain could come up with another idea for these two common buildings, and have like a late game addon structure for them that would increase their production rates without having to just make a brand new, bigger model.
Or maybe in lieu of having the MK.2 buildings, they can add functionality to existing structures like the manufacturer that you can use it to create the same things, but faster. Like imagine if you could also use it to do constructor recipes but because it's a bigger more advanced building it does them way faster. Like you could do a base of like 360 screws a minute from iron rods, for example. Don't nerf the resource cost, like it'd still require way more power than a few constructors, but god think of the space savings.
the portal sign in the background is so cool
I found interesting the part of adding sth that could destroy the machines (or broke them in order to make them useless if you not repair them or sth) and you should use some defensive constructions to maintain safe the factories
I really dig the idea of powered foundations. Like, make it kinda expensive or something (caterium ingot, concrete, reinforced plates, and quartz?) so that its only used where you actually put your machines but can feed power directly to the machines that are on it.
We love your game, Devs and community are just amazing, everyone at Coffee Stain, we thank you for this lovely piece of gaming. My hours are reaching 400, with 190 hours being occupied by my first save. Ty all of you, I am so happy to play this amazing game.
I got to the powered wall and had to say something. Just saw the other day that the pioneer had some sturdy steel toed rubber boots. A powered floor that powered all the machines on the floor/foundation/roof would be amazing. Can connect them on the outside via the systems in game as is update 7
If you ask me the powered walls/floors should power any machine or light that is placed on them as long as power is applied to one of the wall/floor pieces. So as to remove cables from inside buildings entirely if someone wants to
The portal chamber 19 poster is so cool. Just ordered one!
Still looking forward to robots that harvest local plants for you!
I like the idea of powered walls and foundations. I think they should be a later unlock and have cable added to the cost so it would make more sense and buildings could get power directly from foundations
I would love powered walls! The way I would do it would be to have the wall have a visible power connector automatically as a part of itself, so players would see it and know how to connect it up. Like a wall connector that sticks out, but is just part of the wall building part.
Instead of a powered wall you could have some building on these special foundations that are more expensive then regular found so that if you put a building on and that foundation is chained to other ones connected to the special building it could power it and others on different foundations
Powered walls. Yes this would be a nice feature.
The best way I could see it working is that to have both powered walls and floors, and any machine in contact with said wall/floor automatically gets power. Honestly, if you went this route, I'd just make all foundations and walls powered by default as there is little point in unpowered ones any more. Power poles would be restricted for long transmissions and early game. So basically all your walls and floors act as power poles that automatically connect to adjacent floors and walls.
A more limited implementation would give much the same effect aesthetically by just making allowing the connection wires to be hidden easily within the foundations/walls. So instead of the wall itself having this property, it would probably be a connector which you can then use an alternate 'wire' for that connects only to other connectors of the same type, but is hidden within the wall. I'm not the hugest fan of this implementation, but it is an alternate idea.
A tricky bit with power implementation is what do you do with non-snap touches? Does that still carry power and if so how do you detect such?
For the concept of mk2 constructors and such, the way you circumvented that is through the alternate recipies, but i think the ability to use a higher tier crafter to make more efficient (power wise) production would be nice (such as an assembler with 2 iron ingot inputs can produce the same amount per minute as 2 separate constructors, but just at a lower power cost). I think that method would remove a bit of the randomness of alt recipies, and allow for players to decide if they want a more space/power efficient setup or a larger setup with lower tier hardware.
Thx Jace/Snutt helps a lot. Thumbs up.
Out there are a lot of pioneers who would like to reduce the need of power lines. I'm sure.
Nor am I. I like it to cable up the buildings usually with ceiling connectors a lot. My inner (Adrian) Monk cries, if I see wall/ceiling clipping power cables or wildlined conveyor belts in content creators videos. ;)
I like the test level 19 panel from Portal they have in the background.
Powered walls would be awesome.
Essentially, it would replace the functionality of the double-sided wall power connector. You'd plug in one side with the regular wall power connector and the entire wall is given power. Then you can put another connector anywhere on the other side of the wall (same segment or many adjacent segments down) and the power can then be distributed to where ever.
The wall should be designed with a tell to show a clear difference between the power being on or off. It should also look different from normal walls. Finally, the UI when should clearly show the presence of power in the wall while attempting to place power-related buildings.
I would like to see some kind of powered floor/wall, not for buildings, but for the hover pack! It could be powered with a building variant like train networks (normal powered wall/floor with some kind of fuse-box-like structure on one side?), and maybe also act like train networks in allowing you to connect multiple grid connections and transfer power between them. It wouldn't necessarily be practical to use to power buildings (though you could zoop up a line of connection enabled powered floor next to a wall for some cool looking connections), but it would be nice QoL for say, large factory floors where finding and plugging holes/dips in the electrical grid powering the hover pack, which can currently be a pain.