Hey folks! Slight correction to some of the numbers for the recipe changes. The main numbers are correct but some of the "per min" values are incorrect, it should be: COMPUTERS: Cable 20 per minute and the Circuit Boards should be 10 per minute. RADIO CONTROL UNITS: Aluminum Casings 40 per minute ENCASED INDUSTRIAL BEAMS: 18 Steel Beam per minute
I am SO EXCITED!!!!! I have always wanted to see what was at the top of the Space Elevator that was shown at the very end of your original game trailer!!!!
Thanks. Could you please clarify the Fuel generator changes? So do they produce 250 MW of power with - with the current 12 m^3 / min of fuel - or with 20 m^3 / min of fuel?
even after this change its still too late in the game for it to be considered useful. It needs to be before Coal to be useful. As once you get a Coal plant going, you don't need any other powersource other then upgrading to Fuel/nuke later on.
@@SirLANsalot I think this is a playstyle thing. My gameplay loop tends to be "edge towards the limit of what my handful of coal/fuel generators can handle, back away a little and figure out what pumps and miners/refineries I need to build or overclock to be able to support one more generator, start moving forward again, repeat." Geothermal generators don't need any inputs, so they can give me a little bit of extra leeway in this cycle.
Does geothermal still operate intermittently? That for me was the biggest drawback as I couldn't reliable count on it for powering the grid. Instead I just used it for topping off battery storage, which didn't require many units.
One of my Factory which builds most of all items upto Computers is 7 stories high, in the air with no ground support, also has a lot of random openings at random places to get materials in. Its messy, but it works. One rule of science is that if things works, don't touch it.
@@chrishinz9977 Perhaps, but these changes might mess up the online map editor if they don't update their existing map editor to reflect the changes made within the game.
To think I was 8th grade when I bought this game, now I’m going to be playing 1.0 in college. I sincerely thank the Coffee Stain team for working on this game and I hope I can follow along in your footsteps during my CS career.
Ty for making manufacturers a bit easier, I think this will honestly go a long way in helping ppl who really like this game but fall off a bit in the mid game due to the complexity of everything you need to make.
TRAINS ARE SOONER NOW!!!! I had to speedrun a few tiers to get trains, because trucks were just too expensive for my needs. Thank you Coffee Stain, you fixed everything.
I literally can’t get over the transparency of the game development. It’s such nice thing. Is this going to mess up my factory that I spent a long time on? Yes. Am I mad? Yes, but that’s not going to stop me from loving this game any less. It was a joke, I’m happy to play this game more lmao
@@Xilivian it's not a troll question, when you bought the game in early access you signed up to tolerate this kind of change. Getting mad makes no sense
@@Xilivian troll question? Lmao. I'm just pointing out that it's an early access title, nobody forced anyone to play it before release. Then why are you mad at THEM for the choice YOU made?
One kind of change that would be nice is if trucks were more satisfying to use. I never use them because programing every single one is annoying. Maybe if there were buildible roads that worked similar to the rails? That way you can just tell the truck where to go. Rather than record a dive, pray that it records, don't crash into something, or have to try again 5 times.
@@Seedzification Nah, trains require much larger structures to get working, and rail layouts are more complicated given the wide turn radius. If trucks/tractors could follow a pre set course instead of trying to make them memorize the path you drive, you'd have a less intrusive station/road layout, and honestly I prefer them burning coke over using your power grid. It lets you use the whole byproduct fiasco of Oil extraction in a functional way. I'm new and nearly bounced off the game once I got to Oil management. Your main products generate byproducts, and managing the byproducts is a nightmare. Fluids just vanish if you deconstruct their containers. There's ways to handle all this, and they're all full of compromises that either become self defeating or stressfully wasteful until you get it, and I don't get it yet. I'd just like to see vehicles stop causing plants to permanently vanish. It seems unnecessary, and there's no up-side, like fun, challenge, or obstacle management. Just bulldozing the pretty bushes. There's a mod to remove it, but it didn't work for me.
@@gdshade6876I use blueprints to make sections of roads to do exactly as you’re saying. Just make them in 3x3 or 4x4 sections with asphalt and throw some lines on them so you go that two lane feel.
I'm like a crack addict at this point grasping at every little dosage of satisfactory I can get my grubby hands on. What have you created Coffee Stain Studios
Currently playing the same game started June 9, 2020. Will continue and fix and adjust some processes (for the second time), but hearing this about starting over for the Story sounds like a fun idea. Thanks for the years of fun so far.
@@NYKevin100 Dune desert is always good. But i think due to the new coal spots in Rocky Dersert this might be a new "golden spot" there. Building a factory noth west of the map and with early train you can ride long the coastline easy and soak up all the ressources there. Time will tell but i am exciting :)
I'm very happy to hear you're not afraid to make breaking changes right up until 1.0. I've seen too many devs afraid to do this even during early access and ended up with a much worse 1.0 as a result where placeholder stuff became permanent. Looking forwards to starting a brand new playthrough on 1.0.
Agreed, I played the mod that does this, and it felt like I was playing the game for the first time again, and each factory location was new. I'd also love options to shuffle the existing nodes, randomize purity, or just completely randomize each node. It'd be a blast
@@Mohenjo_Daro_ Is that the mod by Aquila? Does it visually update the nodes yet? I really wanted to play with it but I found it too annoying not being able to identify nodes by sight.
@@luchts4547 It is that mod, and no it doesn't update the visuals, and it also doesn't update the node names correctly on dedicated servers which is a bigger annoyance. It can still be fun, but definitely has some annoyances
The earlier access to jetpack and gas mask is an amazing change. Zooming around the map with blade runners and jetpack + mask to collect hard drives at that stage in the game is a refreshing change of pace and a lot of fun. (For those who don't know: run + slide (C) + jump then continuously tap space bar while in the air. You'll be able to cover much greater distances.)
Dear developers, I beg you to add a second exit to the third-level drilling rig in version 1.0, or better yet, please add a new level of the conveyor belt. P.S. : I ask all players who agree with me to like it so that my request becomes more noticeable.
They already said they were going to do something to allow us to do something similar to this. They wanted to do something "more interesting" than just a second exit though.
I started playing again because I couldn't wait. STIIL TOTALLY WORTH IT. First time in the northern forest and I'm excited to check it out. Very excited for 1.0, keep up the great work! EDIT: 2 min in and I've learned I've made a mistake lol
Its gonna be fun and worth it to start new game in 1.0 anyways and otherwise adjust logistics in older saves. Dune desert so much buffed now. I hate the Forrest anyways KEKW
This is the first game where I need a notepad and a calculator next to me to play. . . and given the changes, when I only have one room left before EVERYTHING is automated, I'm going to need way too much coffee, a new notebook. . . And . . . possibly a gap year. . .
I work with a spreadsheet and a calculator on my 2nd monitor, to keep track of things. I must say, if I keep playing his game into my 70s, it will likely stave off Alzheimer's.
@@robertosorio7919 yea, I made a spreadsheet first, it was so inconvenient 😂 so I upgraded it to an AppSheet app, now it calculates separate cycles even with icons from the game so it looks like legit part of the game
@@robertosorio7919 yea, I started with a spreadsheet, it was too inconvenient 😂 so I promoted it to AppSheet app with even icons from the game 🐵 this app is literally an interface for google spreadsheet, you can make a free app for personal use
I appreciate the world changes - nodes more distributed throughout with a few concentrated zones for each resource. What makes Satisfactory special has always been, in my eyes, the push to explore, set up outposts, and develop increasingly complex logistics networks. The design lends itself well to that, as opposed to Factorio where the base defense mechanics encourage as much centralization as possible. Excited to start fresh in 1.0!
So happy to see the progress this game has made. Back in 2019 I was one of the first channels to make content with you guys, and I just love seeing that the game is almost finally at the 1.0 stage. Much love Coffee Stain! ~Ardy (aka, Whats Life Like)
These changes seem much nicer for a more fluid gameplay experience. It felt like after unlocking every Tier you were supposed to already have a mega factory setup making the things from that Tier. But now instead a new Tier makes you use dip your toes into the new stuff, in preparation for scaling up. Thanks Jace, helps a lot!
This game already makes me nostalgic about the early days of Early Access. That feeling was exclusive to my teen years games, but Satisfactory woke up this feeling of knowing nothing about a game and trying to explore it. Thanks Coffee Stain for brining me this joy again. Can’t wait for 1.0.
It was fun watching Josh of let's play it out totally wreck their game with his insanity and tracking the improvements as new versions came out in response to his madness plus their own development cycle of course
I've restarted for every update I've played on and I'm not going to stop now. New start, new designs, new ability to act on my fondness for geothermal generators!
Same, and in preparation for 1.0 I‘ve tried all 4 starting areas and how to quickly progress to end of tier 6 in each of them, luckily dune desert, which I now did this 3 times in as it became my favorite, hasn’t changed. Wooooo, Dune desert on 1.0!!!
It'd be kinda cool to have some future-state concept of surface nodes versus buried nodes. Not suggesting a voxel-based terrain editing system, but moreso a mid-late game technology that can reach richer buried nodes. This encourages early to midgame exploration to tap into all the more impure surface nodes, while giving you a side-goal to create infrastructure later on that uncovers richer nodes as material needs increase beyond what the surface has to offer. The buried node technology could come in the form of drills that visibly burrows beneath the surface to access the pure nodes, as opposed to Mk.2 or Mk.3 Miners that just mines a surface node quicker-- as we currently have. That way, your map has a new dimension with ore that now has 3 parameters: location, purity, AND depth. Anyway, STOKED for 1.0. Congratulations on your Early Access journey so far!
As someone who has been holding off since update 5 waiting for the final product (and avoiding all update videos just to make sure i can be surprised by any updates) this video is neat as hell. Also it occurs to me that Ive never actually left the tutorial area (the recommended one) because literally none of these changes will have affected me (nodes wise. The recipes woulda broken any of my old factories)
Yeah. It’s even worse if you decide to skip nuclear. My turbo fuel plant only used the northern oil field and still needed over 6000 heavy modular frames. Tim’s so big that I just add generators whenever my grid is getting close to crashing because filling in the entire thing would take several days
Will help my 1000 fuel generators to not be overshine by my 100 nuclear reactors but all of it will disapeer. Little mad but i will all reconstruct from scratch with even better start (but not from the northern forest sadly)!
@@XpatJohn Move to the long beach area above grass field start. It has more room and while loses quartz (what got nerfed) gain oil and bauxite and more pure nodes nearby and coal not as cancerous to transport.
I'm ready, coach. Put me in! I know how I play games, and I want to make sure I am fresh and ready for 1.0, so I haven't played since the announcement, and I'll be starting a new save as soon as it drops. Then my family will have to live on without me for a while. Looking forward to 1.0. The hype is real. Love you guys and all that you have done for Satisfactory!
Super excited for 1.0. I'll be starting anew when it comes out. I'm actually more relieved there is no solid release date because saying "We're not gonna be able to make it to this date" would hurt more, so I'm glad you guys are making proper and honest decisions. Screws not being part of computers is definitely a relief since it means there can be more computers made with less belts.
Yeah, or the Somersloop and Mercer Sphere. Re-balances and slight map changes are neither here nor there for veteran players, (no need to wait for 1.0) but the inclusion of a reason for these 3 WIP items are what the rest of us patiently await. Perhaps a surprise for the 1.0 release?
Hard to say isn't it? On the one hand one may assume he would have mentioned any changes to them if there were. However on the other hand, since it's story related and they have always kept story related items hush hush, there could be a surprise in the works. Maybe I will borrow that tin foil hat after all
The point of Northern forest was challenging vertical location that gave you lot of resources as a tradeoff. I don't mind the change, because other locations are becoming viable for me at least. No matter tradeoff, having a wide variety of many different nodes in one location made a no brainer to have as a starting location. Maybe I will try a new location this time.
I actually start from scratch almost every time I start playing (if there is a big span of time between play sessions). It's too much fun remembering how I had things before and improving them!
@@NickCombs Good question! I dunno, I think I just have fun compartmentalizing why each part is fun. Fighting pigs with the xeno zapper is a hoot. I guess it's just a little dopamine with each upgrade.
@@NickCombstry to get a feel more on what type of factories you’re going for (i.e multiple floors, or simply flat big area). Then try to expand the idea into building like a district. My go-to is always tall buildings with tight spaces (stone arcs, near rivers, just treehouses). Its even more fun when playing with friends and see their setup. P/S: i’m at 6 maps with 200+ hours (at least 😅) each. Still bad at producing Aluminium tho 😂
@@kadirbasri That's the design/layout, which is what I'm talking about when I say I want to jump straight to the good stuff. Can't really do that before we've got coal power and most of the structures unlocked.
I have to relocate a bunch of stuff now. Some of it easy. Some of it will be more annoying. But all of it can be retrofitted. I'm not throwing away my 1100+ hour save because of some node changes, especially when I still have plans involving it.
@@KjartanGrindon the caterium one at the border of the forest and desert will be annoying but I can make its little factory bigger and better and with more output. What is broken will be built back better.
Oof... you picked the exact spot i built my entire base around. I HEAVILY utilize all those Northern Forest nodes mentioned. I don't think it'll be worth the effort to fix everything that gets broken by this. I'll just have to start over. Oh well, it was a good 550 hours while it lasted!
I doubt the node changes are why most people would restart. it's pretty easy to shift conveyor belts or trains around to bring in raw resources from other locations, but the recipe changes will probably impact things more. Doesn't change things for me though, I restart every update.
@@llandy123 Someone did a mod for the new uranium fuel rod recipe change. I'm sure they or someone else will make a mod for the other recipes and the fuel generator bump so people can get an early start on the upcoming ficsit work orders lol.
For me Northern Forest was also the sweet spot. But with certain nodes being cut and moved, it looks like I will start my playthroughs in the dune desert now.
After putting in over 350 hours into my current factory, it's hard to want to restart. I also built in the northwest... time to start rerouting all my conveyors.
I haven't touched Satisfactory since the first rumors of 1.0 started coming out. I want to make sure I have a fresh start in my own brain myself so I can enjoy the game to its fullest now that it will be a complete in 1.0
Im so excited for 1.0 ^-^ I've been following satisfactory for a while, though I had to take a break until the stingers could be disabled entirely since they trigger my arachnophobia (bravo, btw, no other game spider has been able to do that) even as cats. I also took a break since I didn't want the later factory tiers to lose their luster, but I am so excited to see the story and celebrate the release with the community. Thank you guys so much for being so vocal with your community about changes, updates and issues. I've never seen another team do so well at it and you guys deserve to be held as a gold standard for community management and communications. Congrats on coming this far! Im excited to see how much further the team can go from here! ^-^
That is interesting, because I have noticed a lack of sulfur ore where there was one, in the middle of the map, but my miner was still mining it, despite lack of the ore, so that was kinda funky
The Blue Crater area has always been one of my favorites, so I'm glad to see some more rare resources put there. The changes all over are very exciting; I'm already imagining where to put my new Turbofuel complexes, Steel foundries, etc. I've been holding off on playing Satisfactory ever since the 1.0 announcement, just to build up my own excitement. Happy to see it coming ever closer!
I really hope there will come interesting things to the story. Subnautica does this perfectly, you think you are alone with some dumb aliens on the planet, but as you progress, you find facilities and realise that the rabbit hole goes very deep. There was once a bug in satisfactory that caused a mark to show up in the center of the map. When I got there there was nothing there and I was so disappointed. I really hope there will be some cool secrets that you explore and that the alien story is deeper than you first think.
@@dominobuilder100 yah if you look at the stone arches in the northern forest they look like giant flatworms and most of the geography looks like it was once underwater
My poor northern forest starter/construction mats factory... Patching the required resources in that are gone (coal and quartz mainly) will be tricky, but it looks like those will still within belt-range. But at least the addition of an imperial crapton of new hydrothermal spots will mean my backup power grid will be viable. I'll wait to see what other recipes change but am tempted to restart.
Came to the 'restart' conclusion some time ago when the last lot of map changes dropped and there was word of more to follow. Good to know that it is confirmed. Thanks Snutt - help a lot
Looking at the Geyser map, if its accurate on screen, changed the purity of several existing geysers nodes Before: 6 Pure, 9 Normal, 3 Impure - 4500 MW After: 6 Pure, 15 Normal, 9 Impure - 6300 MW (+1800) (40% increase)
I'm curious how the uranium changed. I'm pretty sure my last two maps nearly tapped out the usage on all of the uranium nodes.. I was making way too much power.
@@llandy123 If my understanding of the information presented here is correct, the base output is equal, but one of the nodes was split into 2 nodes, meaning with overclocking the miners there's actually a fair bit more Uranium available.
The Uranium node in the swamp was pretty integral to my mega-factory, so will probably opt to start anew here instead of working out the logistics in bringing over a second node worth of material. Thanks for the info and the update! Looking forward to 1.0.
Two things that come to mind that I'd like some more info on: * Blueprints - Very usefull, but the interface around them is clunky, especially when modifying an existing blueprint.. once you save, it clears out certain fields like the path in the blueprint folder, which tends to put them in the default folder when overwriting previous versions. Sharing blueprints between saves is also a bit tricky... * FICSMAS - I hope there will be a parse of it, as there are a few parts with mismatched icons/models, some recipes could do with a rework or alternate recipe for manufacturers, firework rockets are way too big, and there's no FICSMAS building to automatically launch fireworks from :D
Thanks snutt and not-snutt, helps a lot!!! I really like most of the changes at a glance (except fuel gens as mentioned in separate comment). Spreading out the nodes especially because sometimes when exploring I'll come across areas I had no clue existed because there's no nodes or anything special nearby.
I'm sitting here, playing other games that I've missed playing for a few years, because I'm waiting for 1.0 so I can start from the beginning. Glad to see that the time I can resume Satisfactory is getting near. Looks like to do it properly now, we're going to have to create a much more robust transportation network and power structure to properly exploit the nodes. Can't wait!
ive only just started playing during update 8, and all of the node changes greatly benefit me with the major moves and removals not being anywhere near where I built. this is fantastic
ugh, the loss of that one caterium node along the route from the grasslands to the oil fields along the west coast is going to be an utter absolute pain logistically
You know... You should introduce a new superior "deep" node type that can only be tapped in late-game when you unlock a deep miner with multiple outputs instead of just 1. Other than that, I just pray for faster belts and bigger containers, and something to do with the WIP resources, and more progression milestones / targets to hit. Looking forward to seeing what the story will be.
Faster belts and containers can be easily obtained with mods, actually a lot of things can be "fixed" with mods, for me the biggest fix that mods bring is a real programmable splitter that you can set how much items pass for each side.
This video has insane timing. I just started a new file because, yes, i couldn't wait until 1.0 and i specifically chose the Northern Forest since i had never built there before. I was admittedly annoyed at the first few node changes you talked about however; the changes to computers, HM frames, and geothermal have gotten me excited because i just finished expanding my compacted coal power plant that is running off the pure coal removed from the forest. But i also just unlocked high speed connectors so maybe all is not lost!
I love how easy it is to use mods. I like using mods that make all the nodes the same purity. That makes it so I dont have to worry about what node I use.
My current factory is barely impacted by these changes, so I'm just gonna continue my save and shuffle around the few things that need shuffling. I need to get into trains regardless, so this is just loot galore and a great way to continue my existing plans.
Yeah, I was ready for a new play through for when 1.0 dropped. But I have to admit some of the changes are surprising. I wouldn't say unwelcome, will definitely enjoy finding out how this impacts my factories
I don't think most people care. Every job has crunch, and in many cases crunch at game studios is more on employee work ethics rather than enforcement. Not like when I worked at Amazon with mandatory 6 day work weeks of physical labor. Many jobs have openly said these were optional over time hours so if you worked it with the idea it would increase your odds of promotion, well it's not like they forced you. Worked at many jobs like that and the honest truth is that crunching of your own accord doesn't even actually change anything. People just care that you're actually doing your job, doing it right, and not spuriously taking off. Of course the truth is way less marketable than what the media says. Besides, it's a well proven fact you'll make more money job jumping than going up the corporate ladder. Many jobs today even have barriers to moving up the ladder you can circumvent with experience. That's really the fastest and easiest way up the chain.
@@Skylancer727 "Optional" in the sense that if you would like to remain employed, you have the option of working longer hours (often for no additional pay). If we're accepting that definition of optional, I suppose we all have the option of not eating or having a place to live. The coercive effect of an employer holding your livelihood hostage should not be underestimated. Getting people to ruin their lives by massively favoring work in their lives over personal relationships and mental health by merely "suggesting" that they work crazy long hours speaks to the power these corporations hold over our lives. Also, not every job has crunch times. And few other jobs have the level of crunch that game development studios have. Let's keep the crunch in our cereal, and not in our jobs, please.
About the geysers. I´ve returned to 1.0 after 2 years not playing. They are already my main source of energy in the early game. Using all 5 in the southern part of the map. I´m appreciating the change very much.
The arachnophobia mode is way scarier than having the alien creatures, seeing cat faces move that fast, is way scary, at least the movement of the alien bug things makes sense
w00t! very excited for 1.0, and I appreciate a dev team waiting to make sure they're putting out a good product as opposed to giving a release date too early and then rushing something.
I had actually stopped playing around 3 or 4 months ago to prevent myself from getting burned out. I am definitely creating a whole new factory when this comes out. Looking forward to it, and love everything I am seeing so far!
Thread popped up on satisfactory q&a that 1.0 has changed fluid mechanics a bit. Likely came from a beta tester. I know in the clip archive recently snutt and mikael* were saying internal discussions were on going on how to address a specific variable (i inferred it was regarding sloshing) without completely changing how fluids act.
@@RDobie-ke8kd Not a programmer, so I might be off base here, but I feel like some changes to how Buffers work relative to Pipes would alleviate most of the issues. Give Buffers some kind of inertia to inflow and outflow.
So on my current save I started for the first time on grass fields and not the northern forest. I have steel, copper, plastic, rubber and aluminium factories and spent so much time building train network that I didn't build anything I planned for northern forest or any computer or encased industrial beam factory and basically nothing will affect me! I'm feeling so lucky now :P
This is such an exceptional game and truly an impressive community. I have poured so many hours into playing this game since VERY early days, and have started new factories at least 4 or 5 times with some pretty insanely massive builds, but have always said I would start over to really fully experience 1.0 and am still looking forward to it! Thanks so much to everyone involved that have put so much obvious love and care into this game and community. I can't wait to dump an embarrassing number of hours into 1.0 and beyond!
I'm waiting for resolving the issue with fully ovecrlocked mk3 miners on pure nodes outputting more than the best conveyor can take. Is it fixed already in 1.0?
Can't wait. Finished a massive complex in the desert my last game months ago and waiting for the update before I dive in to do again optimising a few things I thought of on the last run
Hey folks! Slight correction to some of the numbers for the recipe changes. The main numbers are correct but some of the "per min" values are incorrect, it should be:
COMPUTERS:
Cable 20 per minute and the Circuit Boards should be 10 per minute.
RADIO CONTROL UNITS:
Aluminum Casings 40 per minute
ENCASED INDUSTRIAL BEAMS:
18 Steel Beam per minute
Thanks Coffee Stain, helps a lot
Thanks
I am SO EXCITED!!!!! I have always wanted to see what was at the top of the Space Elevator that was shown at the very end of your original game trailer!!!!
@@bikehunter82 Climb up and look that's what I did.
Thanks.
Could you please clarify the Fuel generator changes?
So do they produce 250 MW of power with
- with the current 12 m^3 / min of fuel
- or with 20 m^3 / min of fuel?
RIP screws in computers, you will not be missed
Speak for yourself, screws are great early game items and should be in every build.
i never used that recipe anyway sense it doo doo water compared to the alternate computer recipes, but i agree. screws will not be missed there.
@@Flint64-bv1sz Crystal Computers were my go-to recipe!
Replaced by lasers then!
Ya screw screws!
I always thought it was weird that geothermal power was locked up until long after it was useful and I'm very happy to see it changed.
I ended up using it as a separate power grids to do my nuclear production, but it was a bit forced as geothermal just didn’t produce enough
even after this change its still too late in the game for it to be considered useful. It needs to be before Coal to be useful. As once you get a Coal plant going, you don't need any other powersource other then upgrading to Fuel/nuke later on.
I completely agree with this. Geothermal was so puzzling to me.
@@SirLANsalot I think this is a playstyle thing. My gameplay loop tends to be "edge towards the limit of what my handful of coal/fuel generators can handle, back away a little and figure out what pumps and miners/refineries I need to build or overclock to be able to support one more generator, start moving forward again, repeat." Geothermal generators don't need any inputs, so they can give me a little bit of extra leeway in this cycle.
Does geothermal still operate intermittently? That for me was the biggest drawback as I couldn't reliable count on it for powering the grid. Instead I just used it for topping off battery storage, which didn't require many units.
Because I saw noone else do it yet: There will be...
22.2% more Sulfur
4.2% more Caterium
2.4% more Quartz
and 8.3% more Coal on the map
Thank you, Internet! ❤
And 66% more power from Fuel Generators.
Honestly this comment should be higher
awesome thanks for doing the math.
This means more compacted coal power early, more turbo fuel later, and a bit extra turbo fuel even after nuclear.
The world needs more transparent game developers like you
He's 100% opaque
@@TheSometimeAfter idk man i kinda see through him
His outer layers are 80% translucent.
Gas mask? You mean 200 berries that I frantically shove into my mouth?
"one pure coal node removed in wester northen forest" they hit the pentagon
It’s over 💀
But what about the four normal nodes right across the water?
@@UristImiknorris for me in my northern forest starts all of that went to coal gens lol
@@UristImiknorris You mean the soon-to-be impure nodes?
I felt the same way, I used it for early steel and gunpowder production. The ones across the water I dedicated completely to coal power.
Jokes on you, my factories were already a mess!
Touche rofl
same
Honestly, same.
One of my Factory which builds most of all items upto Computers is 7 stories high, in the air with no ground support, also has a lot of random openings at random places to get materials in. Its messy, but it works. One rule of science is that if things works, don't touch it.
I "vowed" to stop restarting and just learn to fix my messes, but 1.0 is the new "this is the last restart"
The true way to play - alter how you build *just* enough that you get a completely new and original mess each time!
You could always keep your save and buildings and go into the map editor, and force boot your player and progress to the beginning
@@chrishinz9977 Perhaps, but these changes might mess up the online map editor if they don't update their existing map editor to reflect the changes made within the game.
I felt that more than I should..... 😅
Hopefully... I named my restarts as "world V1, 2..." I'm up to 5 x)
To think I was 8th grade when I bought this game, now I’m going to be playing 1.0 in college. I sincerely thank the Coffee Stain team for working on this game and I hope I can follow along in your footsteps during my CS career.
yo same
Same
same
Ty for making manufacturers a bit easier, I think this will honestly go a long way in helping ppl who really like this game but fall off a bit in the mid game due to the complexity of everything you need to make.
TRAINS ARE SOONER NOW!!!! I had to speedrun a few tiers to get trains, because trucks were just too expensive for my needs. Thank you Coffee Stain, you fixed everything.
did they fix the dogpoop train track snapping?
I'm extremely late game and still haven't used trains. They are waaay to slow for moving the 780 ore a min the mk3s produce on pure veins and oc
and then there is me who mass produced trucks cause powering trains was a pain i couldn't do.
I literally can’t get over the transparency of the game development. It’s such nice thing. Is this going to mess up my factory that I spent a long time on? Yes. Am I mad? Yes, but that’s not going to stop me from loving this game any less.
It was a joke, I’m happy to play this game more lmao
Why are you mad it was early access up to that point
@@Louis13XIII Because he spent a hell of a long time, effort, and resources setting it all up. Why the troll question?
@@Xilivian it's not a troll question, when you bought the game in early access you signed up to tolerate this kind of change. Getting mad makes no sense
If only other devs with "gold"/released game would do the same... *cough* Hello Games.
@@Xilivian troll question? Lmao.
I'm just pointing out that it's an early access title, nobody forced anyone to play it before release.
Then why are you mad at THEM for the choice YOU made?
I like how sulphur nodes are now common to find near geysers, a very logical and realistic change!
Normally you find them near demonic activity, so I expect sulfur anywhere there's floating cat heads.
One kind of change that would be nice is if trucks were more satisfying to use. I never use them because programing every single one is annoying. Maybe if there were buildible roads that worked similar to the rails? That way you can just tell the truck where to go. Rather than record a dive, pray that it records, don't crash into something, or have to try again 5 times.
but then you just get trains if you want trains, because you are describing trains
@@Seedzification Nah, trains require much larger structures to get working, and rail layouts are more complicated given the wide turn radius. If trucks/tractors could follow a pre set course instead of trying to make them memorize the path you drive, you'd have a less intrusive station/road layout, and honestly I prefer them burning coke over using your power grid. It lets you use the whole byproduct fiasco of Oil extraction in a functional way.
I'm new and nearly bounced off the game once I got to Oil management. Your main products generate byproducts, and managing the byproducts is a nightmare. Fluids just vanish if you deconstruct their containers. There's ways to handle all this, and they're all full of compromises that either become self defeating or stressfully wasteful until you get it, and I don't get it yet.
I'd just like to see vehicles stop causing plants to permanently vanish. It seems unnecessary, and there's no up-side, like fun, challenge, or obstacle management. Just bulldozing the pretty bushes. There's a mod to remove it, but it didn't work for me.
@@georgepayne9381 okay there brother. It seems you have issues. I hope you can resolve them.
@@Seedzification Bro what? LMAO
@@gdshade6876I use blueprints to make sections of roads to do exactly as you’re saying. Just make them in 3x3 or 4x4 sections with asphalt and throw some lines on them so you go that two lane feel.
I saw that Phoenix Wright "I have proof right here" tap Mikael! Very well done :D
Mmm, deep cut. I had to go back and watch it at 7:17. Good catch :D
This is the nail in the coffin for the people still wanting to continue a save. This is it boys start a new save
That was my first thought as well. I have massive late game factories that arent going to work at all with these changes
But with 1.0 it would be the best time to finally start all over again. Isn't it?
@@minywheats Completely changed like everything. "No major map changes" for 1.0 was a complete lie.
it‘s definitely the last save i am going to start. for real. i promise. this is the one!
@@WeberDigitalConsulting Absolutely. I've been looking at it as an opportunity rather than a problem. Then again, I use the game as a time-sink.
"Let's talk about how we're messing up your factories." Priceless. I love it.
Lmao I honestly laughed out loud about this
@@00MagicMatt Yep. I mean we need to remember it is EA.
What else would you expect from Fixit?
I'm like a crack addict at this point grasping at every little dosage of satisfactory I can get my grubby hands on. What have you created Coffee Stain Studios
That FICSIT factory "coffee" mug is filled with straight up crack water.
Have you tried the mod satisfactory plus? It is satisfactory on steroids.
I feel more and more like Gollum holding my Satisfactory Download going "mY pRecIOus"
A quality product :D
With way less side effects
Thanks for the update, Snutt! Eagerly awaiting the release of 1.0 to start a new save and re-enjoy the whole experience from start to finish.
Currently playing the same game started June 9, 2020. Will continue and fix and adjust some processes (for the second time), but hearing this about starting over for the Story sounds like a fun idea. Thanks for the years of fun so far.
RIP Northern Forest. You was a hell of a golden spot
Between that and the early gas mask, this basically makes the Dune Desert the best starting spot on the map, no?
@@NYKevin100 dune desert is best allready :)
@@NYKevin100my arrakis, my dune
@@NYKevin100 Dune desert is always good. But i think due to the new coal spots in Rocky Dersert this might be a new "golden spot" there. Building a factory noth west of the map and with early train you can ride long the coastline easy and soak up all the ressources there. Time will tell but i am exciting :)
that was easily my top spot. them taking that ONE coal node breaks my heart.
I'm very happy to hear you're not afraid to make breaking changes right up until 1.0. I've seen too many devs afraid to do this even during early access and ended up with a much worse 1.0 as a result where placeholder stuff became permanent.
Looking forwards to starting a brand new playthrough on 1.0.
At some point after 1.0, you guys should add an option to randomize the positions of resource nodes.
Agreed, I played the mod that does this, and it felt like I was playing the game for the first time again, and each factory location was new. I'd also love options to shuffle the existing nodes, randomize purity, or just completely randomize each node. It'd be a blast
You know I actually think this would be a very good feature for veteran players. If they don't do it, I wonder if it could be done with a mod
Hoping for the same, I think it would add a lot of value in terms of replayability.
@@Mohenjo_Daro_ Is that the mod by Aquila? Does it visually update the nodes yet? I really wanted to play with it but I found it too annoying not being able to identify nodes by sight.
@@luchts4547 It is that mod, and no it doesn't update the visuals, and it also doesn't update the node names correctly on dedicated servers which is a bigger annoyance. It can still be fun, but definitely has some annoyances
The earlier access to jetpack and gas mask is an amazing change. Zooming around the map with blade runners and jetpack + mask to collect hard drives at that stage in the game is a refreshing change of pace and a lot of fun. (For those who don't know: run + slide (C) + jump then continuously tap space bar while in the air. You'll be able to cover much greater distances.)
Dear developers, I beg you to add a second exit to the third-level drilling rig in version 1.0, or better yet, please add a new level of the conveyor belt.
P.S. : I ask all players who agree with me to like it so that my request becomes more noticeable.
This for the love of god THIS!
They already said they were going to do something to allow us to do something similar to this. They wanted to do something "more interesting" than just a second exit though.
Interacting for max visibility
New quantum trailer is hinting at tier 6 belts.
I started playing again because I couldn't wait. STIIL TOTALLY WORTH IT. First time in the northern forest and I'm excited to check it out. Very excited for 1.0, keep up the great work!
EDIT: 2 min in and I've learned I've made a mistake lol
Ahah same, I litteraly start a new game last sunday in the spot of northern forest
Play Foundry to fill the void until 1.0
Its gonna be fun and worth it to start new game in 1.0 anyways and otherwise adjust logistics in older saves. Dune desert so much buffed now. I hate the Forrest anyways KEKW
Me too! But I will gladly scrap it and start over.
This is the first game where I need a notepad and a calculator next to me to play. . . and given the changes, when I only have one room left before EVERYTHING is automated, I'm going to need way too much coffee, a new notebook. . . And . . . possibly a gap year. . .
like bro, I made a special program to calculate cycles 🐵😂
I work with a spreadsheet and a calculator on my 2nd monitor, to keep track of things. I must say, if I keep playing his game into my 70s, it will likely stave off Alzheimer's.
@@robertosorio7919 yea, I made a spreadsheet first, it was so inconvenient 😂 so I upgraded it to an AppSheet app, now it calculates separate cycles even with icons from the game so it looks like legit part of the game
@@robertosorio7919 yea, I started with a spreadsheet, it was too inconvenient 😂 so I promoted it to AppSheet app with even icons from the game 🐵 this app is literally an interface for google spreadsheet, you can make a free app for personal use
You can use the in-game search field as a calculator!
I appreciate the world changes - nodes more distributed throughout with a few concentrated zones for each resource. What makes Satisfactory special has always been, in my eyes, the push to explore, set up outposts, and develop increasingly complex logistics networks. The design lends itself well to that, as opposed to Factorio where the base defense mechanics encourage as much centralization as possible. Excited to start fresh in 1.0!
So happy to see the progress this game has made. Back in 2019 I was one of the first channels to make content with you guys, and I just love seeing that the game is almost finally at the 1.0 stage.
Much love Coffee Stain!
~Ardy (aka, Whats Life Like)
At 2:59 you can see 2 "small" new islands on the right
These changes seem much nicer for a more fluid gameplay experience.
It felt like after unlocking every Tier you were supposed to already have a mega factory setup making the things from that Tier.
But now instead a new Tier makes you use dip your toes into the new stuff, in preparation for scaling up.
Thanks Jace, helps a lot!
"There is no Jace, only Snutt!"
@@jamesjones7034 ah my bad, I think a thank you is in order for this, thanks jace helps a lot!
The two times I have started I first just focus on unlocking every tier before I really get started on the big factories.
@@Oxibase Same, getting the hover and smashing down some power lines and then BUILDING TIME !! :D
This game already makes me nostalgic about the early days of Early Access. That feeling was exclusive to my teen years games, but Satisfactory woke up this feeling of knowing nothing about a game and trying to explore it. Thanks Coffee Stain for brining me this joy again. Can’t wait for 1.0.
It was fun watching Josh of let's play it out totally wreck their game with his insanity and tracking the improvements as new versions came out in response to his madness plus their own development cycle of course
I've restarted for every update I've played on and I'm not going to stop now. New start, new designs, new ability to act on my fondness for geothermal generators!
same here. i dont see the logic of carrying old baggage into improved systems.
Same, and in preparation for 1.0 I‘ve tried all 4 starting areas and how to quickly progress to end of tier 6 in each of them, luckily dune desert, which I now did this 3 times in as it became my favorite, hasn’t changed. Wooooo, Dune desert on 1.0!!!
@@nauthic3p0 im going to 0.0 which is high up on a cliff
2 times a big update for me, once vanilla then once again with mods
It'd be kinda cool to have some future-state concept of surface nodes versus buried nodes. Not suggesting a voxel-based terrain editing system, but moreso a mid-late game technology that can reach richer buried nodes. This encourages early to midgame exploration to tap into all the more impure surface nodes, while giving you a side-goal to create infrastructure later on that uncovers richer nodes as material needs increase beyond what the surface has to offer.
The buried node technology could come in the form of drills that visibly burrows beneath the surface to access the pure nodes, as opposed to Mk.2 or Mk.3 Miners that just mines a surface node quicker-- as we currently have.
That way, your map has a new dimension with ore that now has 3 parameters: location, purity, AND depth.
Anyway, STOKED for 1.0. Congratulations on your Early Access journey so far!
As someone who has been holding off since update 5 waiting for the final product (and avoiding all update videos just to make sure i can be surprised by any updates) this video is neat as hell.
Also it occurs to me that Ive never actually left the tutorial area (the recommended one) because literally none of these changes will have affected me (nodes wise. The recipes woulda broken any of my old factories)
The Fuel Gen change is an absolute win (we needed that one 10000000% compared to other generators). Thx Snutt & CS!
Now I won't need 400 fuel generators to get to nuclear! Yay!
Yeah. It’s even worse if you decide to skip nuclear. My turbo fuel plant only used the northern oil field and still needed over 6000 heavy modular frames. Tim’s so big that I just add generators whenever my grid is getting close to crashing because filling in the entire thing would take several days
i like that i can have less machines. fuel gennies are hard on my pc
Will help my 1000 fuel generators to not be overshine by my 100 nuclear reactors but all of it will disapeer.
Little mad but i will all reconstruct from scratch with even better start (but not from the northern forest sadly)!
@@KYO297 nope, only 240. :D
Oh god the Northern Forest hang on let me get my anxiety meds before I watch more...
It's the harsh truth, but we needed that place nerfed, it was too good...
Look how they massacred my boy
Now I'll actually have to consider other places. Oh gawd, what will I do?😅
I made a starter to mid-game factory over there ! Utilised all those nodes in vicinity! RIP MY FACTORY(0.8-1.0) 🥲
@@XpatJohn Move to the long beach area above grass field start. It has more room and while loses quartz (what got nerfed) gain oil and bauxite and more pure nodes nearby and coal not as cancerous to transport.
The day of Snutts return has come
I'm ready, coach. Put me in!
I know how I play games, and I want to make sure I am fresh and ready for 1.0, so I haven't played since the announcement, and I'll be starting a new save as soon as it drops. Then my family will have to live on without me for a while.
Looking forward to 1.0. The hype is real. Love you guys and all that you have done for Satisfactory!
Super excited for 1.0. I'll be starting anew when it comes out.
I'm actually more relieved there is no solid release date because saying "We're not gonna be able to make it to this date" would hurt more, so I'm glad you guys are making proper and honest decisions.
Screws not being part of computers is definitely a relief since it means there can be more computers made with less belts.
Everything is broken. I'll have to redo everything.
Awesome :D
Or start a new game to follow the story 😀
Yep, if we're not rebuilding, we're not playing Satisfactory, right?
Only game where the devs say, "we're messing up you're entire save" and the player collective thanks them.
Love it! I'm also restarting
Hmm... I can't help but to notice that there was not a peep about the SAM Ore Nodes... Tinfoil Hat time...?
Yeah, or the Somersloop and Mercer Sphere. Re-balances and slight map changes are neither here nor there for veteran players, (no need to wait for 1.0) but the inclusion of a reason for these 3 WIP items are what the rest of us patiently await. Perhaps a surprise for the 1.0 release?
They don’t need to be mentioned since they are useless right now anyway.
@@KingSirloin All of those items are tied to the story, so you aren't going to hear anything about it until 1.0 releases.
Hard to say isn't it? On the one hand one may assume he would have mentioned any changes to them if there were. However on the other hand, since it's story related and they have always kept story related items hush hush, there could be a surprise in the works.
Maybe I will borrow that tin foil hat after all
There's also no mention of oil nodes being touched which I find rather sus given how everything else was...
The point of Northern forest was challenging vertical location that gave you lot of resources as a tradeoff. I don't mind the change, because other locations are becoming viable for me at least. No matter tradeoff, having a wide variety of many different nodes in one location made a no brainer to have as a starting location. Maybe I will try a new location this time.
I was already planning on starting a new save for 1.0, and this pretty much cemented that. Looking forward to it!
I actually start from scratch almost every time I start playing (if there is a big span of time between play sessions). It's too much fun remembering how I had things before and improving them!
Honest question, how do you not get bored by the early game? I always want to get to the good stuff and it feels like it takes so long.
@@NickCombs Good question! I dunno, I think I just have fun compartmentalizing why each part is fun. Fighting pigs with the xeno zapper is a hoot. I guess it's just a little dopamine with each upgrade.
@@NickCombstry to get a feel more on what type of factories you’re going for (i.e multiple floors, or simply flat big area). Then try to expand the idea into building like a district.
My go-to is always tall buildings with tight spaces (stone arcs, near rivers, just treehouses). Its even more fun when playing with friends and see their setup.
P/S: i’m at 6 maps with 200+ hours (at least 😅) each. Still bad at producing Aluminium tho 😂
@@kadirbasri This guy gets it
@@kadirbasri That's the design/layout, which is what I'm talking about when I say I want to jump straight to the good stuff. Can't really do that before we've got coal power and most of the structures unlocked.
i basically use every removed node atm. im gonna cry
Keep it rename map as DEAD factory 😹
I have to relocate a bunch of stuff now. Some of it easy. Some of it will be more annoying. But all of it can be retrofitted.
I'm not throwing away my 1100+ hour save because of some node changes, especially when I still have plans involving it.
@@DavidNightjetsame here. I've got 1600 hrs on my map and I'll just rebuild the nodes that got moved. It'll help me spread out my factories anyways
@@KjartanGrindon the caterium one at the border of the forest and desert will be annoying but I can make its little factory bigger and better and with more output.
What is broken will be built back better.
You have plenty of time to build infrastructure to bring in the lost ores somewhere. A nice reason to play till 1.0
Oof... you picked the exact spot i built my entire base around. I HEAVILY utilize all those Northern Forest nodes mentioned. I don't think it'll be worth the effort to fix everything that gets broken by this. I'll just have to start over. Oh well, it was a good 550 hours while it lasted!
I doubt the node changes are why most people would restart. it's pretty easy to shift conveyor belts or trains around to bring in raw resources from other locations, but the recipe changes will probably impact things more. Doesn't change things for me though, I restart every update.
@@llandy123 Someone did a mod for the new uranium fuel rod recipe change. I'm sure they or someone else will make a mod for the other recipes and the fuel generator bump so people can get an early start on the upcoming ficsit work orders lol.
There is an alcove further north with 6 iron nodes and 1 pure copper
For me Northern Forest was also the sweet spot. But with certain nodes being cut and moved, it looks like I will start my playthroughs in the dune desert now.
Everyone did. I never even tried anywhere else because It felt like shit compared to the northern forest.
After putting in over 350 hours into my current factory, it's hard to want to restart. I also built in the northwest... time to start rerouting all my conveyors.
Girl: oh I heard your name is smut, so could you talk dirty to me.
Smutt: (whispers in ear) computers won’t require screws in update 1.0
I haven't touched Satisfactory since the first rumors of 1.0 started coming out. I want to make sure I have a fresh start in my own brain myself so I can enjoy the game to its fullest now that it will be a complete in 1.0
Me too. My friends got to nuclear power before taking a break. We've been considering getting back into it but at this point let's just wait for 1.0
Im so excited for 1.0 ^-^
I've been following satisfactory for a while, though I had to take a break until the stingers could be disabled entirely since they trigger my arachnophobia (bravo, btw, no other game spider has been able to do that) even as cats. I also took a break since I didn't want the later factory tiers to lose their luster, but I am so excited to see the story and celebrate the release with the community. Thank you guys so much for being so vocal with your community about changes, updates and issues. I've never seen another team do so well at it and you guys deserve to be held as a gold standard for community management and communications.
Congrats on coming this far! Im excited to see how much further the team can go from here! ^-^
Man, we're holding as tight as we can not to start a new play before 1.0 release, don't worry about those saves ❤
That is interesting, because I have noticed a lack of sulfur ore where there was one, in the middle of the map, but my miner was still mining it, despite lack of the ore, so that was kinda funky
The Blue Crater area has always been one of my favorites, so I'm glad to see some more rare resources put there. The changes all over are very exciting; I'm already imagining where to put my new Turbofuel complexes, Steel foundries, etc.
I've been holding off on playing Satisfactory ever since the 1.0 announcement, just to build up my own excitement. Happy to see it coming ever closer!
The train buff helps my 'no conveyor longer than 1000ft' map.
Buff? I thought only earlier available
I have no plans to continue any of my saved games. I am thrilled to start a completely fresh game when version 1.0 arrives! 😊
I really hope there will come interesting things to the story. Subnautica does this perfectly, you think you are alone with some dumb aliens on the planet, but as you progress, you find facilities and realise that the rabbit hole goes very deep.
There was once a bug in satisfactory that caused a mark to show up in the center of the map. When I got there there was nothing there and I was so disappointed. I really hope there will be some cool secrets that you explore and that the alien story is deeper than you first think.
Well how the world is designed it used to be underwater and there used to be giant worms
@@zackjohnson9928 what?
@@dominobuilder100 yah if you look at the stone arches in the northern forest they look like giant flatworms and most of the geography looks like it was once underwater
@@zackjohnson9928 oh you are talking about satisfactory?
@@dominobuilder100 yes
Can't wait. Have a whole squad of buddies ready to go hard on a dedicated server, thanks for your hard work!
My poor northern forest starter/construction mats factory... Patching the required resources in that are gone (coal and quartz mainly) will be tricky, but it looks like those will still within belt-range. But at least the addition of an imperial crapton of new hydrothermal spots will mean my backup power grid will be viable. I'll wait to see what other recipes change but am tempted to restart.
Came to the 'restart' conclusion some time ago when the last lot of map changes dropped and there was word of more to follow. Good to know that it is confirmed. Thanks Snutt - help a lot
Looking at the Geyser map, if its accurate on screen, changed the purity of several existing geysers nodes
Before: 6 Pure, 9 Normal, 3 Impure - 4500 MW
After: 6 Pure, 15 Normal, 9 Impure - 6300 MW (+1800) (40% increase)
I'm curious how the uranium changed. I'm pretty sure my last two maps nearly tapped out the usage on all of the uranium nodes.. I was making way too much power.
@@llandy123 If my understanding of the information presented here is correct, the base output is equal, but one of the nodes was split into 2 nodes, meaning with overclocking the miners there's actually a fair bit more Uranium available.
More? Normal nodes never reached the belt limit even MK3 @250%
OK you added and changed nodes, but what I want to know is diD YoU aliGn thEm wiTh thE WorLd grID?
Same I need to know too
😂 Your misuse of caps is triggering my OCD...so I'm hoping all the nodes lined up perfectly in 1.0
I mean I think I've heard them say they weren't going to fix this issue but surely they did it with any new nodes at least. Right? Right?!?
@@rowill2968 That use of caps like that is intended to mean a crazy voice that is exactly as disturbing as reading the mess.
The Uranium node in the swamp was pretty integral to my mega-factory, so will probably opt to start anew here instead of working out the logistics in bringing over a second node worth of material. Thanks for the info and the update! Looking forward to 1.0.
Two things that come to mind that I'd like some more info on:
* Blueprints - Very usefull, but the interface around them is clunky, especially when modifying an existing blueprint.. once you save, it clears out certain fields like the path in the blueprint folder, which tends to put them in the default folder when overwriting previous versions. Sharing blueprints between saves is also a bit tricky...
* FICSMAS - I hope there will be a parse of it, as there are a few parts with mismatched icons/models, some recipes could do with a rework or alternate recipe for manufacturers, firework rockets are way too big, and there's no FICSMAS building to automatically launch fireworks from :D
Thanks snutt and not-snutt, helps a lot!!!
I really like most of the changes at a glance (except fuel gens as mentioned in separate comment). Spreading out the nodes especially because sometimes when exploring I'll come across areas I had no clue existed because there's no nodes or anything special nearby.
I'm sitting here, playing other games that I've missed playing for a few years, because I'm waiting for 1.0 so I can start from the beginning. Glad to see that the time I can resume Satisfactory is getting near. Looks like to do it properly now, we're going to have to create a much more robust transportation network and power structure to properly exploit the nodes. Can't wait!
Can't believe Snutt got a sequel, the amazing NotSnutt!
All along we thought his name was Michale.
ive only just started playing during update 8, and all of the node changes greatly benefit me with the major moves and removals not being anywhere near where I built. this is fantastic
ugh, the loss of that one caterium node along the route from the grasslands to the oil fields along the west coast is going to be an utter absolute pain logistically
You know... You should introduce a new superior "deep" node type that can only be tapped in late-game when you unlock a deep miner with multiple outputs instead of just 1. Other than that, I just pray for faster belts and bigger containers, and something to do with the WIP resources, and more progression milestones / targets to hit. Looking forward to seeing what the story will be.
Damn that’s a really good idea. You should write them or something lol.
What about the alien miracle metal?
Faster belts and containers can be easily obtained with mods, actually a lot of things can be "fixed" with mods, for me the biggest fix that mods bring is a real programmable splitter that you can set how much items pass for each side.
This video has insane timing. I just started a new file because, yes, i couldn't wait until 1.0 and i specifically chose the Northern Forest since i had never built there before.
I was admittedly annoyed at the first few node changes you talked about however; the changes to computers, HM frames, and geothermal have gotten me excited because i just finished expanding my compacted coal power plant that is running off the pure coal removed from the forest.
But i also just unlocked high speed connectors so maybe all is not lost!
I dont mind starting over cant wait for the story
I love how easy it is to use mods. I like using mods that make all the nodes the same purity. That makes it so I dont have to worry about what node I use.
My current factory is barely impacted by these changes, so I'm just gonna continue my save and shuffle around the few things that need shuffling. I need to get into trains regardless, so this is just loot galore and a great way to continue my existing plans.
Can't wait for 1.0!
Pretty sure _most_ of us are waiting for 1.0 to drop to start a new playthrough. Thanks Snutt, helps a lot!
Yeah, I was ready for a new play through for when 1.0 dropped. But I have to admit some of the changes are surprising. I wouldn't say unwelcome, will definitely enjoy finding out how this impacts my factories
oh, and to make one thing clear for once and forever: no crunch, you hear me? it‘s done, when it‘s done.
oh oh oh! I LOVE THE BALANCING!
I don't think most people care. Every job has crunch, and in many cases crunch at game studios is more on employee work ethics rather than enforcement. Not like when I worked at Amazon with mandatory 6 day work weeks of physical labor. Many jobs have openly said these were optional over time hours so if you worked it with the idea it would increase your odds of promotion, well it's not like they forced you.
Worked at many jobs like that and the honest truth is that crunching of your own accord doesn't even actually change anything. People just care that you're actually doing your job, doing it right, and not spuriously taking off. Of course the truth is way less marketable than what the media says.
Besides, it's a well proven fact you'll make more money job jumping than going up the corporate ladder. Many jobs today even have barriers to moving up the ladder you can circumvent with experience. That's really the fastest and easiest way up the chain.
@@Skylancer727 You clearly don't know what crunch even means.
@@Skylancer727 "Optional" in the sense that if you would like to remain employed, you have the option of working longer hours (often for no additional pay). If we're accepting that definition of optional, I suppose we all have the option of not eating or having a place to live. The coercive effect of an employer holding your livelihood hostage should not be underestimated. Getting people to ruin their lives by massively favoring work in their lives over personal relationships and mental health by merely "suggesting" that they work crazy long hours speaks to the power these corporations hold over our lives.
Also, not every job has crunch times. And few other jobs have the level of crunch that game development studios have. Let's keep the crunch in our cereal, and not in our jobs, please.
Dear lord there’s alot of spoiders near the new sulphur & coal 😂😂😂
About the geysers. I´ve returned to 1.0 after 2 years not playing. They are already my main source of energy in the early game. Using all 5 in the southern part of the map. I´m appreciating the change very much.
Oh, I'm definitely starting over. Looks like I have a whole new mega factory to plan and implement! Thanks guys!
I’m waiting for the 1.0 and hopefully it’s big changes to make a new play through worth while.
The story mode will be worth it, i hope :)
There is some really nice stuff in here! Anything that gets trains going earlier is awesome.
Been waiting for over a year, cannot wait to jump back in and build my mega nuclear city! 100+ GW!
Lol was waiting forever for update 7...then update 8. Hopefully this is the last release that bricks existing saves.
@@madgodzilla12465 : At least until DLC #1... *_smirk_*
Rip
100 GW is really not that much, though...
@@KYO297 just the added infrastructure, I'm starting over on 1.0 anyway
The arachnophobia mode is way scarier than having the alien creatures, seeing cat faces move that fast, is way scary, at least the movement of the alien bug things makes sense
w00t! very excited for 1.0, and I appreciate a dev team waiting to make sure they're putting out a good product as opposed to giving a release date too early and then rushing something.
I had actually stopped playing around 3 or 4 months ago to prevent myself from getting burned out. I am definitely creating a whole new factory when this comes out. Looking forward to it, and love everything I am seeing so far!
Same
Fresh start with 1.0 for me ! Can't wait
(ver1.0) ~1 YEARS LATER~
Was hoping for some news on if the fluid issues will be addressed.... guess I'll wait more...
Thread popped up on satisfactory q&a that 1.0 has changed fluid mechanics a bit. Likely came from a beta tester. I know in the clip archive recently snutt and mikael* were saying internal discussions were on going on how to address a specific variable (i inferred it was regarding sloshing) without completely changing how fluids act.
@@RDobie-ke8kd Not a programmer, so I might be off base here, but I feel like some changes to how Buffers work relative to Pipes would alleviate most of the issues. Give Buffers some kind of inertia to inflow and outflow.
My woes from never having enough screws has deepened this day.
I think its good to mix up for 1.0 - So we see more fresh play through changing up locations of factories.
So on my current save I started for the first time on grass fields and not the northern forest. I have steel, copper, plastic, rubber and aluminium factories and spent so much time building train network that I didn't build anything I planned for northern forest or any computer or encased industrial beam factory and basically nothing will affect me! I'm feeling so lucky now :P
Was going to start a new save anyway. My current huge factory still has floors made before lights were even in the game.
Mk. 4 belts about to go brrrrrrr
This is such an exceptional game and truly an impressive community. I have poured so many hours into playing this game since VERY early days, and have started new factories at least 4 or 5 times with some pretty insanely massive builds, but have always said I would start over to really fully experience 1.0 and am still looking forward to it! Thanks so much to everyone involved that have put so much obvious love and care into this game and community. I can't wait to dump an embarrassing number of hours into 1.0 and beyond!
I really didn't understand why trains would come out sooooo late in the game.
Now you made me happy.
Man, i got scared! when i heard recipe changes i thought that i would have to reconfigure stuff, but then i remembered it was coffee stain studios.
Hell yeah dude gimme those trains in tier 1 made of limestone honestly. Great change moving that stuff up, big dub
:D
I'm waiting for resolving the issue with fully ovecrlocked mk3 miners on pure nodes outputting more than the best conveyor can take. Is it fixed already in 1.0?
We really need more than one output on miners
Can't wait. Finished a massive complex in the desert my last game months ago and waiting for the update before I dive in to do again optimising a few things I thought of on the last run
Thanks for finally giving me the final push to start over. My old factory was becoming a huge mess for me to continue working on it anyway 😂