so cool! definitively shows that so-called "QoL features" aren't bullshit and can make a under-used mechanic become meta the ability to scale by loading paths is so great!
Jace is like everyone's best friend that they haven't met.. From a business perspective coffee stain studios are blessed with the best community managers I've seen to date across multiple studios. These updates they provide via videos etc cost us nothing and it's so appreciated. I sent the update 4 reveal video to my friends who don't even play just to show how brilliant the humor is and how a simple patch note video can be entertaining at the same time thank you for all the work you do coffee drinkers!
They took the most unused thing in the game and turned it into a cool new feature providing enough love. That’s an attitude. BTW, Thanks, Jace, that was helpful
Unused?? Me and my buddy truck EVERYTHING. We make space highways so we can truck, we have a 5 layer space highway right now that has trucks, trains and drones. All it requires is a HUGE quantity of concrete.
I've been more or less a DevOps working with developers, testers, Product Owners and shit for some years now and i really love not only the way you guys are presenting your achievements, but even more the details of the content, it's not too deep, but it still is way deeper than most Developers dare to. By showing that you really show people that you think a little more than others :)
- Well, as a Ficsit engineer, I have a long list of questions and objections to Ficsit policies, but the pay's good, got my own schedule and workstation and, all-in-all, this job relation seems to work out fine. - Ficsit has just developed ghosts. -... yeah, we're screwed here.
@@Rusminin Your objections to Ficsit policies have been noted, please contact your nearest HR planet for a full list of charges Ficsit corporation will be charging you for presenting it in a unfavourable light. We also strongly advise to read trhe fine print of your contract. Kindly, Ficsit PR team
Took me a while to warm to trucks. And there's no doubt that they have their quirks (for now). But I learned to really appreciate how effective they are at doing their job. Again, if you can live with, or work around, some of their bugs or odd behavior. Anyway, all these changes sound excellent. I finally learned to stop fearing them and make them a part of my bases. They fill in a nice gap especially in remote areas where I haven't set up any other infrastructure. Thanks again Coffee Stain, you guys really do hit it out of the park with Community engagement and quality development decisions!
This was one of the most lacking things in the game right now, and you guys just fixed it. Seriously, big applause. You guys are killing it with the development. Also wish the throughput now new in the truck station would also be implemented in the freight platform.
This is such a huge buff to vehicles. I've always skipped over the after my first few playthroughs because of how unreliable they are and this sounds like it will resolve some massive issues.
Jace, I truly appreciate the straight-forward, honest approach you've gone into here. Just providing the technical detail, and basically eluding to "yeah it's not perfect, but it improves your gameplay without burning your CPU into the ground" is good to see.
The "nanites" that bring your vehicle through the ground should be an option that can be turned on and off, AND IF IT IS OFF, you should get an audio notification from ADA telling you "A vehicle has encountered an error following it's automated path, please visit the vehicle and edit the path as needed."
I agree with having the route flagged as interrupted if trucks start to encounter one obstacle or use of the emergency recovery. Someone's bound to accidentally build in the way of their trucks.
The ghosting system is suchhh a good buff for vehicles. I built a huge Skybridge network for trucks and I've spent hours having to pick up trucks off the floor and put them back on the path lol
I appreciate him finally addressing (with half a breath) the problems with nerfing the truck's torque. I hope this translates to them making it so that trucks can, once again, drive up ramps.
I really, really love your guys’ development style. Seriously. Open, honest, engaging. You really care about your audience and how they engage with the game. You take feedback without getting jerked around by the whims of the players. You allow players to engage with the game the way they want to, including building your game in such a way that allows for mods. Seriously, you guys are pretty much the perfect gaming company. I wish more developers would follow your paradigms.
This is probably one of those things that could technically still be a problem, but only in extremely unlikely cases. Pretty easy to up the amount of requested fuel based on testing, but it's impossible to know how many times a vehicle will have to bump & shimmy. One interesting way to avoid this is maybe they turn off fuel consumption during the obstacle handling steps.
It may work like drones, where it figures out how much fuel (how many batteries, for drones) it SHOULD need, and then just consume the whole amount once it completes its travel, rather than while it's moving.
Thank you so much for doing this on the trucks, I was having a bad time, every time my truck caught in trees or holes hahaha, something I really wanted (if possible), is a way to fly in the first tiers, because it only has legs and the parachute, if it had a glider equal to the highest tier, but instead of using energy from the poles as it already has, it would use solid biofuel to generate energy (just like the chainsaw), because at first I miss this aerial perspective to build and organize, jumping around, climbing the tower or machinery every time you are going to build, in order to have an aerial perspective, there comes a time when it becomes boring and exhausting. If you had one of these in tier 3 or 4 for example it would be very good, because when you're advanced in the game the glider works to expand the buildings only, at the beginning of the game one of these would help a lot.
Recording ending on succesful loop? YAAAS! The main fix I want on this topic is making gas masks work while you drive a vehicle. Right now it's pretty tedious to make record paths through poison areas.
Something that I disliked with vehicles is that I had to get the docking right, and wait enough to add a pause waypoint. I had to redo my first paths several times because of that. Now it looks like the docking is totally handled by the system, and it's so much easier to create a path. Thanks CS!
Would be really cool if there was some way to manually adjust those waypoints (like dragging them somewhere else). Just for minor improvements on your paths.
Yeah but would sadly defeat the point of using them as a validation of the track. Think about it.Currently the only reason the game knows that your path is not a direct flight path and is in fact something a truck can travel along via normal acceleration and steering is because you can not just modify the track. Same reason games like mario maker and trackmania require you to play your own levels before uploading them to the public - to validate that it can be done.
@@271anonym On top of Cronos' point, I would also assume that with the new spline method there's more information than just the points - likely rotation at least. So moving waypoints would be especially fiddly now
The thing I most appreciate about Coffee Stain Studios is that the updates they provide are ones that players really want. They don't just fix bugs, they introduce "bugs" (like ghosting) that make the game more enjoyable. They don't just introduce new content, they update the UI and appearance of older buildings to make them more useful and functional. That's a rare quality that many game developers do not have. Cheers to Coffee Stain, and hurrah for their undying commitment to player satisfaction! (see what I did there?)
This is amazing! Vehicles are useful again and not just drones and trains! I just miss being able to get two people in the car but I believe that for that we need to wait for the dedicated servers...
Its so nice that the devs tune the game to fit the needs/wants of players, with their best interests in mind. I appreciate the thoughtful development of this game!
These changes are all excellent. I used tractors pretty extensively last playthrough and these changes would have made my life so much easier. Between these changes and the building ones you announced last week I think I'll have to start another playthrough once update 5 comes out. Keep up the good work!
Wow, great news. Note that I am a little worried that the limited fuel pickup may lead to problems. Built a world ONLY using trucks for transport and one issue that comes up is that a truck can get stuck behind another truck and run out of fuel. Note that I had 50+ vehicles traveling the entire world and didn't have many problems at all as you get better at setting paths and not overlapping outgoing and incoming paths to avoid crashes. That said, these updates are awesome!
@@jackclark1994 I'd also assume they considered this and added a tiny buffer for fuel in the calculation, I think the trucks taking only as much fuel as they need would only cause problems in very specific situations it would be completely fine to fill them completely up because 1 you can just build a tiny buffer with huge output 2 a truck taking more than it needs is only a problem on the first trip, the second trip it already has excess fuel so it takes only what it needs anyway on continous trips although if you're fueling your trucks with very expensive fuel then it's really better with the new system in place, having some coal wasted is no big deal but batteries etc. could really hurt
This makes me wanna build truck stations again! Thank you guys for always listening to our feedback and trying your best to always improve the game to the apex of it's potential. We love you and all the work you do, keep up the amazing work! Cheers to update 5!
Can we edit paths without re-recording them entirely? Can we split up trucks better when using multiples like the drone station or trains (even split before stations)? Can we upgrade tractors to trucks easier? Looking forward to improving logistics!
The last one, upgrading tractors to trucks looks easier. As a bonus effect of the Save/Load of paths. Save the Tractor path, deconstruct, build a Truck near the path, load the path into the Truck.
@@clubardi but you can't load a path from a different vehicle type By scaling up with multiple vehicles, in more so referring to the ghosting + loading in would occasionally creep the vehicles closer and closer together
@@asterisk3281 you misunderstood me, pre record a path for a truck and then save it for when a tractor is not enough, simply put down the truck, load the path and done
these are excellent fixes. never used trucks because of the annoyance. it has been so cool seeing how far this game has come since it started early access, thank you so much for being a studio that actually listens to the community and follows thru on making a fantastic game. full release will be nuts
i third this as it makes managing multiple lines into one stop or station visualy better and will stop me gettihg iradiated by that nucliar choo choo if i can paint it to see it a mile away 😂
You guys are the best studio out there. Hands down. I can't believe you guys work this hard, and listen so closely to make the game FUN! You guys get it!
New truck station, fun, just one thing to ask: why don't you add a fluid intake for the Station? Right now, we will still have to use Packagers and send Canisters into nowhere (since they're apparently burnt alongside with fuel?), while we could just hook up a fuel pipe and have the vehicles run on proper gas. (EDIT): After thinking about it fo a while, I have even better idea. Instead of fluid intake, just make the station have an output for the empty canisters. The thing is, the station will transfer fuel from canisters to the trucks, and then return emptied ones.
yeah but the truck itself use packaged fuel. so you would "create" canisters when transfering fuel from the stations to the trucks. or the trucks need to have a "proper" tank where we can put fluids in.
oh my gosh, ending and saving the recording by touching the first node is SO GOOOD! so much easier than having to line things up and tidy up nodes after, you just go BOOP!
I love this, I was always bummed out by how limited the vehicles where in terms of automation. Really tempting to get back into the game, but it is such a time sink!
For the issue with weirdness of vehicles falling off cliffs, you could tell a story and have players build a little floating guide (I envision a little PokeBall floating guide) or something to help vehicles traverse through the terrain. If it would fall off, the little floating guide would lift it up and save it, instead of magically floating. Players maybe just need to keep buying this guide per vehicle automation (could be a station/building) per automation or a consumable per station. Just a thought.
"Vehicles are more reliable now" - YES. exactly what we want to hear. Its fine if it's janky to do a correction and magically fix it. ❤️ So long as we have more options to create complex delivery systems.
You read my mind, word for word, on the improvements trucks needed to be not only useable, but preferable in certain scenarios, then you went one step beyond and added functionality to add a stop to an existing path. Bravo!
I do hope one day to have a specific kind of foundation that resembles a road, so I can just make annoyingly huge straight paths above every single thing just because I like it XD
This is great. My favourite part is copy and paste routes. and also the fuel reload is good so the truck wont leave with out enough fuel!!!! Great work for a great game THANK YOU!!!!
Looking at the comments I feel like I'm the only Fixit employee that consistently uses vehicles in all his worlds... These updates look great though! Especially looking forward to using Snutt's Little Truck Station!
So when it does its obstacle handling. Will that alter the path so it doesn't run into them in future trips. Or is it going to keep running into the same obstacles every time?
I strongly suspect the latter, but they should also only do that if you're close, so why don't you just remove the obstacle. When they're a bit away from you, their physics are disabled and they'll just drive through everything.
I expect the latter too, but maybe if it's consistent - "I always get stuck at this node" - after 2x or 3x it will adjust slightly, try the adjusted for 3x more times and readjust infinitely until it teleports. I ..uhh.. also thought to just delete all the middle waypoints and always let the vehicle teleport from source to destination. yea, "Let's game it out" moment there.
Jace is the CM every dev company should have. Clear communication, listens and interacts with the community, and doesn't placate or talk around issues. When I tell friends about Satisfactory, I do it knowing that not an ounce of me is exaggerating when I say that it's run by a fantastic team. Thanks Jace and Coffee Stain, other companies should be taking notes.
You guys are awesome. I really appreciate you community managers and the interactions you have with the community. I think you guys are doing it right. I personally am a NMS fan and, though they do good work, their community interactions are very limited. I think if they had a dedicated person for this kind of stuff, they would be in a better place with a community as dedicated as Satisfactory's. I mean, a lot of developers could learn from you guys, but Hello Games in particular (I'm biased). Also, these improvements are awesome. And I really enjoyed seeing how the game manages the vehicles "behind the scenes". Keep up the great work
What about adding road foundations that will work as solid path to vehicles, try could be build directly in your factory for smoother and cleaner following path look.
Wow! I was in awe the whole time! That is exactly why coffee stain and Satisfactory earns such high praise! You guys took something nobody really liked all that much and wouldn't really consider using on a regular and spend alot of time and effort on it to make it not only useful but also enjoyable for everyone! Again, highest praise for listening to the cummunity and trying to make everyone happy! On that note: One more thing I'd wish for would be the ability to move the waypoint markers a tiny bit, so when you have recorded a very long path and only a single node is making problems with driving, you can just move it a tiny bit around to fix that, instead of recording the painstakingly long path again or relying on "ghosting".
Jace, you are awesome as the "face" of development! Because you guys are so amazing, I got my dad and uncle playing Satisfactory. My dad and I are actually working on a world together, and it looks incredible. Oh, and I recently found out that my grandfather started playing and can't get enough! Keep up the good work!
Yo that last bit where you can add a truckstop to a recorded line is amazing! You could maybe drive out from your base recording a path, put down a truckstop, and complete the loop by going back home
Well done. Amazing, the amount of functinonality you were able to add to this. This for sure will make me want to reintroduce vehicletransport again. Right now I jump straight from belts to trains.
Yes yes yes! This is awesome. So much looking forward to this. Thank you! I find the trucks really useful together with the smart splitters and overflow option.
Never used trucks before as it just seemed like such a massive hassle for so many problems with implementation. This makes it look incredibly attractive. Bravo to the dev team.
Sounds awesome! But something that would make vehicles much more usable, would be a way to configure stations to load specific resources AND unload other resources (maybe defined by a filter similar to the smart switch load: iron plates, unload: any...) at the same time without having 2 stations at the same place.
First of All I love your game, it is awesome, and thank you for your effort on every update ... second all of this is really useful actually, but I think my personal problem with vehicles are two. One: usually (almost always) my partners can't drive because for them it's too laggy and too bad Two: the explorer have two seats, and it is just for one person, I would love I a second player could just sit next to you. And for extra, it is kinda awkward to drive and see your dogo stay behind more a more and then you have to drive more slowly and you know.... they get lost too often
This is fricken AWESOME! Makes me actually want to use Vehicles again! These seemingly “minor” changes actually make Vehicles way more fun, efficient, and reliable. These are the changes we didn’t even know we needed. Coffee Stain, you guys are 10/10. You blow all our minds every update, improving the things that need the most love. Keep up the great work!
What you guys do over there at what I would say is one of the most devoted devs to there customers fans and game I have seen in a long time. Keep it up love what your doing, stay safe out there!
This is a big step in the right direction. I think you're not 100% there yet but this is really a good step. My immediate concerns/thoughts from these changes: 1. If vehicles only get the fuel they need for a trip, getting stuck effectively means running out of fuel. Sure the vehicle will get unstuck, but by that time it will have burnt through a couple more coals/fuels and run out of it just before getting to the truck station 2. If vehicles wait for fuel to fill up at a station and another vehicle comes along, we're gonna see a crash and vehicles go to space. Not sure how to solve that, but just a thing to consider. 3. A big problem i have had was the automated driving's incapability to slow down when going down a steep slope (2*4m slope). It seems the vehicle does not record speed at which the player drives very well and simply rushes to the next waypoint. This usually ended up in vehicles crashing and getting stuck. This was so bad so far that i literally did meter by meter with waypoints and the vehicle driving down at mach 5.
@@naffnuff I know that :) I am very happy with the changes so far. It's realy great how much you guys focus on making Satisfactory the best game it can be
In a strange twist, I think this trumps quality over the previous video! All the update 5 changes are really, really impressive and will help gameplay and desire to continue playing SO MUCH. Well done coffee stain, your work is noticed and loved
Wow. This is pretty great. This will definitely have me giving vehicles another look. After all my previous frustrations (which you listed perfectly) it just never made sense to use them. It just led to random shutdowns. Since then I have just used trains and crazy long belting. Love it.
you guys are making some awesome progress and doing it the right way by listening to the community. I'm looking forward to the new update and will patiently wait for my coffee mug merch and dedicated servers.
As someone who has stayed clear of vehicles because of throughput and setup hassle I'm very happy to see these changes! Fair to say I'm going to be giving vehicles a good go when update 5 comes out! Great work CS!
This all sounds amazing. I used tractors to transport a good handful of my materials around and I'd always walk the path with the tractor for a cycle or two just to make sure it could handle the loop. It always felt like trying to teach a toddler like, "okay little buddy, you can do it this time. I made sure to give plenty of clearance for that rock now" and then run along side. Looks like my little guys are growing up :')
Will say, as something that is weird for me, I've never actually played this game. I sort of randomly found the forest rework video and watched it since I like weird behind the scene dev stuff. Since then though I've been watching weekly and peeking through the older videos. Props for making informative videos that are interesting to watch while also actually keeping your community in the know. I've actually purchased the game at this point and plan to give it a try once Update 5 goes live whenever that is. I hope the whole company is awesome but it says a lot that they find it important to have a skilled CM working on things like this in the first place. Keep it up
Welcome! I actually went in the other direction. Played the game for a while, then discovered this next level community manager just absolutely kicking the crap out of his job. It's absolutely beautiful to see.
For someone who just loves using vehicles to transport stuff, even trying to get rid of most of the belts, all these changes are just sublime. Personally i wish you could do more with the stations like having set amount of resources to pick up and drop off, sorting in a way within the station structure but still much needed QoL changes to make my truck/train empire great again.
This is huge. HUGE. I have written several detailed posts about the logic of resource transfers by truck, and what is logically required to be able to take advantage of the theoretical throughput of a truck over short distances. Without writing it all out again, the problem boils down to the inability to specify which resource type gets unloaded to which truck station, which mathematically results in the need for a number of buffers equal to the number of resource types being transported multiplied by the number of stations being used to unload. Having two belts of output is not as good as being able to specify what unloads where (that's the real solution), but it does hugely mitigate this problem!
I'm excited for this new update! I love driving vehicles around and I just got my first truck, it's amazing. One thing I've noticed tho, the tractor and the truck have a problem with their lights. Sometimes they work, most of the time they don't. It's not a huge problem while on the tractor: your own flashlight works well enough, but the truck has no lights at all!
so cool! definitively shows that so-called "QoL features" aren't bullshit and can make a under-used mechanic become meta
the ability to scale by loading paths is so great!
finally the promised QoL arrived!
Jace is like everyone's best friend that they haven't met.. From a business perspective coffee stain studios are blessed with the best community managers I've seen to date across multiple studios. These updates they provide via videos etc cost us nothing and it's so appreciated. I sent the update 4 reveal video to my friends who don't even play just to show how brilliant the humor is and how a simple patch note video can be entertaining at the same time thank you for all the work you do coffee drinkers!
They took the most unused thing in the game and turned it into a cool new feature providing enough love. That’s an attitude.
BTW, Thanks, Jace, that was helpful
Wow good job
Even tho i love the game but i don't/can't play the game
Unused?? Me and my buddy truck EVERYTHING. We make space highways so we can truck, we have a 5 layer space highway right now that has trucks, trains and drones. All it requires is a HUGE quantity of concrete.
@@lunarpking trains are better, so yeah, people who are min/maxing their factories are not using trucks at all
@@lunarpking I’m talking in general
I've been more or less a DevOps working with developers, testers, Product Owners and shit for some years now and i really love not only the way you guys are presenting your achievements, but even more the details of the content, it's not too deep, but it still is way deeper than most Developers dare to. By showing that you really show people that you think a little more than others :)
"Ficsit developed new technology, it's fine..."
Skynet taking notes...
- Well, as a Ficsit engineer, I have a long list of questions and objections to Ficsit policies, but the pay's good, got my own schedule and workstation and, all-in-all, this job relation seems to work out fine.
- Ficsit has just developed ghosts.
-... yeah, we're screwed here.
@@Rusminin Your objections to Ficsit policies have been noted, please contact your nearest HR planet for a full list of charges Ficsit corporation will be charging you for presenting it in a unfavourable light. We also strongly advise to read trhe fine print of your contract.
Kindly,
Ficsit PR team
Most importantly, you can add a loading screen indicating you're reticulating splines.
lol showing your age with that reference.
Did anyone notice the “69 fuel p/m” and “420 items output p/m” on the UI for the truck station fuel system?
1:20
YEAH MAN i Love Jace for that, i was hoping for the 420 since there was the 69 hahaha
All i gotta say, .... nice...
I was just about to comment this lol
tfw the transfer rate can't go over 9000
i cri evrtiem
Nice.
Nice.
Took me a while to warm to trucks. And there's no doubt that they have their quirks (for now). But I learned to really appreciate how effective they are at doing their job. Again, if you can live with, or work around, some of their bugs or odd behavior.
Anyway, all these changes sound excellent. I finally learned to stop fearing them and make them a part of my bases. They fill in a nice gap especially in remote areas where I haven't set up any other infrastructure.
Thanks again Coffee Stain, you guys really do hit it out of the park with Community engagement and quality development decisions!
This was one of the most lacking things in the game right now, and you guys just fixed it. Seriously, big applause. You guys are killing it with the development.
Also wish the throughput now new in the truck station would also be implemented in the freight platform.
Fixit fixed it. Unlike my corrupted save. (Don't worry It's only a test save)
update 5 is looking slick AF
Yea I've forced myself to use the truck once and it frikin annoyed the crap out of me.
Trains can be super useful though.
Thank you very much for listening to the community!
This is such a huge buff to vehicles. I've always skipped over the after my first few playthroughs because of how unreliable they are and this sounds like it will resolve some massive issues.
same for me, even in my 2nd playthrough, skipped vehicles entirely and never used them (same in 3rd)
thank you for updating truck stations , i dont have trains yet , so this will help me SO MUCH! you are the best
Jace, I truly appreciate the straight-forward, honest approach you've gone into here. Just providing the technical detail, and basically eluding to "yeah it's not perfect, but it improves your gameplay without burning your CPU into the ground" is good to see.
The "nanites" that bring your vehicle through the ground should be an option that can be turned on and off, AND IF IT IS OFF, you should get an audio notification from ADA telling you "A vehicle has encountered an error following it's automated path, please visit the vehicle and edit the path as needed."
I agree with having the route flagged as interrupted if trucks start to encounter one obstacle or use of the emergency recovery. Someone's bound to accidentally build in the way of their trucks.
nah, ADA should start yelling "AY, DUMBASS, YO TRUCK CRASHED AND U TURNED OF THE NANITES, DUMBASS"
"Your automated vehicles now have the intelligence of a roomba" Heck yeah! Super exciting to see :)
Old Roomba or new Roomba?
Will the automated vehicles be smart enough to avoid Doggo droppings now? :)
Vroomba
I was thinking of Amoeba, but yes.
Roomba ? Ooch, not sure if it's a compliment.... hopefully in update 6 they can reach the intelligence of a NEATO.
I've been saying for a long time that they need a roomba-style vehicle for biomass collection.
The ghosting system is suchhh a good buff for vehicles. I built a huge Skybridge network for trucks and I've spent hours having to pick up trucks off the floor and put them back on the path lol
Jace definitely sets the standard for what and how CMs should be. I wish more of my games had devoted CMs! 😥
Yes. actually makes me love Satisfactory more. More devs/games should employ people for this sort of role. It's awesome.
have a look at the warframe CMs ;)
@@rodmongodwood I've heard that from a couple of friends as well! Good CMs are worth it!
100% agree
@jayzee Community Manager(s)
Hey Jace, to shape the expectation of the audience for over 1 minute and still have them be engaged is actually a very worthwhile skill that you have.
WE LOVE YOU COFFEE STAIN
I appreciate him finally addressing (with half a breath) the problems with nerfing the truck's torque. I hope this translates to them making it so that trucks can, once again, drive up ramps.
Jace showing us all the new stuff from Update 5 is just a perfect end for a friday
Ah yes, good way to start the weekend
I really, really love your guys’ development style. Seriously. Open, honest, engaging. You really care about your audience and how they engage with the game. You take feedback without getting jerked around by the whims of the players. You allow players to engage with the game the way they want to, including building your game in such a way that allows for mods.
Seriously, you guys are pretty much the perfect gaming company. I wish more developers would follow your paradigms.
I really like the Ghosting System. Good idea!
Hopefully exploitable for instant vehicle warping, that'll make them actually useful
@@jabz1582 good way to get it removed.
@@okachobe1 Ikr?
Obstacle handling is adorable!
Howdy Partner! Thanks Jace, Helps a lot.
Am I surprised you wrote that same comment like I did? No, not really 😄
Regarding the fuel consumption: Do they refill more than essentialy needed to be able to complete the Path even with some collisions and backing up?
It's not a stretch to assume that they do, otherwise there would be too much cases of falling short of entering the station
This is probably one of those things that could technically still be a problem, but only in extremely unlikely cases. Pretty easy to up the amount of requested fuel based on testing, but it's impossible to know how many times a vehicle will have to bump & shimmy.
One interesting way to avoid this is maybe they turn off fuel consumption during the obstacle handling steps.
It may work like drones, where it figures out how much fuel (how many batteries, for drones) it SHOULD need, and then just consume the whole amount once it completes its travel, rather than while it's moving.
Just a tip. You can put gas stations along the path to increase capacity. And even have a fuel truck fueling these gas stations :)
@@NickCombs this is sort of addressed when they mention that trucks out of view don't use physics. No physics means no bumps or shimmys
Thanks Jace, helps a lot.
8:43 no, YOU have a lovely weekend
Thank you so much for doing this on the trucks, I was having a bad time, every time my truck caught in trees or holes hahaha, something I really wanted (if possible), is a way to fly in the first tiers, because it only has legs and the parachute, if it had a glider equal to the highest tier, but instead of using energy from the poles as it already has, it would use solid biofuel to generate energy (just like the chainsaw), because at first I miss this aerial perspective to build and organize, jumping around, climbing the tower or machinery every time you are going to build, in order to have an aerial perspective, there comes a time when it becomes boring and exhausting. If you had one of these in tier 3 or 4 for example it would be very good, because when you're advanced in the game the glider works to expand the buildings only, at the beginning of the game one of these would help a lot.
Recording ending on succesful loop? YAAAS!
The main fix I want on this topic is making gas masks work while you drive a vehicle. Right now it's pretty tedious to make record paths through poison areas.
The main fix I want is making gas masks work while you [insert any game action, including jetpacking]
i wonder if this is intentionnal, to force you to make a safe space for your factory and stuff
Something that I disliked with vehicles is that I had to get the docking right, and wait enough to add a pause waypoint. I had to redo my first paths several times because of that. Now it looks like the docking is totally handled by the system, and it's so much easier to create a path. Thanks CS!
im a simple man.. i see Coffee Stain - i click.. only channel i watch everything
Yo, this makes me want to have a huge fleet of trucks now! Great changes as usual!
I've mostly used the vehicles to do some exploration... Using the path recording to leave a breadcrumb trail so I can find my way back.
Would be really cool if there was some way to manually adjust those waypoints (like dragging them somewhere else). Just for minor improvements on your paths.
Yeah but would sadly defeat the point of using them as a validation of the track. Think about it.Currently the only reason the game knows that your path is not a direct flight path and is in fact something a truck can travel along via normal acceleration and steering is because you can not just modify the track. Same reason games like mario maker and trackmania require you to play your own levels before uploading them to the public - to validate that it can be done.
You could use truck stations to nudge the waypoints if necessary.
@@Cronos804 Very good point, I didn't think of that!
I think it is possible, clic ( right if i remember) on the way point and then edit.
@@271anonym On top of Cronos' point, I would also assume that with the new spline method there's more information than just the points - likely rotation at least. So moving waypoints would be especially fiddly now
Coffe Stain did it again - they saw a problem and that "fics it". Great people working there on a great game.
Forcing recording loops is a brilliant move and I love it, great implementation too!
It is incredible how they keep improving the game and listening to feedback 👌 Can't wait for update 5
The thing I most appreciate about Coffee Stain Studios is that the updates they provide are ones that players really want. They don't just fix bugs, they introduce "bugs" (like ghosting) that make the game more enjoyable. They don't just introduce new content, they update the UI and appearance of older buildings to make them more useful and functional. That's a rare quality that many game developers do not have. Cheers to Coffee Stain, and hurrah for their undying commitment to player satisfaction! (see what I did there?)
Now THIS is what good game development and community management looks like. Great job, you guys! 😎👍
Wow these changes are incredible! Thank you, Coffee Stain!
This is amazing! Vehicles are useful again and not just drones and trains!
I just miss being able to get two people in the car but I believe that for that we need to wait for the dedicated servers...
The behind-the-scenes look at the ‘Splines’ was super neat. I love all the details you guys let the community in on!
Its so nice that the devs tune the game to fit the needs/wants of players, with their best interests in mind. I appreciate the thoughtful development of this game!
These changes are all excellent. I used tractors pretty extensively last playthrough and these changes would have made my life so much easier. Between these changes and the building ones you announced last week I think I'll have to start another playthrough once update 5 comes out. Keep up the good work!
Wow, great news. Note that I am a little worried that the limited fuel pickup may lead to problems. Built a world ONLY using trucks for transport and one issue that comes up is that a truck can get stuck behind another truck and run out of fuel. Note that I had 50+ vehicles traveling the entire world and didn't have many problems at all as you get better at setting paths and not overlapping outgoing and incoming paths to avoid crashes. That said, these updates are awesome!
I don't think they use fuel if they aren't traveling
@@jackclark1994 I'd also assume they considered this and added a tiny buffer for fuel in the calculation, I think the trucks taking only as much fuel as they need would only cause problems in very specific situations
it would be completely fine to fill them completely up because
1 you can just build a tiny buffer with huge output
2 a truck taking more than it needs is only a problem on the first trip, the second trip it already has excess fuel so it takes only what it needs anyway on continous trips
although if you're fueling your trucks with very expensive fuel then it's really better with the new system in place, having some coal wasted is no big deal but batteries etc. could really hurt
This makes me wanna build truck stations again! Thank you guys for always listening to our feedback and trying your best to always improve the game to the apex of it's potential. We love you and all the work you do, keep up the amazing work! Cheers to update 5!
Can we edit paths without re-recording them entirely?
Can we split up trucks better when using multiples like the drone station or trains (even split before stations)?
Can we upgrade tractors to trucks easier?
Looking forward to improving logistics!
The last one, upgrading tractors to trucks looks easier. As a bonus effect of the Save/Load of paths. Save the Tractor path, deconstruct, build a Truck near the path, load the path into the Truck.
@@CrimsonBlasphemy they said it has to be the same vehicle type
@@asterisk3281 i mean you could always pre record the truck path for when you need to scale it up
@@clubardi but you can't load a path from a different vehicle type
By scaling up with multiple vehicles, in more so referring to the ghosting + loading in would occasionally creep the vehicles closer and closer together
@@asterisk3281 you misunderstood me, pre record a path for a truck and then save it for when a tractor is not enough, simply put down the truck, load the path and done
these are excellent fixes. never used trucks because of the annoyance. it has been so cool seeing how far this game has come since it started early access, thank you so much for being a studio that actually listens to the community and follows thru on making a fantastic game. full release will be nuts
I definitely want to see if and when they may add the ability to paint vehicles
I’ll second that
i third this as it makes managing multiple lines into one stop or station visualy better and will stop me gettihg iradiated by that nucliar choo choo if i can paint it to see it a mile away 😂
You guys are the best studio out there. Hands down. I can't believe you guys work this hard, and listen so closely to make the game FUN! You guys get it!
New truck station, fun, just one thing to ask: why don't you add a fluid intake for the Station? Right now, we will still have to use Packagers and send Canisters into nowhere (since they're apparently burnt alongside with fuel?), while we could just hook up a fuel pipe and have the vehicles run on proper gas. (EDIT): After thinking about it fo a while, I have even better idea. Instead of fluid intake, just make the station have an output for the empty canisters. The thing is, the station will transfer fuel from canisters to the trucks, and then return emptied ones.
Honestly great suggestion. A fluid and normal input would be great.
yeah but the truck itself use packaged fuel.
so you would "create" canisters when transfering fuel from the stations to the trucks.
or the trucks need to have a "proper" tank where we can put fluids in.
@@Weathnarh That is what I was thinking
That would be really cool
@@Weathnarh Fiscit trucks burn the fuel and the plastics for energy. Nothing is wasted.
oh my gosh, ending and saving the recording by touching the first node is SO GOOOD! so much easier than having to line things up and tidy up nodes after, you just go BOOP!
I love this, I was always bummed out by how limited the vehicles where in terms of automation. Really tempting to get back into the game, but it is such a time sink!
Don't take life too seriously. You'll never get out alive.
For the issue with weirdness of vehicles falling off cliffs, you could tell a story and have players build a little floating guide (I envision a little PokeBall floating guide) or something to help vehicles traverse through the terrain. If it would fall off, the little floating guide would lift it up and save it, instead of magically floating. Players maybe just need to keep buying this guide per vehicle automation (could be a station/building) per automation or a consumable per station. Just a thought.
"Vehicles are more reliable now" - YES. exactly what we want to hear. Its fine if it's janky to do a correction and magically fix it. ❤️ So long as we have more options to create complex delivery systems.
You read my mind, word for word, on the improvements trucks needed to be not only useable, but preferable in certain scenarios, then you went one step beyond and added functionality to add a stop to an existing path.
Bravo!
I do hope one day to have a specific kind of foundation that resembles a road, so I can just make annoyingly huge straight paths above every single thing just because I like it XD
they tried that in previous builds and I think they removed it because it was too rough or unnecessary
This is great. My favourite part is copy and paste routes. and also the fuel reload is good so the truck wont leave with out enough fuel!!!!
Great work for a great game THANK YOU!!!!
Looking at the comments I feel like I'm the only Fixit employee that consistently uses vehicles in all his worlds... These updates look great though! Especially looking forward to using Snutt's Little Truck Station!
I use them still, but I wonder how many people use the factory cart for logistics...?
You all are awesome. There are countless developers that really should be looking over this way and taking notes.
1:20
Outgoing transfer rate: 420
Fuel consumption: 69
Nice
Noice
It's probably the 2 input/2 output merged rate.
Wow this will make trucks useful. Especially with the nanobot thing… i have a few vehicles that clipped into others and it vaulted both off the map
That is actually a problem we haven't talked about publicly, but we are on it! :) /dev
So when it does its obstacle handling. Will that alter the path so it doesn't run into them in future trips. Or is it going to keep running into the same obstacles every time?
I strongly suspect the latter, but they should also only do that if you're close, so why don't you just remove the obstacle. When they're a bit away from you, their physics are disabled and they'll just drive through everything.
I expect the latter too, but maybe if it's consistent - "I always get stuck at this node" - after 2x or 3x it will adjust slightly, try the adjusted for 3x more times and readjust infinitely until it teleports. I ..uhh.. also thought to just delete all the middle waypoints and always let the vehicle teleport from source to destination. yea, "Let's game it out" moment there.
It doesn’t alter the path, so it will keep running into the obstacles
What a nice thing to have, was really annoyed by the way vehcle automation worked until now. Now tease Train Signals next, please :D
Honestly the amount of time my trucks just stop cause I didn’t manage the coal supply correctly or they would simply despawn has been annoying
They don't actually despawn but fall under the map. You can retrieve them if you use a save editor but I understand if that's not your cup of tea.
@@natschlamp should be fixed with the ghost resetting now, right?
wow thats really amazing work
*I don't know who needs to hear this but stop saving all your money, invest some of it if you really want financial freedom....*
Investing in crypto is the best way to earn financial freedom
Zero doubt crypto is so money making investment
This is the kind of information that we don’t get from most youtubers..
I could invest in Crypto but always got confused by it’s volatility in nature
@@rosalinda1965 That won't bother you if you trade with a professional like Mr Michael Wayne
Jace is the CM every dev company should have. Clear communication, listens and interacts with the community, and doesn't placate or talk around issues. When I tell friends about Satisfactory, I do it knowing that not an ounce of me is exaggerating when I say that it's run by a fantastic team. Thanks Jace and Coffee Stain, other companies should be taking notes.
This is such an amazing change I have been using trucks a lot and now they get even better! Thank you!
You guys are awesome. I really appreciate you community managers and the interactions you have with the community. I think you guys are doing it right. I personally am a NMS fan and, though they do good work, their community interactions are very limited. I think if they had a dedicated person for this kind of stuff, they would be in a better place with a community as dedicated as Satisfactory's. I mean, a lot of developers could learn from you guys, but Hello Games in particular (I'm biased).
Also, these improvements are awesome. And I really enjoyed seeing how the game manages the vehicles "behind the scenes".
Keep up the great work
What about adding road foundations that will work as solid path to vehicles, try could be build directly in your factory for smoother and cleaner following path look.
Wow! I was in awe the whole time!
That is exactly why coffee stain and Satisfactory earns such high praise!
You guys took something nobody really liked all that much and wouldn't really consider using on a regular and spend alot of time and effort on it to make it not only useful but also enjoyable for everyone!
Again, highest praise for listening to the cummunity and trying to make everyone happy!
On that note: One more thing I'd wish for would be the ability to move the waypoint markers a tiny bit, so when you have recorded a very long path and only a single node is making problems with driving, you can just move it a tiny bit around to fix that, instead of recording the painstakingly long path again or relying on "ghosting".
Jace, you are awesome as the "face" of development! Because you guys are so amazing, I got my dad and uncle playing Satisfactory. My dad and I are actually working on a world together, and it looks incredible. Oh, and I recently found out that my grandfather started playing and can't get enough! Keep up the good work!
Yo that last bit where you can add a truckstop to a recorded line is amazing! You could maybe drive out from your base recording a path, put down a truckstop, and complete the loop by going back home
Well done. Amazing, the amount of functinonality you were able to add to this. This for sure will make me want to reintroduce vehicletransport again. Right now I jump straight from belts to trains.
Yes yes yes! This is awesome. So much looking forward to this. Thank you!
I find the trucks really useful together with the smart splitters and overflow option.
I used quite a few tractors to transport coal and iron around. these changes have me pretty excited for update 5. Keep up the good work Coffee Stain!
Never used trucks before as it just seemed like such a massive hassle for so many problems with implementation. This makes it look incredibly attractive. Bravo to the dev team.
Sounds awesome! But something that would make vehicles much more usable, would be a way to configure stations to load specific resources AND unload other resources (maybe defined by a filter similar to the smart switch load: iron plates, unload: any...) at the same time without having 2 stations at the same place.
Awesome changes!! Thanks Jace and Coffee Stain!
First of All I love your game, it is awesome, and thank you for your effort on every update ... second all of this is really useful actually, but I think my personal problem with vehicles are two. One: usually (almost always) my partners can't drive because for them it's too laggy and too bad Two: the explorer have two seats, and it is just for one person, I would love I a second player could just sit next to you.
And for extra, it is kinda awkward to drive and see your dogo stay behind more a more and then you have to drive more slowly and you know.... they get lost too often
This is fricken AWESOME! Makes me actually want to use Vehicles again! These seemingly “minor” changes actually make Vehicles way more fun, efficient, and reliable. These are the changes we didn’t even know we needed. Coffee Stain, you guys are 10/10. You blow all our minds every update, improving the things that need the most love. Keep up the great work!
What you guys do over there at what I would say is one of the most devoted devs to there customers fans and game I have seen in a long time. Keep it up love what your doing, stay safe out there!
Thanks Jace, helps a lot.
Every time I think my hype for Update 5 can't be topped....
I wish every studio would release vids like this. What a breath of fresh air
This is a big step in the right direction. I think you're not 100% there yet but this is really a good step.
My immediate concerns/thoughts from these changes:
1. If vehicles only get the fuel they need for a trip, getting stuck effectively means running out of fuel. Sure the vehicle will get unstuck, but by that time it will have burnt through a couple more coals/fuels and run out of it just before getting to the truck station
2. If vehicles wait for fuel to fill up at a station and another vehicle comes along, we're gonna see a crash and vehicles go to space. Not sure how to solve that, but just a thing to consider.
3. A big problem i have had was the automated driving's incapability to slow down when going down a steep slope (2*4m slope). It seems the vehicle does not record speed at which the player drives very well and simply rushes to the next waypoint. This usually ended up in vehicles crashing and getting stuck. This was so bad so far that i literally did meter by meter with waypoints and the vehicle driving down at mach 5.
Very good points there! I think you will be happy to know we recognize and are working on solving all three of those problems :) /CS dev
@@naffnuff I know that :) I am very happy with the changes so far. It's realy great how much you guys focus on making Satisfactory the best game it can be
@@zlorfik2428 Thank you so much, I'm glad you like it :)
In a strange twist, I think this trumps quality over the previous video! All the update 5 changes are really, really impressive and will help gameplay and desire to continue playing SO MUCH. Well done coffee stain, your work is noticed and loved
Wow. This is pretty great. This will definitely have me giving vehicles another look. After all my previous frustrations (which you listed perfectly) it just never made sense to use them. It just led to random shutdowns. Since then I have just used trains and crazy long belting. Love it.
you guys are making some awesome progress and doing it the right way by listening to the community. I'm looking forward to the new update and will patiently wait for my coffee mug merch and dedicated servers.
I loved using trucks and am incredibly happy that this is getting some QOL changes to make it absolutely fantastic! Thank you!
4:30 *old* ... remember any "partner AI" following you around. They suddenly POP up next to you, whenever pathing sucks.
As someone who has stayed clear of vehicles because of throughput and setup hassle I'm very happy to see these changes! Fair to say I'm going to be giving vehicles a good go when update 5 comes out! Great work CS!
Jace's videos are great lately and I watch them now instead of waiting for written updates, so good work Jace :P
This all sounds amazing. I used tractors to transport a good handful of my materials around and I'd always walk the path with the tractor for a cycle or two just to make sure it could handle the loop. It always felt like trying to teach a toddler like, "okay little buddy, you can do it this time. I made sure to give plenty of clearance for that rock now" and then run along side. Looks like my little guys are growing up :')
Will say, as something that is weird for me, I've never actually played this game. I sort of randomly found the forest rework video and watched it since I like weird behind the scene dev stuff. Since then though I've been watching weekly and peeking through the older videos. Props for making informative videos that are interesting to watch while also actually keeping your community in the know. I've actually purchased the game at this point and plan to give it a try once Update 5 goes live whenever that is.
I hope the whole company is awesome but it says a lot that they find it important to have a skilled CM working on things like this in the first place. Keep it up
Welcome! I actually went in the other direction. Played the game for a while, then discovered this next level community manager just absolutely kicking the crap out of his job. It's absolutely beautiful to see.
For someone who just loves using vehicles to transport stuff, even trying to get rid of most of the belts, all these changes are just sublime. Personally i wish you could do more with the stations like having set amount of resources to pick up and drop off, sorting in a way within the station structure but still much needed QoL changes to make my truck/train empire great again.
This is huge. HUGE. I have written several detailed posts about the logic of resource transfers by truck, and what is logically required to be able to take advantage of the theoretical throughput of a truck over short distances. Without writing it all out again, the problem boils down to the inability to specify which resource type gets unloaded to which truck station, which mathematically results in the need for a number of buffers equal to the number of resource types being transported multiplied by the number of stations being used to unload. Having two belts of output is not as good as being able to specify what unloads where (that's the real solution), but it does hugely mitigate this problem!
Honestly this is the best dev team i've ever seen. Everything is so detailed and transparent
I'm excited for this new update! I love driving vehicles around and I just got my first truck, it's amazing.
One thing I've noticed tho, the tractor and the truck have a problem with their lights. Sometimes they work, most of the time they don't. It's not a huge problem while on the tractor: your own flashlight works well enough, but the truck has no lights at all!