Satisfactory

Satisfactory

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lolic_lol Jan 21, 2022 @ 7:44am
Control panels?
This game is like another sandbox that I have played for many hours - Space Engineers.
Assemblers, conveyors, ores, etc. But there are also a number of differences. One of them is especially tough.
In Engineers, I can, sitting at the console, monitor the status and control ANY manageable block on the base, and if there is radio communication, on other bases. In Statisfactory, If I want to check the status of a storage container or switch production, I have to run 500 meters, do it manually, and run 500 meters back. At the same time, I must remember which factory produces what.
Does the game have any control consoles for the player at all?
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Showing 1-15 of 21 comments
AnLambdy Jan 21, 2022 @ 7:49am 
nope. sorry. i wish tho.
curtyuiop Jan 21, 2022 @ 7:51am 
Yes, there are lights control panel.
AnLambdy Jan 21, 2022 @ 7:57am 
well yes for light but not like SE
Aven Jan 21, 2022 @ 8:16am 
First, unlike SE, in Satisfactory you aren’t going to be switching productions on buildings after Phase 1. Your factories will be dedicated productions and largely permanent once you build them. It’s far less headache to simply build a new production than it is to retool an existing line.

Second, as you rise in tiers and research, you’ll unlock access to tech that will help you with logistics and travel that will eliminate the need for you to travel to a remote outpost by bringing the goods to you, and when you do need to travel you’ll be able to do so much quicker.
Vormina Jan 21, 2022 @ 1:55pm 
I would love control consoles, and here's a tip for remembering what's making what or what's in storage.

https://steamcommunity.com/sharedfiles/filedetails/?id=2727115968
LazerRay Jan 21, 2022 @ 3:00pm 
I put signs on all my containers (to know what is in them) and on the ends of my hyper tubes (to know what is on the other side), you get the signs from the AWESOME shop and they become very useful.
lolic_lol Jan 21, 2022 @ 3:20pm 
Originally posted by Aven:
First, unlike SE, in Satisfactory you aren’t going to be switching productions on buildings after Phase 1.
I disagree, the game doesn't force you to do that. I'm almost done with phase 3, while dynamically rearranging production chains. To do this, the game implemented a 100% return of materials when dismantling factories.
The only problem with this approach - as I described above - is the inconvenience to manage. I hope that the developers will add something to the release.
lolic_lol Jan 21, 2022 @ 3:26pm 
Originally posted by LazerRay:
I put signs on all my containers (to know what is in them) and on the ends of my hyper tubes (to know what is on the other side), you get the signs from the AWESOME shop and they become very useful.
Yes, the signs are useful to remember what and where (if you don't dismantle the containers when rebuilding the chain).
Unfortunately, they won't show the status of the remote factory. Not to mention management. I didn't even find a normal switch in the game, and in order to turn off a remote drilling rig or a factory - I have to cut the power cable that leads in its direction. Why do factories have a switch, but not on power poles? A very strange decision.
Aven Jan 21, 2022 @ 3:45pm 
Originally posted by lolic_lol:
Originally posted by LazerRay:
I put signs on all my containers (to know what is in them) and on the ends of my hyper tubes (to know what is on the other side), you get the signs from the AWESOME shop and they become very useful.
Yes, the signs are useful to remember what and where (if you don't dismantle the containers when rebuilding the chain).
Unfortunately, they won't show the status of the remote factory. Not to mention management. I didn't even find a normal switch in the game, and in order to turn off a remote drilling rig or a factory - I have to cut the power cable that leads in its direction. Why do factories have a switch, but not on power poles? A very strange decision.

Power switches exist in the game for this purpose, you likely just haven't researched them yet. They are a part of the caterium research tree.
umop-apisdn Jan 21, 2022 @ 7:37pm 
Originally posted by Aven:
Originally posted by lolic_lol:
Yes, the signs are useful to remember what and where (if you don't dismantle the containers when rebuilding the chain).
Unfortunately, they won't show the status of the remote factory. Not to mention management. I didn't even find a normal switch in the game, and in order to turn off a remote drilling rig or a factory - I have to cut the power cable that leads in its direction. Why do factories have a switch, but not on power poles? A very strange decision.

Power switches exist in the game for this purpose, you likely just haven't researched them yet. They are a part of the caterium research tree.

To clarify: They are in the Caterium research tree in the MAM.

To address your other point: What kind of management are you looking for?
Remotely changing the produced materials? No such luck.
Remotely toggling power? Research the Power Switch, and build a control tower; job done!
Signs (in the AWESOME Shop) can help with knowing what a particular production line produces (or more to the point, which section a switch is going to turn off), and Beacons (built in the Equipment Workshop) can be named so you can see them in the map (researched in the MAM) and on the compass.
Last edited by umop-apisdn; Jan 22, 2022 @ 6:15am
ManuelZocker Jan 22, 2022 @ 6:04am 
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lolic_lol Jan 22, 2022 @ 7:20am 
Originally posted by Aven:
Power switches exist in the game for this purpose, you likely just haven't researched them yet. They are a part of the caterium research tree.
Maybe. I didn't say it wasn't in the game, I said I didn't find it. On the other hand, do simple switches need to be researched? It's funny.
Originally posted by umop-apisdn:
To address your other point: What kind of management are you looking for?
It's hard to explain if you haven't played SE.
In this game, the player, sitting in the control console, can do everything. Check the status and inventory of EVERY structural unit in the bases (except armor, of course). Turn them on, turn them off, toggle their options. Sitting at the control panel, you can manage production, move goods along conveyors, close and open doors, switch ventilation, control lighting, and in general EVERYTHING.
This is VERY convenient, and after you start playing Satisfactory - this is VERY lacking.
Last edited by lolic_lol; Jan 22, 2022 @ 7:24am
umop-apisdn Jan 22, 2022 @ 7:23am 
Originally posted by lolic_lol:
Originally posted by Aven:
Power switches exist in the game for this purpose, you likely just haven't researched them yet. They are a part of the caterium research tree.
Maybe. I didn't say it wasn't in the game, I said I didn't find it. On the other hand, do simple switches need to be researched? It's funny.

A fair point... then again, if you don't check the "Start at Tier 1" checkbox, pretty much everything has to be researched... including some of the buildings you use to perform research.
Last edited by umop-apisdn; Jan 22, 2022 @ 7:26am
lolic_lol Jan 22, 2022 @ 7:31am 
Originally posted by umop-apisdn:
Originally posted by lolic_lol:
Maybe. I didn't say it wasn't in the game, I said I didn't find it. On the other hand, do simple switches need to be researched? It's funny.

A fair point... then again, if you don't check the "Start at Tier 1" checkbox, pretty much everything has to be researched... including the building you use to perform research.
Yes, and without Internet guides, you don’t even know how useful these studies are and what they give. I purposefully researched only quartz, to get a map. The rest of the research was done only if there were extra resources, because they do not look particularly useful. And all because the research tree is hidden from the player for some reason.
However, I still find it odd that the player knows how to build a factory but needs to learn how to make a switch.
umop-apisdn Jan 22, 2022 @ 8:26am 
Originally posted by lolic_lol:
Originally posted by umop-apisdn:
A fair point... then again, if you don't check the "Start at Tier 1" checkbox, pretty much everything has to be researched... including the building you use to perform research.
Yes, and without Internet guides
... or experimentation...
Originally posted by lolic_lol:
you don’t even know how useful these studies are and what they give.
Discovery takes various forms; some consider it to be enjoyable.

Originally posted by lolic_lol:
The rest of the research was done only if there were extra resources, because they do not look particularly useful.
A quick (and not too spoilery) rundown, in case you decide you need a distraction or resource sink:

"Hard Drive" is useful for acquiring alternative recipes for things you already know how to make.
"Alien Organisms" is useful for learning how to deal with (pieces of) the local flora and fauna.
"Caterium" is a superconductor. Electronics like superconductors.
The zipline is in the Caterium tree.
"Nutrients" is relatively useless, after you figure out what to do with nuts and berries.
"Power Slugs" teaches you how to create and insert the devices used for overclocking equipment.
Underclocking is unlocked at the same time, and just as (if not more) useful.
As you already know, "Quartz" gets you the map; there's some off-road exploration equipment in there as well. Radar can help you expand the map more quickly, and Radio signal scanning can help your scanner find more hard drives to scrape recipes from.
Sulfur is extremely useful for avoiding damage.
Which is to say, ranged weaponry allows the elimination of threats before they can injure you.
In addition, explosives are excellent for clearing "debris", whether organic or inorganic.

Originally posted by lolic_lol:
And all because the research tree is hidden from the player for some reason.
I suspect some find the discovery to be fun. I certainly did, the first time through. The guessing game of what will be unlocked is mildly entertaining, and offers a pathway to alternative thought when one tires of doing math and building... err... buildings.

Originally posted by lolic_lol:
However, I still find it odd that the player knows how to build a factory but needs to learn how to make a switch.
I can't argue with that... then again, most building games have some nonsequitors along the same lines. If nothing else, it gives us something to think about our characters never having thought about.
Last edited by umop-apisdn; Jan 22, 2022 @ 8:28am
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Date Posted: Jan 21, 2022 @ 7:44am
Posts: 21