Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The game became boring for me a long time ago. Nothing to explore anymore, too easy and way too repetitive. Difficulties are created by having to build more machines. I know this can be challenging, but not for me anymore. Having to use 10 or 20 iron ore nodes to get a factory running, wondering where the heck you can find and use another sulfur node, but in the end the setup on each node and in each factory is more or less the same, only more of it. I like to learn how machines work. How to build a production line, How to get from A to B in the most efficient way. How to connect stuff to make it work. Once I know how this works, I lose interest. Story of my life. Mods give me new challenges.
Besides this: there are a lot of mods that make the game more fun to play. QoL mods. Things I wish were in the vanilla game. Faster blade runners, elevators, the PowerSuit modules, Really Simple Signs, etc, etc. So many things that help me get through the boring parts of the game: waiting for the numbers to go up. After thousands of hours pumped in the game, having to go back to vanilla is like driving a car for years, but then having to walk again because cars don't exist.
But that's ok. I had a lot of fun for my 30 or so euros, so I'm not complaining.
I don't have a problem with the fact mods don't work at the moment. I see mods as a bonus. And the lifespan of a game is only so long. For me this lifespan has been stretched too much, so I use mods, because part of me is still curious where this game will go, so I keep playing.
I had around 60 mods installed in my last UPD8 save when the 8.2 update arrived. Unannounced. I had loads of ideas, but they involve mods, so everything came to a halt.
I AM playing the vanilla game right now (collecting slugs like crazy for future use), because I like the process of early access/experimental games where you can feel part of the developement. Been through this story before with another game (SimAirport) and the feeling that when you find a bug, report it, get a thank-you email from the devs and see in the next update that the bug is fixed, gives me a great sense of satisfactory...
Its not terribly difficult to do. I have been using it since 0.8.2 was pushed out.
Goedenavond Theo
1 - I get the good old Error 15 - your games are set to private https://gyazo.com/a17b0a97a0f82a2eac87a58c020c6681
How many hours are you into the game?
I had long long time the same problem, they I started with Unreal Tournament 3. The first year I played offline and then about 12 years online. It was so fast, very hard to master and so competitive that it kept me motivated for around 25'000 hours
2 - I wrote down the QoL mods you name here. if you have other favorites please listem 'em up. Faster Blade Runners and Really Simple Signs is what I would like to use right now. Other mods I will use in my second playthrough. It depends on my feeling if they are probalbly supposed to used in the "campaign" AKA first playthrough or not. For instance: Since I already have the jetpack it doesnt feel like cheating if I give myself faster bladerunners to make life easier. A faster Explorer I would instantly install and reward the modder with pile of cash!!! :-)
3 - I find that too: its a good buy. Actually I find Satisfactory and Unreal Tournament such a good buy for all these hours I have spent that I gift this games to other persons. Thumbs of rule: Per 500 hours I buy another copy and gift it.
4 - Where do you report, on the Q&A site? All things in one discussion, or one discussion per bug/suggestion? Did you really get an email and a thank you?? I could tell them so many bugs and suggestion, but a part of me experienced that most people dont want to hear mistakes and propositions, even if they tell so. That's why I ask about your experience with reporting stuff in SF.
Goedenavond to you too!
1 - Fixed. Didn't even know it was hidden somehow. I have just over 3800 hours of playtime in SF. I bought SF because I had a bore-out/burn-out in DSP. Normally I play a few games simultaniously. Depends on my mood. I played a lot of Wolfenstein: Youngblood. Not because the story is good, but I love the game mechanics and the protagonists are about the same age as I was when the game is set (early 80s).
2 - I have more or less three types of mods. The QoL mods, the Extra Content mods and the cheats. The cheats I normally try not to use, but when I do (free items) I use them for setting up a test site to see how things work. Once I found out, I build the real factory in the vanilla way. I have lots of ideas or things I want to try out, so I start a new game every once in a while. But I don't want to go through all the starting up, so I cheat the first part.
Here's my current mod-list in my latest save:
1 Additional 300 Inventory Slots
2 Advanced HUD
3 All Fluids are Gasses
4 Awesome Sink Storage
5 Beaver's Bio Tweaks
6 belt and miner FP renewed
7 Beltfed Biomass Burner
8 Big Storage Tank and Megapump
9 Blueprint Designer Plus
10 Configurable Machinery
11 Craftable Power Slugs
12 Crash Site Beacons
13 DI More Glass and Stuff (QOL)
14 DI More Lights
15 DI New Fluids Buffer (QOL)
16 DI Nuclear Simplified U8 OK
17 Double Freight Car
18 Easy Refinery
19 EasyAlt Recipes
20 Extreme Miner
21 Extreme Oil Pump
22 Extreme Resource Well
23 Extreme Water Pump
24 Fast Air Personal Transport
25 Floor Hole Ceiling Logistics
26 Fluid Extras
27 Fluid Sink and more
28 Free Fluids - CL
29 Glass Fluid Buffer
30 Halflings - Half Width Walls
31 Hub Terminals
32 Icon Signs
33 Industrial Evolution: Lite
34 Infinite Zoop
35 Instant Craft Bench - CL
36 Inventory Slots +150
37 Item Spawner
38 Linear Motion
39 Liquify Raw Materials
40 Location and Rotation
41 Magic Machines
42 MAM Enhancer
43 Mk2-4 Blade Runners
44 Modpack: All PowerSuit Modules
45 Modular Load Balancers
46 More Swatch Slots
47 No Atmosphere and fog
48 No Build Animation
49 Nuclear Waste Cheat
50 Packing Expansion
51 Pneumatic Fracking Machine
52 PowerSuit Logistic Modules
53 RSS2 / Really Simple Signs
54 Shop for HD and Power Shards
55 Sif Teleporter Mod
56 Small Awesome Sink
57 Small Refinery
58 Structural Solutions
59 Track props and Small Stations
60 Unlock All Alternate Recipes
61 Vanish SpaceGiraffeTickPenguin
62 X3 Splitter / Merger Pole
Some I remove after starting up and some I had just installed to find out what it does but then update 8.2 came. I know I can go back to 8.1.3, but I always like to play the latest version of something, so I'll wait...
I found another one I would love to try: Circuitry - Logic gates & More. Programming your machines. A nice challenge, but after some messing around my GTX 1050ti ran out of VRAM, so end of story...
3 - Nice gesture!
4 - The devs from SimAirport had a support email address. And they were VERY active on the Steam forum. When the game was still in EA you could mail them found bugs and they would personally reply. Very nice guys and very committed. I think it depends on the size of the community of course. If you get a 1000 bug reports a day (besides the fact that if this is the case, you might have to look for another dev-team ;), you simply don't have the time to answer everyone personally. LVGameDev from SimAirport is much smaller.
I reported a few things on the Q&A site, but the community is too large, so no personal reply if any reply at all. Which I understand and accept. I do miss a list of known bugs and the status of them. In SimAirport they had a roadmap website and on this website all the known bugs were listed with the status or fix ETA. Very nice and very honest if some things were difficult to fix, but you could also see why this was the case. In SF I have no idea what the devs are doing, what the known bugs are and which bugs are fixed first. I don't understand why some bugs are still there after years and the community keeps coming up with workarounds. Why? Fix the thing! ;) The Q&A site is a nightmare if you want to check if a bug is already reported. Most people don't even bother looking so a lot of bugs have multiple reports. I think this will always be tricky when you have a large community and tbh I don't know the solution...
The SML must be made compatible and only then can the mods be adapted.
And the thread creator still has to learn a lot in terms of mods and their creation because they have nothing to do with the developer.
The developers do not care if the mods no longer work, they must focus on their game.
I have to adjust my mods myself if it no longer runs through an update is not the task of the developers.
I'm afraid I really don't understand your reasoning here.
Experimental is brute force large scale (and free) testing for the dev's code not the modder's.
1) If releases are withheld testing is delayed.
2) If 1 happens then issues with changes are found slower.
3) if 2 happens then fixes to those issues are slower/never made.
4) If 3 happens then the new stuff gets to stable branch slower, in a worse overall state and everyone loses.
You may not want to slow testing, and for what it's worth I believe you, but the suggestion would very likely have that exact effect due to the nature of what experimental is and why it's there.