Satisfactory

Satisfactory

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Asunder Nov 7, 2024 @ 6:14am
We don't care about your mods
We do not care that you think whatevever they do should be in the base game and we do not care that patch day break them.
Thank you.
Originally posted by Summer_0_Breeze:
Originally posted by Michael Cimino:
Originally posted by CloversDrop:
I might make a mod for a new wall in the location below...

game/assets/structures/walls

If the mod breaks with an update, it would mean they've changed the location or file structure. To update the mod it might be as simple as putting the new location in the mod...

game/assets/structures/decorations/walls

My point is, in a fully released game, they shouldn't be changing file structures in this kind of way, that's a beta or early access type change.
Even if that prevents the devs from updating the game, fixing the bugs, releasing DLC, keeping the company alive and the employees employed etc etc??

The game has been in development for 7 years and we still do not have basic functionalities, like:

  • building more than 10 foundations at a time.
  • curved foundations and walls.
  • more than one custom color swatch.
  • most basic geometric building blocks (cylinders, circles, triangles, spheres, quarter foundations).
  • scaling of building blocks.
  • advanced logic and networks.
  • load and unload schedules for trains and drones.
  • nudging your hologram unrestricted horizontally and vertically.
  • scanning for objects and resources while driving.

Beyond that, the fluid system is still bugged, you have constant texture, shadow and object pop ins, even at close range and their implementation of Lumen is also pretty weird, with fake texture lights and constant light flickering.

And every time someone asks for those highly requested features, the devs reply with:

"We don't have to implement that, it already exists as a Mod"

Source:

https://www.youtube.com/@SatisfactoryClipsArchive/videos

If you rely that heavily on mods as a development team for basic day one functionality, especially after making so much money with the game, by selling over 6 million copies:

https://steamdb.info/app/526870/charts/

you have to make sure that they do not break on every little hotfix after 1.0, or else you have to develop those basic functionalities yourself, or find a way to incorporate the most vital mods , maybe via community vote into your own game.
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Showing 1-15 of 55 comments
Ryzilynt Nov 7, 2024 @ 6:16am 
Provocative....
Disentius Nov 7, 2024 @ 6:24am 
breaking mods? acceptable.
Breaking the base game? not so much
Zak Nov 7, 2024 @ 6:24am 
Originally posted by Asunder:
We do not care that you think whatevever they do should be in the base game and we do not care that patch day break them.
Thank you.

Who is "we"? You and your mom?
Kage Goomba Nov 7, 2024 @ 6:31am 
2
Originally posted by Zak:
Originally posted by Asunder:
We do not care that you think whatevever they do should be in the base game and we do not care that patch day break them.
Thank you.

Who is "we"? You and your mom?

Those who know better.

Historically mods have always been broken by updates.

So while you folks keep screaming and being judgmental - we'll keep playing the game and enjoying ourselves.
Zak Nov 7, 2024 @ 6:36am 
Originally posted by Kage Goomba:
Originally posted by Zak:

Who is "we"? You and your mom?

Those who know better.

Historically mods have always been broken by updates.

So while you folks keep screaming and being judgmental - we'll keep playing the game and enjoying ourselves.

I agree that mods breaking are not the devs responsibility and complaining about it is stupid. I mod all my games and mods always break with updates, and that's normal, that's part of the deal. But this post is so uber dumb and unnecessary.
Mozzy Nov 7, 2024 @ 6:43am 
Technically, mods do not 'always' break with updates. Depends what the mod is and does.

For example, one giant category of mods are texture replacements/improvements. Aside from incredibly rare exceptions, game updates never break texture packs unless the update itself is focused on new graphics (e.g. when Skyrim went from regular to Special edition).

Another category would be game engine variables mods - say the base game gives you inventory size X, and you want bigger X+25%. Long as game update doesn't change so drastically they remove or entirely change the API/hook/function call to change inventory size, mods like these are also fine after most updates.

The biggest common reason mods break is because modders themselves include a 'self destruct' switch. Even if the mod code would work fine, they include a version check which basically requires game ver=mod ver.

This is why some mods are restored so rapidly after some game updates, because all they do is literally enter the new game update version, recompile any DLL or hashed files if used, and done. Other mods that actually use changed function calls, sure - those take longer (e.g. skyrim/fallout/insert-game-name-here script extender.

It's up to mod authors to maintain compatibility, not the devs.
Zak Nov 7, 2024 @ 6:49am 
Originally posted by Mozzy:
Technically, mods do not 'always' break with updates. Depends what the mod is and does.

Of course, but if you have lots of mods then it's pretty much guaranteed that some will break with every update. Also, it depends on the game. Like, No Man's Sky updates always break mods but they're just need to be recompiled, like you said, which is quick. People who have been modding for a long time know the drill and can manage their mods effectively and don't go around screaming about mods breaking.

I don't understand the dummies that complain about 'devs killing mods'. Do people really not understand how this works?
I have to admit that I like when a mod screw up my game, It give me a challenge to fix the issues it create in my base.
Last edited by 🎮AliveSince1961🎮; Nov 7, 2024 @ 6:51am
Mozzy Nov 7, 2024 @ 6:57am 
Originally posted by Zak:
Originally posted by Mozzy:
Technically, mods do not 'always' break with updates. Depends what the mod is and does.

Of course, but if you have lots of mods then it's pretty much guaranteed that some will break with every update. Also, it depends on the game. Like, No Man's Sky updates always break mods but they're just need to be recompiled, like you said, which is quick. People who have been modding for a long time know the drill and can manage their mods effectively and don't go around screaming about mods breaking.

I don't understand the dummies that complain about 'devs killing mods'. Do people really not understand how this works?

Yup - I use ~210 mods with my heavily edited Fallout 4 game (shout out to any Sim Settlements fans). So basically every update would be half or more breaking.

Speaking of mods breaking, there are some games that handle it more softly though, by devs themselves, although still user choice to break the game.

e.g. Elder Scrolls Online will on major updates force a mod check and auto unload any mod that isn't 'current'. This lets the game boot, session start up and basically allow play (with those affected mods not loaded). User can then force the mod load by checking the 'allow outdated mods' checkbox, but that's their choice.
joe_schmoe_gamer Nov 7, 2024 @ 6:57am 
Your post is passive/aggressive, but you knew that. This was your intent. Some mods, not all, add a very desirable function to the game, Infinite Zoop and Infinite Nudge are two that come to mind. These are great QoL enhancements and I appreciate them. Much to their credit, Coffee Stain neither inhibits nor promotes mods. I think they see what becomes popular and considers adding such mods to their base game at some point. So get off your high horse and let everyone enjoy the game their way without the judgement.
Kage Goomba Nov 7, 2024 @ 7:01am 
Originally posted by Zak:
Originally posted by Kage Goomba:

Those who know better.

Historically mods have always been broken by updates.

So while you folks keep screaming and being judgmental - we'll keep playing the game and enjoying ourselves.

I agree that mods breaking are not the devs responsibility and complaining about it is stupid. I mod all my games and mods always break with updates, and that's normal, that's part of the deal. But this post is so uber dumb and unnecessary.

Valid points and I'm just bitter so forgive me for being terse - but this "post" is not dumb - its an expression of my thoughts - of which could be so much worse.

I don't hate mods - but I don't have any sympathy for players who don't research/don't read/don't exercise critical thinking and take it out on the devs for something obvious.

The thing that really gets me riled up is the fact they ignore the most obvious fact about mods.

The moment you start using them - you accept the fact you are tampering with a game that's at an established baseline - to complain/scream/yell/rant/blame devs for something you did - is just beyond asinine.

I get folks want to enhance their games - make it more enjoyable - great - more power to you - but that doesn't absolve you of your decision and acceptance of the actions thereof.

Worse yet - if they had bothered to research the subject matter in the first place - they'd be better prepared.

But nope - its all the dev's fault.

All I can say is "Cool story bro - kthxbai"
Zak Nov 7, 2024 @ 7:02am 
Also, fun fact: almost all new features in Satisfactory 1.0 were available before as mods, in one form or another, perhaps not exactly the same, but very close: Belt Mk6, Dimensional Depot, Teleporters, larger Blueprint Designers, Synthetic Power Shards, machines that convert one material into other materials, etc.
=Snappy= Nov 7, 2024 @ 7:05am 
The sentiment is somewhat correct but the OP's tone is nasty.

Honestly I'm not a huge fan of I'm very selective about mods and rarely use them, as, to put it very broadly, they rarely "fit" a game the way they should, but every once in a while you have a visionary dev who comes through.

In any case, a thread like this trying to bundle the technical difficulties and complaints into for some misguided reason, general derision for modding, is not cool.
Last edited by =Snappy=; Nov 7, 2024 @ 7:07am
Zak Nov 7, 2024 @ 7:08am 
Originally posted by Kage Goomba:
Valid points and I'm just bitter so forgive me for being terse

No worries, no offense taken at all.

Originally posted by Kage Goomba:
but I don't have any sympathy for players who don't research/don't read/don't exercise critical thinking and take it out on the devs for something obvious.

The thing that really gets me riled up is the fact they ignore the most obvious fact about mods.

The moment you start using them - you accept the fact you are tampering with a game that's at an established baseline - to complain/scream/yell/rant/blame devs for something you did - is just beyond asinine.

Absolutely agree. You use mods at your own risk and it's 100% your own responsibility to keep your game and your saves safe. You've gotta backup your saves and know how to handle the situation when mods break. Yelling at the devs or, worse, at the mod authors is just idiotic.

I see this stupidity on all game forums.
Kage Goomba Nov 7, 2024 @ 7:13am 
Originally posted by Zak:
Originally posted by Kage Goomba:
Valid points and I'm just bitter so forgive me for being terse

No worries, no offense taken at all.

Originally posted by Kage Goomba:
but I don't have any sympathy for players who don't research/don't read/don't exercise critical thinking and take it out on the devs for something obvious.

The thing that really gets me riled up is the fact they ignore the most obvious fact about mods.

The moment you start using them - you accept the fact you are tampering with a game that's at an established baseline - to complain/scream/yell/rant/blame devs for something you did - is just beyond asinine.

Absolutely agree. You use mods at your own risk and it's 100% your own responsibility to keep your game and your saves safe. You've gotta backup your saves and know how to handle the situation when mods break. Yelling at the devs or, worse, at the mod authors is just idiotic.

I see this stupidity on all game forums.

And again - I'm not against mods - I'll likely use them when the game reaches that point where things are not likely going to change for longer periods of time.

Which is why I don't touch mods - and frankly - don't need them that much - would I like a few things? Yeah - being able to nudge up/down - being able to have better control over blueprints?

Not enough to rage to the point of potentially losing game time for a few days.

What's ironic is before 1.0 the game would rarely ever update - they spent a lot of time tinkering and would give advanced notice with experimental test runs which would last months at a time.

1.0's launch wasn't that long ago - we should be so fortunate they are deploying updates so quickly.

Self Entitlement is an understatement.
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Date Posted: Nov 7, 2024 @ 6:14am
Posts: 55