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Also, as this game is developed by a small team, you simply have to accept to have to rely on mods more than in bigger games as the ratio of "normal devs" to "mod devs" is more skewed to "mod devs" in games with fewer normal devs.
Smaller teams probably also can't affort focus group testing and other stuff, so you are more likely to "need" mods also for gameplay affecting stuff, it's just something you have to accept in smaller games.
Might be interesting if wind strength increased with altitude so it would give a reason to try to climb higher earlier. You might just wind up with some silly concrete towers though.
And well, physics defying platforms are kinda normal in Satisfactory, aren't they?
Explains why there's no more flying birds in the game anymore.
And just like in real life, people get tired of managing Wind Turbines.
Back on topic, wind power would fit in with the whole "FICSIT rapes and pillages planet" theme that Satisfactory alludes to.
It is green. Whether something is green or not doesn't matter how many animals it kills. It matters whether it is a renewable source with a low pollution profile.
Ah yes, rare-earth minerals, environmental damage which more than makes up for that low pollution profile, the fact that the blades do wear out and have to be thrown away since we don't have the tech to properly recycle them...point is I was being sarcastic in my post. Don't take it too seriously.
What I heard from various CSS people is that they don't want a set-it and forget-it power source besides geo-thermal, and that is very limited considering the scope of most factories at that tech level. While tempting to us players to pick an empty spot in the desert and lay down lots of solar and wind power with batteries it wouldn't jive with the current game design. I can see that.
Right now you have only so much coal limited by the fastest belts you have available, and you can double how far some coal goes via sulfur and compacted coal. You only have so much crude oil available and if you are smart with it you can dilute the fuel or make turbo-fuel alternate recipes that are efficient. The way power is right now makes it a technical challenge to figure out. At the very least you need to make a simple 8 generator coal plant for a 120/min coal feed with 3 water pumps, that alone is complex enough to lose some non-technical players at first glance.
You can cut power-waste in half from water pumps by running twice as many at 50% 6.6mwh each totaling 39.6mwh instead of 60, giving you an extra 20.4mwh out of the 600mwh an 8-generator power plant could give from the same basic power setup. If you keep the plant close to the same elevation as the water source you won't need extra pumps either. This is just one example of how the system can be kept simple or how power players wanting to optimize can tweak as they see fit to squeeze more out of their system. I think this "simple to start but you can over-complicate it if you want" thing is what they were going for, and I like it
What if I told you there was a way to cheat on the environment damage? Asteroids and lot of them. Remember in Satisfactory you are on an alien planet and you got there by interstellar ship. Also don't forget that we have the assembly project (whatever that is...) and a space elevator to launch robot/probes to capture asteroids.
At which point coal is the worse pollution-wise since it is still planet-bounded. However, those asteroids are definitely NOT lacking in rare-metal and some of them have enough ore to put the entire world mining industry out of business for centuries.