Satisfactory

Satisfactory

So I've made my first spaghetti factory and I have questions om why I should do more...
For an automation game this seems too keen to make the player do manual labour - "make a factory to automate things and then HAND THEM IN MANUALLY" - yeah, cool, great...

Do you ever get any sort of 'supply crate' - somewhere you can store stuff from a belt and use it for building or "hand it in" without manually dragging it around?

Why do I need materials to build things in the Blueprint designer - I can't RUN them so why do I need materials to build them - they're clearly not real??

Why do blueprints cost resources to save? Again, you can't test a blueprint on the designer so you're forced to build/test/fix/save/repeat so that's charging you for using something they didn't fully develop - really? - no??

Note: yes, I know the Blueprint designer has an inventory but someone needs to decide if it's a VR thing or a real thing??

Without resorting to mods, does building things ever get less frustrating? Trying to see where individual machines are located is bad enough but whole blueprints are another level of annoying to place - it's almost like 3D wasn't the answer for factory building *coughs*...

In 20 hours I've learned some stuff, explored an interesting world a BIT, completed Tier 4 and I'm about to send the 2nd elevator delivery - being honest, I'm not sure I can be bothered to continue because the game seems to revel in taking the fun OUT??

I never thought I'd admire Factorio's smooth factory building but here I am doing that...

What did I miss?
Legutóbb szerkesztette: shrewdlogarithm; márc. 25., 4:18
< >
115/20 megjegyzés mutatása
You do not need to put in things manually. You will unlock conveyor belts as you progress thru the onboarding. Unless you mean the milestones in the hub, then sure, but they just unlocks...

There are two types of storages with belt inputs and outputs. One beiing twice the size of the first one you unlock. And then the dimensional storage where you can upload items to the cloud to use when building.

You need materials for blueprint designer cause its just how the game works, you get them back when you're done with the design.
Blueprints do not cost resouces to save, not sure what ya on about there.

Building factories is what the game is about. If you find it frustrating this game might not be for you.

What you've missed, a lot of things it seems.
Progress down the alien technology research path in the MAM and you unlock Dimensional Storage. This lets you build an uploader machine to accept resources from a belt and feed into cloud storage. You can configure it to use dimensional storage as the ingredients source for building in priority over your personal inventory.
You can also drag and drop from dimensional storage into your personal inventory from the personal inventory ui.

Max cloud capacity per item and upload speed per uploader starts very small but can be expanded with more research.

There is no way to auto feed resources into the hub terminal for tier milestone unlocks, but you do that so infrequently as you progress anyway.
With the time you have in the game you should have unlocked conveyor belts and storage containers ages ago. How did you miss them?

The only thing you have to manually feed is unlocking the milestones in the hub and the very early game which you shouldn't be in anymore as you said that you are in tier 4.
There are tons of cool Satisfactory lets play 1-XXY out there on youtube. Worth looking for one because they teach so much for the start
Wolfgang eredeti hozzászólása:
With the time you have in the game you should have unlocked conveyor belts and storage containers ages ago. How did you miss them?

The only thing you have to manually feed is unlocking the milestones in the hub and the very early game which you shouldn't be in anymore as you said that you are in tier 4.

It's tne milestones I was talking about - seems like "produce X of this to progress" would be more "automation" than "produce these, pick them up, manually insert them here" but hey, whatever...

I love the animation you get when you fire stuff into space - that makes sense

Throwing materials into a cashpoint for random rewards feels silly
Grollwerk eredeti hozzászólása:
There are tons of cool Satisfactory lets play 1-XXY out there on youtube. Worth looking for one because they teach so much for the start
I've actively avoided those because I know they'll show optimal ratios and neat layouts and I know I won't listen to that ;))

I have seen those videos of mile high factories and - erm - I don't think I'll be around THAT long to make one of those ;0
Legutóbb szerkesztette: shrewdlogarithm; márc. 25., 8:16
Vectorspace eredeti hozzászólása:
Progress down the alien technology research path in the MAM and you unlock Dimensional Storage. This lets you build an uploader machine to accept resources from a belt and feed into cloud storage. You can configure it to use dimensional storage as the ingredients source for building in priority over your personal inventory..

Cool - thanks for that!
RadioIesbian Fluid eredeti hozzászólása:
You need materials for blueprint designer cause its just how the game works, you get them back when you're done with the design.

Just because it's how it works doesn't mean it's not stupid and makes no sense

They predicted we'd complain about the lack of space but not lazy implementation...

RadioIesbian Fluid eredeti hozzászólása:
Blueprints do not cost resouces to save, not sure what ya on about there.

Every time I build and delete a blueprint, resources seem to 'vanish' - particularly Cables for some reason but it may be other things, I've not counted those

Create a blueprint - throw 3 poles, wire em up - create it - delete it - create it - delete it - your cable supply is disappearing isn't it?

I assumed this was some sort of cost of creating/deleting stuff - if it's a bug, it's still kinda annoying :)

Note: yes, I've checked to see nothing is 'stuck in the ground' or just 'hanging in the air'
no its not disappearing, they get put in the box in the blueprint designer.
Most of this post sounds like it's just griping that the game isn't Factorio. For example, actually 3D is pretty great for factory building. Sure it's not great for copy/pasting tiles and making a 1 million sq km factory; but you can do different things because it's 3D that you can't do in Factorio. Different games, different strengths and weaknesses.

One thing I do agree with though is the turn-ins/sinking. Apparently at one point in Satisfactory's development, all turn-ins and resource sinking were meant to be done through the Space Elevator. I think they probably made a good call in changing that to be more accessible but I wish there was a game option to return it. As in, you have to build the Elevator right after onboarding and from then on the Hub screen stuff gets done from the Space Elevator instead. As well, anything you feed into the Elevator that doesn't match what it's looking for at that moment gets sinked, and AWESOME Sinks don't exist so you have to transport everything to the Elevator. I guess you'd need to add more conveyor inputs. It already has 6 but it'd need more to be reasonable. But that adds another logistics challenge as well as capping the rate of sinking that you can do on a given map which I think would be interesting.
Yeah, I’m not sure why they didn’t add a Conveyor input to the Hub, With an overflow output…
Same with the Space Elevator… it should have 4 on one side with 4 overflow outputs on the other.
Legutóbb szerkesztette: Fenix; márc. 25., 9:01
RadioIesbian Fluid eredeti hozzászólása:
no its not disappearing, they get put in the box in the blueprint designer.

No they don't - that only gets stuff you delete "on the pad" - not stuff you delete "in the world"
Eiko eredeti hozzászólása:
Most of this post sounds like it's just griping that the game isn't Factorio. For example, actually 3D is pretty great for factory building. Sure it's not great for copy/pasting tiles and making a 1 million sq km factory; but you can do different things because it's 3D that you can't do in Factorio. Different games, different strengths and weaknesses.

Factorio is FAR from perfect and I think my gripes here are "things which ALL factory games should have" and not just "things other another game has"

Using your logic, I could goto the Factorio forum and ♥♥♥♥♥ about not being able to see my factory in first-person Unreal5 glory - oh, wait, that's possible - erm - oops - but anyway i COULD do that but that would be "griping that it's not Satisfactory" :)

I think the manual hand-ins don't make sense/aren't adding any fun and if they're going to implement Blueprints as this "create in the machine - copy into the world" system, it could at least make sense (why does the machine require materials?) and not feel like more work for no fun.

Satisfactory looks great, the world is amazing to explore, I'll live with the "why is everything so massive" problems - I'm taking issue with bits which feel half-baked or which were likely "put there to keep people busy whilst we're finishing the rest of the game" stuff.
1. Blueprints costing resources to create in the blueprint is because the blueprint setup is a template, you still need materials to make the template but it saves on having to build the same template from scratch every time. So it makes perfect sense that the blueprint requires materials to make things in it.

2. In the start when placing things, make use of the look-out tower and snap the hologram to the foundation to see where it stands. Use nudge to fine tune the allignement before setting it down. Later on you get a hoverpack which eliminates the need of a look-out tower, as long as you have electricity around.

3. Inventory management in the beginning can be annoying, later on you get dimensional storage where you can store a good stack of items. Also you get more inventory as you progress, making inventory management less of a hassle later on.

4. Elevator parts can be automated, but you need to plan out the factory around it, or rely on drones, trains or vehicles to transport the parts to the factory. Planning is the key to a smooth factory.

5. If you don't like the game there's no one forcing you to stay around. We can't all like the same games, and that's perfectly fine.
Bear^ eredeti hozzászólása:
1. Blueprints costing resources to create in the blueprint is because the blueprint setup is a template, you still need materials to make the template but it saves on having to build the same template from scratch every time. So it makes perfect sense that the blueprint requires materials to make things in it.

I have to disagree - the Blueprint machine does not allow your creation to 'work' - it cannot be connected to goods or power - so why does it have to be 'real' - it makes no sense from a gameplay PoV or in the game's setting...

Example: one thing I've found myself doing before "heading out to explore" is making all the things I want to take with me - checking I have the bits etc - if I could do that "on the pad" I'd save myself running around grabbing tonnes of stuff I might not need (we're back to the "automate everything but manually handle it all anyway! thing

The Blueprint machine SHOULD let me make anything I like - save it - see what materials it needs, grab those and print copies thereafter - makes more sense allround...

Bear^ eredeti hozzászólása:
2. In the start when placing things, make use of the look-out tower and snap the hologram to the foundation to see where it stands.

THAT is a military grade brilliant tip - I assume it makes sense to start on a high-point to avoid clipping the foundations through higher ground

I also assume gravity doesn't exist for parts as you can remove walls/floors and nothing moves

I also want to know why conveyors move ME when they're full of stuff but that's picky :)
Legutóbb szerkesztette: shrewdlogarithm; márc. 25., 9:25
< >
115/20 megjegyzés mutatása
Laponként: 1530 50

Közzétéve: márc. 25., 4:13
Hozzászólások: 20