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Satisfactory

If it's a video game it goes here.

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GreenGoo
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Satisfactory

Post by GreenGoo » Fri Mar 15, 2019 11:38 am

New first person factory builder that appears to be a cross of ARK and Factorio.

Visually, it looks great. More info later if others don't post about it first.

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Lordnine
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Re: Satisfactory

Post by Lordnine » Fri Mar 15, 2019 11:48 am



So pretty much my dream game. Got it.

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GreenGoo
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Re: Satisfactory

Post by GreenGoo » Fri Mar 15, 2019 12:27 pm

Has a bit of an Endless Sky vibe as well, at least the planet exploration aspect.

Thanks for posting the video btw.

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Re: Satisfactory

Post by coopasonic » Fri Mar 15, 2019 1:29 pm

I was in an alpha test this past weekend and I really liked it. It is a lot more Factorio than Ark in my opinion, more like a first person Factorio game. I didn't go very deep into the test because I was sold based on what I had already seen. It is very obviously influenced by Factorio, but it's a very different experience in first person.
-Coop

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GreenGoo
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Re: Satisfactory

Post by GreenGoo » Fri Mar 15, 2019 4:06 pm

Thanks for the insight. Videos of people actually playing looked like your standard (well, not standard, but typical? It certainly looks cool) survival game. Land alone (or with co-op, or coop, in this case) beat stuff up, harvest their organs, mine resources, build stuff, repeat. I get that there is a factory aspect involved, but early game felt (looked) very ARK/Don't Starve-ish.

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Lorini
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Re: Satisfactory

Post by Lorini » Sat Mar 16, 2019 1:15 am

Lotta pushback out there regarding the Epic Store exclusive.
Steer into the drift.

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Rumpy
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Re: Satisfactory

Post by Rumpy » Sat Mar 16, 2019 1:41 pm

Squirrel on Youtube has a first-look and a playthrough series:



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Lorini
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Re: Satisfactory

Post by Lorini » Tue Mar 19, 2019 11:33 am

Guess I'm not playing Satisfactory, they locked my Epic account. One day they might even get back to me on it.
Steer into the drift.

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jztemple2
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Re: Satisfactory

Post by jztemple2 » Tue Mar 19, 2019 11:37 am

Lorini wrote:
Tue Mar 19, 2019 11:33 am
Guess I'm not playing Satisfactory, they locked my Epic account. One day they might even get back to me on it.
Well that sucks. Any reason you can see?

I have the Epic launcher on my computer because I picked up one free game from them, but I'm ready to uninstall since it just seems like it is better to stick with Steam as it is the devil you know.
"A plan is a list of things that go wrong. I like to keep my lists short. Just be ready." - Rico Rodriguez

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Blackhawk
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Re: Satisfactory

Post by Blackhawk » Tue Mar 19, 2019 12:05 pm

I keep it around for the free games. I grab all of them that happen by, even the ones I don't like. My taste in games changes with times, and what I despise now may be my favorite genre in the future.
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Lorini
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Re: Satisfactory

Post by Lorini » Tue Mar 19, 2019 12:54 pm

Nope although it may have been broken into or something. I don't own any Epic games so it wouldn't have mattered.
Steer into the drift.

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Blackhawk
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Re: Satisfactory

Post by Blackhawk » Tue Mar 19, 2019 1:15 pm

It was probably multiple failed logins, then. A quick google search shows that, if so, it is only for a few hours.
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Lorini
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Re: Satisfactory

Post by Lorini » Tue Mar 19, 2019 1:53 pm

Well I opened up a ticket. I didn't fail the login that much. Hmm, when I googled it I didn't come up with that, my google-fu must be failing :). I also just used my backup email to buy it, so at some point today it'll be done downloading.
Steer into the drift.

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The Meal
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Re: Satisfactory

Post by The Meal » Tue Mar 19, 2019 4:42 pm

Dev's earlier game. I spent some serious time with FCE.

[edit:] Actually Satisfactory is not related to DJArcas's FortressCraft Evolved, other than being a game in a similar genre. Apologies for the bad info!!
Not a pathological narcissist.

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Re: Satisfactory

Post by Blackhawk » Tue Mar 19, 2019 5:21 pm

The Meal wrote:
Tue Mar 19, 2019 4:42 pm
Dev's earlier game. I spent some serious time with FC:E.
That actually looks really interesting. Wish listed. Thanks!
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Re: Satisfactory

Post by Lorini » Tue Mar 19, 2019 11:12 pm

Should have guessed about the FortressCraft relationship, I knew the game reminded me of some other game even if only mildly.
Steer into the drift.

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Blackhawk
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Re: Satisfactory

Post by Blackhawk » Mon Apr 08, 2019 7:26 pm

Blackhawk wrote:
Tue Mar 19, 2019 5:21 pm
The Meal wrote:
Tue Mar 19, 2019 4:42 pm
Dev's earlier game. I spent some serious time with FC:E.
That actually looks really interesting. Wish listed. Thanks!
On sale on Steam for three bucks. Boughted.
[This space left intentionally blank.]

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Tampa_Gamer
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Re: Satisfactory

Post by Tampa_Gamer » Wed May 01, 2019 8:03 am

New Patch is up (details below). I like the direction it is going so far, but still prefer Factorio for since there is an enemy you need to defend against. My one complaint so far on the UI is my OCD gets the better of me and I get frustrated that I cannot precisely place machines/conveyors (the green line thing doesn't really help me).
Spoiler:
NEW FEATURES
Added the Conveyor Lift (currently with placeholder visuals)
Rebuild or build a new factory with Mk.1 - 4 of the vertical Conveyor Belt!
Added the Quartz Research
New Parts and Recipes: Quartz Crystal, Crystal Oscillator
Explorer Vehicle: The vehicle currently best suited for traversal
Ingame Map: Enjoy revealing the game map via exploration and the Radar Tower
Added the Sulfur Research
New Parts and Recipes: Sulfur, Gunpowder, Explosives, Ammunition
Nobelisk Detonator: Blow up trees, bushes, rocks, creatures and friends
Rifle Mk.1: An automatic rifle for the purpose of Pioneer safety

BALANCING
Added several new alternate Recipes
Alternate recipes can no longer be hand crafted
Moved all Oil Nodes in the Dune Desert (northeast corner of the map) west to the Spire Coast
Adjusted purity of Oil Nodes in the Desert Canyons east and west of the Northern Forest
Fabric recipe now requires Biomass instead of Leaves
Fixed the milestone cost of the Alternate Heavy Modular Frame
Clearance adjustments for several buildings to fit more snugly
Splitter and Merger
Smelter, Constructor and Assembler
Miners and Oil Pumps

A few others

Adjusted the cost of the Programmable and Smart Splitter
Adjusted the cost of Caterium Milestones 2 and 3
Added Alien Organs research after Alien Carapace (making it possible to turn Alien Organs into Medicinal Inhalers)
Adjusted the cost of making Medicinal Inhalers (more Mycelia, less Nuts)
Greatly increased the amount of parts around Crash Sites for new games
Reduced Caterium Ore required to make Caterium Ingots from 4 to 3
Reduced the Quickwire cost of Quickwire alternate recipes
Increased Power Pole Mk.2 & 3 connections by 1 and 2 respectively
Increased the parts cost of some Buildings and Equipment
Generators: Fuel Generator, Geothermal Generator
Production Buildings: Manufacturer, Miner Mk.2, Oil Pump, Oil Refinery
Equipment: Xeno Basher, Jetpack, Gas Mask
Tweaked the Rebar Gun damage
Increased the duration that a Gas Mask Filter lasts
Beacons can now be built in the Manufacturer
Power Shards can no longer be used as fuel

BUG FIXES
Fixed rounding of power numbers
Some VO message fixes
Fixed that sorting the Inventory when in a building menu making the resource pick-up HUD appear
Fixed that the Vehicle gas throttle isn’t active while standing still (no more spinning tires when standing still)
Fixed playtime showing up wrong in the Load Menu
Fixed some Crash Sites that didn’t have costs / rewards
Fixed a focus issue to enable players to exit a menu via escape after closing an in-menu popup
Fixed that trying to place a Conveyor Belt with a Pole on the seam between two foundations caused a “Floor is too steep” warning (bye bye, sweet meme)
Fixed that changing a sound volume, exiting the options menu and going back to apply resets the audio settings
Fixed a bug with the cost of Conveyor Belts and Power Lines not updating correctly while building
Fixed the Hub upgrade effect to be visible for both client and server
Fixed so the Hub upgrade effect doesn’t trigger when joining as client
Fixed the duplicate mesh in the Hub Biomass Burners
Fixed that the player character and creatures no longer receive projected decals
Fixed the Gas Mask sound not triggering after entering Gas for the first time
Fixed that players can receive duplicate rewards from the Harddrive Research
Fixed that simulated vehicles would consume fuel even when standing still

QUALITY OF LIFE
Hub parts are now returned to the player on respawn or passed to other players if possible when their death crate is spawned
Implemented additional Hand Slots for Equipment that can be unlocked via Milestones
Resource tooltips now show the recipes that are necessary to make them
Connecting Conveyor Belts with conflicting directions is no longer possible
Reduced download size by approx. 2.5gb

FACTORY
Added power connections to the Hub Biomass Burners
Adjusted Hub floor collision so the player can walk onto it without having to jump
Renamed Storage Container Mk.2 to Industrial Storage Container
Added a second input and output to the Industrial Storage Container (previously Storage Container Mk.2)

VEHICLES
Updated the Truck description
Updated the Vehicle Recording point visuals

RESOURCES
Added a new Cable mesh and texture

UI
Added an Experimental label in the main menu and ingame
Overhauled the compass icons and functionality
Added a set of reticules for the Colour Gun
Updated several UI elements to scale better with localised text
Updated the Milestone message so that longer milestone names fit
Updated the Jetpack HUD box to include a fuel counter

OPTIMISATION
Adjusted culling distance on Crash Site meshes
Fixed some culling distance problems
Added sprite last LODs for some assets
Optimised the Willowtree asset (used primarily in Northern Forest)
Some texture optimisations
Reduced distance field distance and the trace distance
Adjusted settings on a bunch of assets to save on performance (Disabled Lightmap UVs, reversed index buffer and ADJ buffer)
Updated LOD settings, reduced triangle count and improved LOD timings on the Gas Pillars
Updated LODs and improved reduction parameters on several resources
A bunch of more LOD adjustments on many different assets

WORLD
Adjusted and fixed gameplay and resource nodes in several locations
Northern Forest Limestone location
Red Jungle pathway fixes
Terrain fixes in Western Dune Forest
Lake Forest jump, path and gameplay fixes
Connection tunnel between Grassfields and Rocky Desert
Landscape and visual adjustments in several locations
Rocky Desert, Northern Forest, Desert Canyons, Dune Desert, Titan Forest, Red Bamboo Fields
Did a pass over a bunch of foliage interactions (destructible by Vehicles & Chainsaw, pickupable, etc.)
Changed the mesh of a small bush used primarily in Grassfields
Improved cliff textures and material
Boosted the emissive effect on large shell cliffs (primarily used in the Blue Crater)
Placed better Gas perimeter indications in several map locations (Gas areas around the map should be easier to see now)
Made the Yellow Power Slug more… yellow.

WILDLIFE
Hogs now have a cooldown on their stagger
Made the Alpha Hog more aggressive
Made a small fix to the Hog panic state
Stingers (spider-like creature) now drop Alien Organs
Added LODs for the Stinger
Expanded the amount of resources Lizard Doggo can find
Added new sounds to the Space Giraffe/Tick/Whale/Penguin

NARRATIVE
Added Tiers of research Milestones into the unlock dialogues

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