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Gadzuko posted:There's no need to centralize because there is no benefit to doing so. The main resource sinks in Satisfactory are: New structure construction Unlocking milestones in the Hub Unlocking new tiers in the Space Elevator The literal sink Of these, only one of the four can be performed in multiple locations at once. New construction only occurs near the player and you cannot place multiples of the hub or elevator. Resource extraction can certainly be distributed but resources must always be brought to the hub/elevator and be collected into depots accessible to the player. Folks are building megabases and factories because this is a game about building factories. The comparison to Factorio is slightly unfair but very much warranted. Factorio has different styles and mindsets, nevermind being a 2D procedural world vs 3D 'hand crafted' etc etc but the focus is rightly so on the player experience and tools, broadening in scope and capacity as the player, their factory, and their research progress all grow. Satisfactory has a lengthier period stuck in caveman-mode and currently seems will always force the player to build new capacity by hand, but it is still a game about factories and industry. There are traversal tools (available too late in my opinion) but this is still a big world requiring the player to travel from A to B and C, moving resources along with them. I'm not sure I would say I want a 3D Factorio, but the care and thought (nevermind the technical ability and polish) shown by Wube (Factorio devs) should be an example to development teams everywhere. I want Satisfactory to be better.
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# ¿ Jul 28, 2020 05:39 |
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# ¿ May 21, 2024 01:38 |
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Eiba posted:This game isn't Factorio, despite the similarities. It's got different design priorities, especially at the start. I think these are decent opinion but you're starting from a point where you suggest that intentionally inconveniencing and causing issues for the player is a good thing. I think it's ... probably okay, from a progression standpoint, but I think it could be done better. Giving the player a sequence of more impressive and capable tools as progression I think works better than including a manual caveman stage.
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# ¿ Aug 19, 2020 05:03 |
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Given that the resources involved in truck creation are pretty minor, I would just construct/deconstruct my truck as needed when on exploration journeys. At least, until my inventory filled up and I needed the trunk.
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# ¿ Nov 1, 2020 19:38 |
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I love it.
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# ¿ Nov 7, 2020 23:25 |
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priznat posted:Yeah exploring using raised platforms is my way now, especially with the mod that lets you build a lot of platforms/walls in one go! Really streamlines things. Pardon, but where can this mod be found?
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# ¿ Jan 2, 2021 23:23 |
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The Postman posted:Huh, just found out you can change the default palette and change every unpainted building with one click! Indeed! This applies to every colour-set you apply to your various constructions. That's the real magic, that by editing colour palettes you can shift existing structures. It would be better if they removed the ammo requirements and turned the relevant unlock into some sci-fi handwavium like "manipulate the chameoleoplastic coating on all FICSIT structures to optimise your production efficiency using this handheld tool".
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# ¿ Jan 19, 2021 04:37 |
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That sounds excellent in a very dumb way and I heartily commend you for it. Send imagery.
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# ¿ Nov 9, 2021 05:35 |
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“the wiki” posted: posted:(Respawn logic line 3) The creatures with their spawn point only active at night, must wait to be spawned at least once then be killed, even if all the above criteria are fulfilled before the first night. I've been puzzling over this sentence for a bit. Does it mean that some creatures will only come out at night, and then have to be killed and a building placed to prevent future respawns? Maybe?
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# ¿ Nov 17, 2021 06:04 |
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NoEyedSquareGuy posted:Here's a stupid way to reliably break the game in the current experimental build: I love that your answer to "Factory carts are hard to drive off road" was build a skyway in the clouds and make the access and exits out of jump-pads and controlled falls.
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# ¿ Nov 18, 2021 07:59 |
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Wyld Karde posted:There's a followup on Jace's personal channel. In case anyone is curious, but not curious enough to watch both clips; Jace is leaving his post as one of the community manager for Satisfactory because he wants to try to make his own games instead of working on someone else's game. Big step, but sounds like a healthy choice, and I wish him well.
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# ¿ May 31, 2023 02:59 |
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# ¿ May 21, 2024 01:38 |
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I really like the enclosed conveyor belt tracks, and also the half-exposed machinery on that intro photo. Really well done!
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# ¿ Feb 11, 2024 21:35 |