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Carecat
Apr 27, 2004

Buglord


Factorio and Subnautica have a baby in the newest game from Coffee Stain Studios, creators of Goat Simulator. The game enters early access on the 19th, however as part of their satanic pact to not only be known for a meme goat game this is an Epic Store exclusive (12 months?).

https://www.youtube.com/watch?v=W_lmP8jYVLs

FEATURES
  • Multiplayer, four players officially supported but otherwise uncapped
  • Tech tree
  • Conveyors are not on a grid, can snake around and change height
  • Pipes!
  • Vertical construction with stackable belts, conveyor lifts, building structures
  • Power generation tiers - Biomass, Coal, Oil, Nuclear
  • Vehicles including trucks, trains and jetpacks
  • Exploration with research unlocks to find
  • Hostile and neutral aliens
  • Combat but no turrets/wave defense

NOT FEATURES
No procedural map generation.
No survival elements, no permadeath.
No underground conveyors.
Resources are fixed locations and infinite, plants and trees respawn.
No terraforming, landscaping, weather or pollution.
No VR support.
No consoles?

Really useful save game map generator/production planner:
https://satisfactory-calculator.com/en/interactive-map

  • In order to craft the Portable Miner, you first need to build the Equipment Workshop, it gives you access to various tools and devices.
  • If you're having "encroaching others clearance" issue with placing the large miner, it's almost always because you didn't mine the pure ore cluster on top of the resource node.
  • You remove wires (and other objects and machines you've built), by pressing F and using the deconstruct tool on them, like you did to disassemble the Drop Pod.
  • Upgrade leaves/wood into Biomass at the crafting bench for longer lasting fuel.
  • Only connect power pylons to two buildings, save the other two connections to connect to other pylons.
  • Put your power buildings together, it's easy enough to cable your base together.
  • Power pylon MK2 are available after researching Caterium ore
  • Alternative recipes are available for most intermediates that can simplify your production

  • Shift-Clicking a stack will move that entire stack to whatever container/item you have open.
  • Control-Clicking a stack will move every stack of that to whatever container/item you have open.
  • Right-clicking a stack will split that stack in half.
  • Holding right-click on a stack will give you a small pop-up to make a very specific size stack.
  • Alt-scroll wheel is the hotkey to changing your current hot bar.
  • While deconstructing, CTRL will allow you to paint for up to 50 items to deconstruct, allowing you to release it so you can tap it to tag very specific things.
  • You have multiple hand slots.
  • Shift or CTRL click dragging a stack in your inventory into the trash can in your inventory will work exactly as you expect.
  • The 'N' search box also works as a rudimentary calculator. Parenthesis work too!
  • Middle mouse with the constructor (or deconstructor) out will select the build recipe for whatever you are aiming at.

Carecat fucked around with this message at 16:20 on Jul 6, 2020

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Carecat
Apr 27, 2004

Buglord

Boogalo posted:

I can see myself playing this, at least once or twice through each map but will probably wait for steam release.

It's one map, 30 km2 (or 5.4 km x 5.4 km).

Carecat
Apr 27, 2004

Buglord
Two things not on that list, no cloud saves and a lack of Steamworks networking features may be making this game very fussy about NATs for multiplayer. I don't think their 4 player Steam game Deep Rock Galactic uses dedicated servers but it works without issue, this is a real bitch.

Unfortunately it's the only place to get it for a year, same for Hades.

Carecat fucked around with this message at 21:08 on Mar 10, 2019

Carecat
Apr 27, 2004

Buglord
Looks like it didn't get mentioned here but experimental went live.

Trains, tier 7 and nuclear power!

quote:

NEW CONTENT
• Trains
- Trains are unlockable in Tier 6. Now go and set up your next level resource transportation!
- Set up a timetable for your trains and choose which freight cars should load or unload their cargo at each station.
- Set up a locomotive at each end if you want it to be able to go back and forth between stations, or just build a loop instead.
- Build extra locomotives if you’ve added too many freight cars for a single one
- If you connect power to one station, all other stations along the line will be powered as well so no need for a long power pole connection to your outposts
• Tier 7
- Nuclear Power. Take your power production to the next level with Nuclear Power Plants, but be wary of the radiation! You’ll also have to deal with the Nuclear Waste you are producing.
- Craft a Hazmat Suit in the Workshop to keep yourself safe from radiation.
- Bayer Process. Now it is time to integrate Bauxite into your production pipelines and set up the production of several new parts.
- Speed up the mining with the Miner Mk.3
- Transport things faster than ever with the Conveyor Belt Mk.5
- We also added a few alternate recipes for the new content
- Overall there are 12 new resources added to the game. Let’s see how big your factories will grow with incorporating all of them!

BALANCING
• Doubled Circuit Board stack size
• Tweaked resources in several areas
- Red Jungle (Plateau northwest of Grassfields)
- Added Bauxite, Uranium and Coal
- Bamboo Fields (Plateau north of Grassfields)
- Added Bauxite and Coal
- Swamp (Northeast of Grassfields)
- Completely overhauled resource placements and added new nodes

BUG FIXES
• Fixed an on load crash related to the Small Stinger
• Fixed crashes related to Arachnophobia Mode
• Fixed an issue with chat blocking input over other widgets
• Spore Flowers now properly react to client players
• Dragged inventory objects now center on the cursor
• Fixed the fall damage issue with Landing Jelly
• Alien Armour Plates dropped by the Flying Crab Hatcher are now visible for client
• Fixed the MAM getting locked on ongoing research if the time was corrupt
• Conveyor Pole holograms now show properly under the Conveyor Belt for client
• Changing the Network Quality setting now requires a reload of the save or returning to the main menu before taking effect (this is to mitigate some issues and crashes related to changing Network Quality runtime)
• Adjusted the Conveyor Lift building clearance to build downwards more easily

UI
• Updated the style of the item pick-up notification
• Updated the style of menu window tabs
• Updated the launch button
• Tweaked the damage animation of the Health Bar

QUALITY OF LIFE
• Adjusted dropping items from inventory. They will now stack together if possible and should find clear places to be dropped around the player.
• Added a Codex feature that allows you to check up on the cost of Recipes, Buildings and Equipment wherever you are (open with X)
• Added a search bar for the Craft Bench & Build Menu
• Added a checkbox to only show affordable items in the Craft Bench
• Changed several Conveyor Belt speeds:
- Mk.4 450 to 480 items per minute
- Mk.5 660 to 780 items per minute
• Mergers and Splitters are now stackable on even ground

FACTORY
• 8x1 Foundations added
• Nuclear Power Plant added
• Tweaked shadows on last LOD of Conveyor Belts
• New parts
Aluminium Ingot
Alclad Aluminium Sheet
Heat Sink
Radio Control Unit
Turbo Motor
Battery
Uranium Cell
Electromagnetic Control Rod
Nuclear Fuel Rod
Iodine Infused Filter
• Hazmat suit now craftable in workshop

WORLD
• Overhauled the Swamp visuals and gameplay (Northeast of Grassfields)
• Added Bamboo Fields area
• Added Red Jungle
• Overhauled the Dune Desert visuals including fog & lighting (Northeast corner of the map)
• Updated gameplay in the Desert Canyons (North and east of the Northern Forest)
• Updated tons of environmental assets

WILDLIFE
• Added the Elite Stinger (spider-like creature). It is very prominent in the Red Jungle

OPTIMISATION
• Network optimisation of Conveyor Belts
- Reduced conveyor network footprint
- Message size reduction
- (most messages reduced to an 8th in size, but depends on the specific conveyor/use case. But even the largest messages are far under 50% in size)
- Replication Frequency & Priority Tweaks
- (Should result in more effective use of the data/reduced overhead, and less issues in moments of data congestion)
- Improved item pickup from conveyors
- Added server rollback states and version tracking on interactions for improved precision (pinpointing exact items should work now even on high ping)
- Added client side prediction for improved responsiveness
- Improved item placement accuracy on conveyors
- Guaranteeing the pattern of items on conveyors to closer match that of the server
- Compensating for delays or earlier than expected add/remove events over time, minimising popping and drifting
- Added extra compensation animation as items are just about to move out of a conveyor
- Current side effects/future work on conveyors
- The overall reduced replication frequency combined with the visual compensations can make seams between two connected conveyors look a bit weird atm. Will be fixed soon, along with yet another significant reduction in net replication data.
- Some popping in the start area of a conveyor can still be observed at times as we currently prioritise to remove popping in the end of the conveyor and responsiveness. This will be tweaks and improved as we go and see more real use cases.
- We might consider reducing the data of initial replications on a conveyor, making their start state stream in over time instead, to reduce spikes in network data when loading into a game with a lot of conveyors close by
• Reduced network data on session join for clients
• Fixed a bunch conditional replication (replication dependency):
- Generalised and improved the system to be used in more places easier
- Made this system work better with saving games
- Player equipment only replicate when actively equipped, and unequipped equipment is ignored.
- Improved conditional replication to not trigger when it’s the server triggering interactions (The server already have the real state and don’t need to hook up for additional replication)
- Made all inventory slots use the conditional replication, significantly reducing replicated data across most buildings
- Refactored Overlocking and made it use the dependency system
- Added/Moved more replication to the dependency system for:
- All manufacturers
- All storage Buildings
• Improved the data footprint of replicating Factory Building legs/supports
• Removed far distance shadows in the persistent levels?
• Optimised Pond, River and UnderWaterSurface materials
• Grouped Factory ticks
• Added waterfall LODs
• Optimised the green “Snakelegs” Tree (primarily used in the northern parts of Grass Fields
• Implemented some minor ways of offloading initial client load times
• Fixed some network related clamping on the Conveyors
• Fixed collisions and optimized lots of environment assets

Carecat
Apr 27, 2004

Buglord

Agent355 posted:

So it's been like a year, how did this shake out?

It's fine but the first version was about six months too early. Not a problem if you are buying on steam which is sounding like late spring or summer.

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