Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Satisfactory - first person Factorio from Goat Simulator devs

DDZ

Red blood, white skin, blue collar
Patron
Joined
Dec 17, 2012
Messages
1,829
Location
Under the Gods
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
I played an early version and didn't like it, building in first person just sucks.
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,466
Location
Kelethin
What's the combat? I asked online when it was first released and they all said no combat ever evor evah.
 

Lazing Dirk

Arcane
Joined
Dec 12, 2016
Messages
1,865,465
Location
Shooting up your ride
What's the combat? I asked online when it was first released and they all said no combat ever evor evah.

If I had to describe it in one word, it would be "forgettable", since I only remember 1 enemy (the small armoured things that charge at you). I know there was some annoying flying things (which exploded? or were poisonous?), and some larger things, but have absolutely no recollection of what they looked like or how they attacked. Stay away from them and click until dead, then go back to building/exploring.

No wait, I remember there being spiders, but only because there's an arachnophobia mode which replaces them with pictures of kittens. I'm pretty sure that was Satisfactory.
 

Ranselknulf

Arcane
Patron
Joined
Nov 28, 2012
Messages
1,880,295
Location
Best America
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
I wanted to research this game more, the fact that there are combat mechanics in the game could make for interesting mods.

Obligatory, "Mods will fix it" (tm)
 

anvi

Prophet
Village Idiot
Joined
Oct 12, 2016
Messages
8,466
Location
Kelethin
It could if it was developed more, but it sounds like combat was an afterthought. Not sure that gives modders much scope.
 

Ranselknulf

Arcane
Patron
Joined
Nov 28, 2012
Messages
1,880,295
Location
Best America
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
It just takes the right autist to go nuts on it.

I've seen autists mod a game so much that it gets turned into a new game.

I'm not saying that will happen here, or it's likely to happen either.

It's just on my watch list.

I'd love a western mod where you have to resettle the Indians to make room for your factories, or maybe an Avatar mod where you move the blue aliens so you can mine under the forest.
 

Lazing Dirk

Arcane
Joined
Dec 12, 2016
Messages
1,865,465
Location
Shooting up your ride
I didn't even realise it had mods, so I went and looked out of curiosity. Out of 600 or so mods I looked at, I saw about 6 that related to combat. One made the enemies just immediately die when they got close, one made them non-hostile, 2 of them improved weapons, one lowered health of the giant passive things, one removed those things entirely. So basically the only combat mods I saw are just there to remove the combat.

But hey, if you want to build new stuff, or better stuff, or blueprint stuff, or easier stuff, or harder stuff, you're sorted.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,571
Location
Tampon Bay
Somehow Satisfactory didnt click with me at all. I got stuck mid way in the tutorial and dont want to do it all over

Is there some point that you need to play to before it gets interesting?
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
15,005
I will give Satisfactory this, while addictive it is also a very odd game, the likes of which I probably never experienced.

While building stuff in first person is cumbersome - especially if you want to have everything nicely spread out and in order - but on the other hand it also brings out the feeling of the large scale you are dealing with. The map being large also helps with that. I guess this is also the appeal of Minecraft (which I never played).

Of course for this game to stay addictive it has to click with you… and then continue clicking with you, since somehow there are multiple levels of ‘clicking with you’, as insane as that sounds. As I was haphazardly building through the landscape I began losing interest with the game, thinking that was all it had going for it. That is until I realized that haphazardly building is stupid and that I will have to create a factory with a proper, rational and bigger layout. Not just machines set on the grass somewhere. That was my first ‘click’.

My second click was when I realized that when the game said that I should go ‘vertically’, it wasn’t a suggestion. Building multi-leveled factories is the way to go. My third click was when I finally comprehended I need to make an EXCEL sheet to plan out my production line so it works at 100% and doesn’t require me to oversee it. No, seriously. You absolutly need an EXCEL sheet for this game, which is insane in its own way. I actually finished doing it yesterday. The forth click came soon after, with me figuring out that once I make reazonably well working factory I will have to establish new ones which are more specilized, just so I won’t have to keep rebuilding the old one when newer tech is introduced, again.

The design of this game boarders on the genious and insane. There is definetly an audience for it in people who like to simply build stuff the hardcore way. Imagine Subnautica, but the core is building tools to build tools to build even more stuff and better tools. I wish the building process could be more streamlined, so wouldn’t have to fiddle with the converbelts being aligned correctly, but as far as I’m concerend this is probably the most hardcore first-person builder game.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,383
Sounds like you are in max efficiency phase of factorio.
spaghetti --> overdesigned efficiency --> efficient spaghetti --> spaghetti

Imho going vertical is what causes Satisfactory to show its problems.

1. buildings are not designed with verticality in mind. Every assembler, smelter etc have struts and is generally way higher than it needs to be with additional platform to walk on it.

2. Maps looks fine when you 2D on them but once you go 3D they kind of stop being fun and your factory starts to look dumb as hell with physics breaking structures.

3. If you want to actually build 3D nice looking factory then prepare for 100s of hours because going 3D means handling of everything from foundations to roofing along with actual design if you don't want for to look like your basic blender box (like shit).

4. Scale of the world starts to become an issue. World seems to be big but once you start to expand you realize that scale is wrong and your even small factory starts to "fall out" of terrain like some BMW M5 from 2015 in middle of roman vs persia battle.
 
Joined
Dec 24, 2018
Messages
1,919
I've been playing quite a bit of this game the past few weeks; personally, I really enjoy it, particularly building factories (I generally favour smaller, distinct buildings linked by belts rather than the megafactory / main bus paradigm; easier to plan out in my head since the scale is smaller). The main grievance I have would be the travel issue - you can only hold so much in your inventory and if you have a big project (currently I'm working on getting a 400 battery/min setup going so I can do drones - I have a plastic factory, a copper wire factory, and am now planning out an aluminum factory, all located roughly in the middle of the map) you'll be doing a lot of back and forth between your project location and wherever you're making parts. Of course, sometimes you can get some local production set up, but not always, depending where you are. I did eventually bite the bullet and run a hypertube with a cannon setup feeding it between my main base in the dune desert and the general vicinity of the battery plant, but still... it is a pain. From what I've seen Update 8 will alleviate this with the long-range power towers, allowing more direct zipline paths with less jumping needed. Kinda wish it was possible to just overclock a hypertube to shoot the player into it much faster at the cost of more power.

Factory design certainly does get a lot easier with Mk5 belts since belt speed can be a limiting factor when using manifolds rather than balancers, and I do definitely prefer manifolds. Though I have been running into an odd situation on a two-storey setup with refineries - they're both fed crude oil, which splits on the way in, and there's more than enough head lift pumping it up to the second storey, but the upper storeys aren't getting crude; there's a decent amount in the pipes up to the last vertical segment and then the horizontal manifold on the upper storey has nothing. I'm thinking the next thing I'll try is not splitting and instead just feeding straight to the upper storey, and at the end of that manifold letting gravity take the excess crude down to the first storey, because I have a feeling it's some bullshit to do with fluid gravity here.

I haven't really messed around with blueprints yet.

I do share WhiskeyWolf's impression of somewhat likening this to "Subnautica but with automation"; I liked Subnautica but the way you had to do everything manually was irritating and I always found myself wishing for some kind of factory system, and Satisfactory made me remember Subnautica since it has a lot of similarities (exploration of different biomes, finding resources and crafting to unlock better stuff, etc) but where Subnautica was very amateur and incomplete, Satisfactory feels professional.
 

Ranselknulf

Arcane
Patron
Joined
Nov 28, 2012
Messages
1,880,295
Location
Best America
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag.
Been playing Factorio lately, not sure how many more hundreds of hours I will sink into it, but at some point I will give this game a try.
 

Mark.L.Joy

Prophet
Joined
Sep 11, 2016
Messages
1,378
I don't know how you'd make 3d object placement in games ever feel good, definitely not doing it in 1st person, it's as terrible as I 1st thought.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,891
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I tried this for 45 minutes and the only excitement was a sudden loud sound when my head hit the desk after falling asleep. Then I talked to enthusiasts who shone some light on why the game gets good later, tried it again and another 5 hours went by like nothing. I'm not resoundingly addicted but I do want to putter around in it some more.
 

Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
2,466
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Finally out of Early Access:




Good lord, the first screenshot in the Steam Page is from the Let's Game It Out series. I guess the devs own the guy a solid for all the free ad they got for years from his over-the-top videos.
 
Joined
Dec 24, 2018
Messages
1,919
Reinstalled and played a bunch yesterday. It's not hugely different from 1.0 (most of the new stuff is only unlocked in the late game) but there are a few noticeable changes. For one, belt and merger/splitter placement is a lot easier. The right angle mode is a significant convenience and time saver, and the new alignment preview is a lot harder to mess up. Also, it could just be in my head, but it feels like they got belt connections to mergers/splitters to work a bit smarter, fewer cases of the placement preview snapping to the opposite side than before, and the detection range for a valid connection is larger - i.e. if you have two connecting points close to each other (say, a merger output and a machine input) you don't have to click and drag from one to the other, you can just click on one of them to start the belt, and then click again without moving your mouse, and it'll automatically connect the belt to the other nearby point. I don't think it was like that in 0.8, though I could be remembering wrong.

The addition of belt inputs to biomass burners is also really nice; I've got a small 300MW setup of 10 biomass burners fed by a single storage container, and while I will be unlocking coal power soon, I don't feel too much pressure to get it up asap since biomass power is now very convenient to refill. Probably going to automate the products required to make coal power and water extraction/transport before getting coal power up, rather than rush and put them together by hand. In 0.8 the biomass phase of the game was somewhat of an unpleasant obstacle, so I'm glad that's changed.
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,173
I played last month around 1.0 for the first time. This game tickles my lizard brain the way programming does...which is not good. I put 60h in 5 days and had to stop playing because it started affecting my sleeping cycles and I daydreamed about it at work.

Same as Retardo says, not only is full automation unlocked later in the game, it's hard to achieve full efficiency. By T6 I put together a spreadsheet to maximize the efficiency of making the pieces necessary for T3 (!), such that there's no downtime and no waste, and it turns out you need like half the game map to just to place the factories because the lowest common multiple of the buildings you need is like x12.

So you have to spend even more time building redundant factories and ways of moving basic resources around, or you use the downtime to explore around the map. Which isn't a terrible idea IF MY BRAIN ALLOWED ME TO ACCEPT THE INEFFICIENCY OF IT ALL. I believe there is a plot about aliens somewhere, like in Planet Crafter or Subnautica.

So it is a great timesink for automation nuts like me. Too great. Plus, the movement around the map feels great, the map has enough exploration moments and building placement is okay-ish. I prefer it over top-down games such as Factorio or Dyson, or 3rd person like Astroneer.

The addition of belt inputs to biomass burners is also really nice; I've got a small 300MW setup of 10 biomass burners fed by a single storage container, and while I will be unlocking coal power soon, I don't feel too much pressure to get it up asap since biomass power is now very convenient to refill. Probably going to automate the products required to make coal power and water extraction/transport before getting coal power up, rather than rush and put them together by hand. In 0.8 the biomass phase of the game was somewhat of an unpleasant obstacle, so I'm glad that's changed.

Retardo ^^^^^ it takes 15m with the chainsaw plus at the workbench to get enough biomass for 5-10h.
 
Last edited:

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,173
@Retardo ^^^^^ it takes 15m with the chainsaw plus at the workbench to get enough biomass for 5-10h
Does it depend on location and forest density?

I've started in the desert, set the base near the river/oasis/rocks and had ~10 burners before switching to coal. I still think it took me significantly more time with the chainsaw to gather the fuel.
I didn't know the starting location changed. I put my first base in the valley and hills between all the iron and limestone deposits. The jungle is just by it.
 
Joined
Dec 24, 2018
Messages
1,919
@Retardo ^^^^^ it takes 15m with the chainsaw plus at the workbench to get enough biomass for 5-10h
Does it depend on location and forest density?

I've started in the desert, set the base near the river/oasis/rocks and had ~10 burners before switching to coal. I still think it took me significantly more time with the chainsaw to gather the fuel.
Not really. You'll get tons of biomass absurdly fast no matter where you are, really. But bear in mind you want to use constructors to turn leaves and wood into biomass, feeding constructors that turn the biomass into solid biomass. You get a lot more energy / burn time out of them that way. If you just toss leaves / wood into burners they're nowhere near as good.

Lategame honestly I have many industrial storages packed with liquid biofuel (great for jetpack) just from clearing space for factories, so much that I will likely never use more than a fraction of it for the rest of the game.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom