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Every time a new update drops, my friends and I set up a server and play together.

We have some basic rules, like don’t touch each others factories. And we have strategies like building a shared rail system where we set up stations at our personal factories to trade manufactured items with each other.

Does anyone else do this kind of thing? If so, what rules do you play by, and what other things do you do in general, to make it fun in a multiplayer setting?

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submitted 1 year ago* (last edited 1 year ago) by scrubbles@poptalk.scrubbles.tech to c/satisfactory@lemmy.world
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submitted 1 year ago* (last edited 1 year ago) by scrubbles@poptalk.scrubbles.tech to c/satisfactory@lemmy.world

Release date spoilerRelease date is November 14!

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Tier Unlocked - Mod Status (poptalk.scrubbles.tech)

Hello everyone!

Waving Pioneer emote

You've probably seen me posting random screenshots to the feed over the last few weeks, and I've been around for a while. As of yesterday I have been granted mod status by @cosmicrose@lemmy.world here in Satisfactory!

Don't worry, I don't plan on anything really changing at all. That being said, please feel free to let me know if there's anything we can do here to make things better.

Things I'd like to start posting -

  • Post official videos here, but not so much that it gets spammy.
    • (Probably not dev logs, but the official videos)
  • Major bugs/features

Per Ficsit requirements I have to provide my credentials, so know that Satisfactory is officially my most played game of all time, I've crossed over 1,400 hours playing it personally. Every year for the last 5 years now I play online with a friend and we build a new factory from Tier 0 to finishing Phase 4. I'm extremely happy to help mod here, and hopefully help out answering questions, bugs, optimization, or I'm always happy to give out ideas for builds. Don't hesitate to ping me!

Now, that being said, another screenshot for you because I'm proud of my last build and I'm excited to get started on a new build.

Night builds at the World Hole

We challenged ourselves to take advantage of the World Hole near Grassey Fields in the last build. This was because 1) The verticality of the area makes the build really interesting where you can't spread out and 2) The sooner we paved over the hole the sooner we'd stop falling into it. Over time it forced us to build up, and thus the cyberpunk-esque build started.

Here you're looking at the most successful subsidiary of the World Hole base, Applied Computing, making a few hundred Computers per minute.

Looking up at Applied Computing Looking up at Applied Computing On the Executive Terrace looking down to street level On the Executive Floor of Applied Computing looking down Street level of Applied Computing, looking East

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Caterium 2: Paradise Island

Second Caterium build in Factory v3.0 (my last save), this caterium is the secondary Quickwire production facility, and primary Electromagnetic Control Rods facility. It processes 3,020 caterium/min.

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Revisiting my old save (poptalk.scrubbles.tech)

Rush hour at Rocky Junction

Rocky Junction because the location of our hub in our 3rd factory, as I needed a huge space to merge our train network to. There is no production at Rocky Junction, but there are 23 platforms for solid goods and 4 liquid platforms in an adjoining area. Everything is built on top of a 10-foundation tall substructure where sorting happens. Rocky Junction was the nexus of our 3 (4-track) mainlines, the Gold Coast mainline, the North Coast mainline, and the Red Forest mainline

My friends and I are going to be starting our 4th factory in December (and I'm thinking about streaming it this time here on the fediverse).

Before we start our 4th though I'm revisiting our last factory. Never finished Phase 4 on that one... no golden cup this time. But to help boost our content I'm going to share my favorite builds from that as I reminisce, if that's okay with everyone.

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How's Update 8 doing? (poptalk.scrubbles.tech)

My friends and I usually do an annual factory, starting late December and usually put about 400 hours into it each time. (Obligatory power plant screenshot provided) We, may have a problem. That aside, this year is interesting - no big release, no big update, except for U8.

We all pretty much stopped right around U8, and when it first came out it looked gorgeous, but everything broke in our huge factory pretty much instantly. I’ve poked my head in a couple of times, and from what I can tell Unreal 5 is amazingly performant, we went from 24ish FPS to 60+ in our final version, and things like train “rubber banding” from our server seems to be lessened.

But I want to know, as we’re looking towards it hitting stable, how are all of you doing with Update 8? How are dedicated servers? Is it best to start a new save with the major update?

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cross-posted from: https://lemmy.conorab.com/post/35638

In all its framerate-killing glory!

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Tips for architecture? (sh.itjust.works)

Does anyone have a good place to get tips for architecture design in Satisfactory, preferably with images instead of videos?

I've watched a bunch of TotalXclipse's videos and he's on a totally different level from me. I'm picking up some ideas but it's difficult when you have a bunch of things you notice over the course of the video and you don't have a quick way to reference or remember them later.

I'm coming from 2000+ hours on Factorio and a bunch on DSP so I've got the logic part of my brain trained but the aesthetic of the architecture and full 3 dimensions is new to me. I'm like 400 hours in so I know the game well, as long as I'm just making boxes or 15° turns. Anyone have any tips?

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...and I made a video about it!

Safe, Aesthetic, Adaptible, Fun! Build yours today! (Or when Coffee Stain Studios fix all the bugs and Update 8 hits EA...)

This is the first time I've made a video like this, and surprise surprise - it's quite time consuming! I originally intended to include some closer looks and tutorials on how to set up an Awesome Hypertube Network, but decided I'd rather release this video now, or risk Update 9 being released...

Please let me know what you think of it, and any feedback you may have - and let me know if you'd be interested in more videos going into more detail on how to design and build your own Awesome Hypertube Network!

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I have a few hundred hours in Satisfactory (I know, weak) and I think folks that like it would like Techtonica as well.

cross-posted from: https://lemmy.world/post/1656114

Tried the demo a few months back and it was super promising. The devs seem like wonderful people too. They're a small team and I'd love to see them get some support and for Techtonica to be a success!

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So I've got a manifold of train stations--one line comes in, branches into like six parallel train stations, and then they rejoin into one line. Each station has a block signal at each end, so the one-into-many section and the many-into-one section are blocks.

Sometimes, when there's enough traffic that more than train is finished unloading and ready to take off, when the many-to-one block frees up, two trains will enter the block simultaneously and collide.

Anyone know what to do about that?

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This little iron refinery probably isnt much to look at for experienced players, but Im pretty proud of it. has 2 miners on a pair of pure iron deposits behind the structure feeding into the 8 smelters inside, divided into 2 different output locations because the best conveyors I currently have can only handle half it's output. There is a small amount of clipping, but nothing super cheaty looking (the mergers that clip through the outside wall dont use the side that clips through, so I like to imagine the exterior bits of them as looking like some sort of ventilation ducts or something.

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submitted 1 year ago* (last edited 1 year ago) by x2Zero7@sh.itjust.works to c/satisfactory@lemmy.world
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Progress on my base (lemmy.world)

In the middle of my spawn base

Looking out towards my elevated rail network

Birds Eye of my Spawn Base

My Turbo Fuel power plant (~27 GW)

New plastic factory WIP in the distance (4,400/min)

Plastic factory up close (second level)

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submitted 1 year ago* (last edited 1 year ago) by BlueWhiskeyRose@lemmy.world to c/satisfactory@lemmy.world

Hello! I'm new here so apologies for any formatting errors.
I was wondering if there are any good strategy guides for how to progress through the tiers? I find I usually get stuck before unlocking tier 7.

Thanks in advance, and I'm really looking forward to this community growing!

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Instead of keeping it around for emergencies, it is now my main method of traversing the map - at least until the jetpack. It is a bit faster, but also it is much more fun than walking.

There are now observation towers all over my starting area, that I use as jumping off points when moving between production facilities.

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submitted 1 year ago* (last edited 1 year ago) by kitering@lemmy.world to c/satisfactory@lemmy.world

Hi Pioneers!

Hello everyone, here’s another patch addressing some more of the top issues we’ve gotten around to from the feedback we’ve gotten from you all

There’s something very important to bring up which is we will be soon going out on vacation so in order for us to try to fix what is truly important for you all we need your feedback so please let us know what is affecting your gameplay or what are your concerns over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day

As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.

See you again soon everyone <3

BUG FIXES

  • Fixed a crash on startup for Dedicated Server when the server query port was set to a value that exceeded the maximum value of an int16
  • Fixed the “Enable Advanced Game Settings” checkbox still showing up on the Loading Menu even if the save already had Advanced Game Settings enabled
  • Fixed Advanced Game Settings being checked for all saves belonging to a session when checking it only in one save from the session, now it’s individual instead of applying to all
  • Fixed the customizer still consuming resources from inventory when No Build Cost was enabled
  • Fixed getting refunds for Customizer Materials and Patterns when No Build Cost is enabled (So your inventory does not fill up with things you don’t want)
  • Fixed a crash with the Customizer when using the Customization filter
  • Fixed the Max FPS option not allowing to set a custom value from the number properly and always displaying 0
  • Potentially fixed a crash related to conveyor belt holograms
  • Potentially fixed a crash when loading a save that might be affecting saves that have Geothermal power set up
  • Temporary fix for audio log spam on Dedicated Servers when using vehicles which would lead into clients being kicked out of the Server

UI

  • Added a button to the new Wiki to the Social Media buttons in the main menu and rearranged the buttons
  • Made the Experimental Label bit more transparent and less bright red to help prevent OLED Burn-in

GAMEPLAY

  • Reduced the height at which the player hangs from the Zipline, this should help some cases where the player gets detached from the cable when ziplining down an incline due to bumping the Pioneer’s head

MODDING

  • Included .usmap file into the Community Resources

LOCALISATION

  • Fixed several text entries that were not possible to localize after the UE5 migration
  • Also excluded other texts and folders from improperly showing up in the localization files

KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...

  • And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

  • This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.

  • The first time booting the game will be very slow, but that should not continue to happen after the first boot

  • Game can hang on quit

  • There is major performance loss when running out of VRAM

  • Lights don’t behave correctly in Lumen compared to Signs

  • Factory Animation tick reductions can be slightly too aggressive

  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0
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submitted 1 year ago* (last edited 1 year ago) by kitering@lemmy.world to c/satisfactory@lemmy.world

Hi Pioneers!

Hello everyone, here’s another patch with some more fixes and goodies for you all so please take a look, there’s quite a few changes in this patch.

There’s something very important to bring up which is we will be soon going out on vacation so in order for us to try to fix what is truly important for you all we need your feedback so please let us know what is affecting your gameplay or what are your concerns over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day

As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.

See you again soon everyone <3

BUG FIXES

Fixed the Railways, Hypertubes and Pipelines visually having incorrect rotation when set via Blueprint This may also fix sinking/incorrectly rotated foundations in some scenarios

Fixed the parachute visuals on conveyor belts or when dropped Fixed the camera for the Factory Cart, it was incorrectly set so it would clip drastically when indoors

WORLD

Fixed collision being missing in some Coral A few parts near the coastline of Rocky Desert are now more complete in terms of foliage and world design Fixed some issues with the Gas Pillar effects in a few areas of Dune Desert and Spire Coast, also fixed some locations in Titan Forest leading towards Desert Canyon

AUDIO

Some ambience tweaks to Red Jungle sound effects Some ambience tweaks to Spire Coast sound effects Changed the audio for the waterfalls in Dune Desert Canyon General tweaks to waterfall sound effects

GAMEPLAY

Removed the option to purchase Parachutes from the Awesome Shop now that it is no longer a consumable item Toned down the new parachute recipe Minor updates to the descriptions of the Jetpack and Fuels to match the new Jetpack changes Fixed the wording for the Priority Power Switch description to match the UI Fixed the FICSIT Blueprints milestone not showing the Blueprint Designer in the unlock list

LOCALISATION

Updated all languages with the latest translations Updated language completion rates Updated community translators in the credits

KNOWN ISSUES

A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files.

You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...

And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify

This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.

If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too. The first time booting the game will be very slow, but that should not continue to happen after the first boot Game can hang on quit There is major performance loss when running out of VRAM Lights don’t behave correctly in Lumen compared to Signs Factory Animation tick reductions can be slightly too aggressive TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality r.TSR.ShadingRejection.Flickering 0

Max FPS option is visually stuck at 0 regardless of selection, the FPS cap does still work however, so this is merely cosmetic The Global Illumination option might show blank and prevent you from changing it if you were using Cinematic before it was removed in yesterday’s update, you can work around this by using the “Reset to Default” button, it should let you change the setting normally afterwards, Do note that this will reset all other Video settings to default

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It's a FICSMAS Miracle! (www.kickstarter.com)

Heroic Replicas posted a kickstarter for Ficsmas merch!

(Jace and Snutt body pillows are also in this post.)

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A friend was mentioning how reddit was the fastest way to figure out where alternative recipes were. Should we start collecting these into a post here?

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Satisfactory

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The unofficial Lemmy community for Satisfactory, the factory-building and exploration game.

Learn more about the game at https://www.satisfactorygame.com/.

Game wiki: https://satisfactory.wiki.gg/

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