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I just ran a bus of coal and sulfur over to my oil area since I needed them for turbo fuel anyways. Then just placed a blueprint that makes all of my ammo and explosives and sinks them so I don't need to constantly run back for more
Yeah, there's an oil area south of where I've got my base (2 normal & 1 pure) that's got a normal coal & a normal sulfur nearby, and I plan on making that my ammo/explosives spot. Just checked the interactive map, and it's in the Lake Forest region, so it'll HOPEFULLY be relatively easy to get set up...
 
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Started my playthrough in grassy fields and hated it lmao. Impure nodes suck ass.
The new dimensional deposit thing is great. I thought they were gonna have logistic drones managing your inventory akin to factorio, but they did it one better.
It's meant to be unlocked when you reach steel, but with a bit of exploring you can make use of it earlier.
The somersloops allow you to duplicate power shards, make a fuckton of biomass or dna capsules. Also great if you hate setting up heavy modular frames.
The story is okay for it being side-content.
The new alternate recipes involving sulfuric/nitric acid can be very powerful. I did not make use of them since I already had my production set up by that time.
Iron pipe FTW. That alternate recipe is very good if you just hit steel but haven't set it up yet and allows the unlock of nobelisk and automation of sam fluctuators (and therefore the dimensional depots). It's also very good later in the game when you can't bother bringing coal to a location and setting up steel if you just need steel pipes. I abused the fuck out of that alt recipe when making stators and sam fluctuators.
It was also my first time setting up turbofuel production, I don't know why I haven't done it in earlier playthroughs cause it's rather simple. It's even more worth it now because you can later upgrade to rocket fuel, which gets (based on napkin math) crazy good in terms of power production. I haven't bothered with rocket fuel production though.

Some "spoilers" for tier 9:
I felt like tier 9 and phase 5 are rather easy compared to the rest of the game, which I liked.
I did overbuild a bit in the previous phases since I had played update 8 so I more or less knew what to expect, which may have made things easier.
The new components don't require you to make a whole ass factory for them if you planned ahead a little bit, and the new recipes are not too complex. The photonic matter/dark matter loop is interesting at first, and management can be trivialized especially with an alt recipe.
The other additions in tier 9 are probably aimed at people who keep playing after finishing the game (not me).
As such, I had no use for the portals or tier 6 belts, nor did I use the converter to convert minerals, but I can see their usefulness. I did whip up some designs in the mk3 blueprint designer for fun.
I feel like portals could have been introduced earlier in the game, maybe tier 7/8.
I expected them to go harsher on power requirements for the late game recipes, but they are manageable. IIRC my power production was around 70 GW and it did fine.
 
yah I'm tearing everything down...again.

Now that I found the pure ingot recipes I just can't pass up the increase in output so I'm going to rip my entire smelter factory out and turn it into giant refinery plant. If there was 1 thing I would bitch about it's that we do waaay too much with refineries and it looks monotonous.

OK, time to get to work. The great "Binining" must begin! God I hope I don't run out of part's half way through my rebuild...

I'm rather sad now that I have the D-Depot. It totally removes the need for a store room. Which I liked having and using, I think this is a step to far and should have been held until at least late game as a bonus for players building the huge lines needed for end game stuff.
 
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v1.0.0.3 patch is out.
BUGFIXES
  • Fixed Early Access supporter pack not working for people who own the game on Epic Games Launcher
  • Fixed Slide Jumping accidentally being slower than it did during Update 8
  • Potential fix for a crash when obtaining the "New fear unlocked" achievement
  • Fixed a rare crash when throwing a Nobelisk in multiplayer and unequipping the Detonator right after
  • Fixed objects inside the poison clouds of Gas Pillars being uninteractable
  • Fixed Blade Runners being visible in only one leg in Multiplayer
  • Fixed a crash when dismantling a hypertube while someone is traveling through it
  • Fixed a crash when joining a multiplayer game that had many offline pioneers in it
  • Fixed Conveyor lifts not outputting items anymore when connected to a Conveyor Wall
  • Fixed Blueprints being slightly offset compared to previous updates
  • Fixed Cables sometimes getting the dismantle highlight stuck on them
  • Fixed being able to Jump or Crouch while interacting with certain menus
  • Fixed Conveyor Wall Mounts being able to snap to invalid buildables
  • Fixed a crash when loading a save while a player was inside a Vehicle
  • Fixed some customizations being skipped in Multiplayer when rapidly applying them
  • Fixed Object Scanner not detecting Hard-Drives in some scenarios until saving and reloading near a crash site
  • Fixed a crash on load in saves with corrupted Drones in them
  • Fixed a soft lock in multiplayer when leaving a session during Objective 4 of the Onboarding tutorial
  • Fixed multiple crashes that could happen when closing the game
TECH ART
  • Fixed some visual issues with the Buildgun when deploying the Parachute
  • Corrected the colors of Mk.5 Conveyor Belts
  • Fixed some visual issues when looking upwards and crouching or sliding with some equipment
  • Adjustments to the first time equip animation for the Xeno Basher
  • Visual adjustments to the Blade Runners in first person
UI
  • Fixed the not being able to scroll in the Hard Drive list in the MAM after researching many Hard Drives
  • Fixed Hide Static Key Shortcuts and Hide Dynamic Key Shortcuts options under User Interface not working
  • Fixed "Press RMB to respawn" sometimes getting stuck on screen in multiplayer
  • Fixed Network Quality and other settings
  • Fixed shift click not refilling inventory slots if there was not enough space for the entire stack to fit
  • Fixed Radar Towers being visible in the compass despite being turned off in the Map
  • Fixed a bug where some parts of the map would always be engulfed in fog of war and show an incorrect shape
  • Updated the Map
  • Fixed a bug where collapsable lists in the Options Menu would sometimes be expanded when exiting and re-entering menus or using the search function
  • Fixed issue where Train Station names wouldn’t change in multiplayer until closing and reopening their UI
  • Fixed Storage Container in the Blueprint Designer not showing an interact prompt
  • Fixed not being able to write correct values on Valves in Multiplayer
AUDIO
  • Fixes to the Alien Power Booster Attenuation on the laser when it's powered
  • Added a Creature Volume Slider for passive creatures; Manta, Space Giraffe and Flightless Birds
WORLD
  • Fixed being able to swim outside of the water near some waterfalls
DEDICATED SERVER
  • Fixed Advanced Game Settings not being Reset when creating a new game in some scenarios
  • Fixed Dedicated Server failing to bind the Server API shutting down the server
LOCALISATION
  • Updated community translated languages with the latest translations
  • The following languages are now fully translated by community
    • Turkish - Türkçe
    • Vietnamese - Tiếng Việt
  • The following languages are now partially translated by community, the percentage number represents how much is translated so far
    • Arabic - اَلْعَرَبِيَّةُ - %58
    • Bulgarian – български – 57%
    • Czech – Čeština – 51%
    • Hungarian – Magyar – 83%
  • Please note that for languages to be reimported into the game, they need to reach at least 50% completion, If you want to help out check out info on our Discord.
  • Fixed credits for all the LQA Testers
Most importantly, they fixed the hard drive scanning. Apparently slide jumping was slower than in update 8. I hadn't noticed a difference, but it's fixed now.
 
I love pre-made blueprints that I can customize afterward. Downside is it will take about 8 or so hours to warm up
Output:
  • Supercomputer 1,875
  • Computer 10
  • Crystal oscillator 10
  • Circuit board 15
  • High-speed connector 5
  • AI limiter 5
  • Quartz crystal 15
  • Silica 50


1727292343726.jpeg
 
Yeah, there's an oil area south of where I've got my base (2 normal & 1 pure) that's got a normal coal & a normal sulfur nearby, and I plan on making that my ammo/explosives spot. Just checked the interactive map, and it's in the Lake Forest region, so it'll HOPEFULLY be relatively easy to get set up...
There is greenery east of the rocky desert and south of the coral/oil bay that I think is great for organizing your weaponry production. All the ingredients are about equidistant.

I find myself rarely using the dimensional depot unless by accident. But I also do agree that it was introduced a bit too early. Maybe after Phase 2 would have been better.

I still suck at this game though. But it is fun helping my friends. Only played since v8.
 
I love pre-made blueprints that I can customize afterward. Downside is it will take about 8 or so hours to warm up
Output:
  • Supercomputer 1,875
  • Computer 10
  • Crystal oscillator 10
  • Circuit board 15
  • High-speed connector 5
  • AI limiter 5
  • Quartz crystal 15
  • Silica 50


View attachment 6454990

That's pretty slick son, way better then my sad boxes and towers
 
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Add me to the list of people running a slower pace this game. I went and pushed through to Phase 3 just so I could have a few more tools to work with during my expansion. My hard drive results have been very good (the new system is an improvement) and I have most recipes slimmed down to the minimum number of manufacturing steps. Right now I am scouting and planning my railroad; I've got a very good idea where I want it to go but I am still deciding on junction types. The system will be three tracks this time instead of one track, so the complexity will increase.

Overall the game has been a treat. 1.0 added a bunch of new things to play with and new ways to enjoy old stuff. I did not experience any major issues but it seems like several people did and the developer has been responsive. So that is a good sign. We'll see how much of their effort goes into porting this to consoles versus developing new features and/or improving existing ones.


An edit: Well it is 3am. The factory is coming along nice. Should probably look into that whole "work" thing after the next plant comes online.
 
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Some crazy bastard discovered a way to duplicate items in Satisfactory.

I'm sure the dev's will fix it so if you want infinite hard drives or sommersloops better do it fast

 
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Reactions: TheDarknessGrows
I'm happy I got the alternate aluminium recipe that doesn't take silica while building my aluminum factory. Really makes it easier to deal with even if it is less efficient.

Saw this video on getting train tracks to have 4 or more connections. Made a nice compact train roundabout using it. Now have to build a train network to utilize it.
 
I need nuclear power so badly.

Coal just isn't cutting it anymore.
View attachment 6469011

If your crazy enough to skip fuel power then turbo fuel power your going to need a lot of coal. Your best bet would be to make compacted coal to stretch it as far as it will go but your going to need something like 8k power minimum to get a decent nuke build going.

In case your new; a 300 pipe of oil can produce 20,000 MW when processed into turbofuel. That will easily bootstrap you to nuke power if that's all your doing. But my recycled plastic and rubber plant eats up 9k by itself not to mention all the other junk and I haven't even finished tier 2 yet so going coal power all the way is pretty hardcore.
 
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