Seems reasonable. Could do without the jokes, but like, whatever, I don't like their humour and plenty of people do.
Not entirely sure I agree on limited closed beta for things, honestly, but also, again, whatever. Most of my concerns there are with me and the Devs not seeing eye to eye on the amount of busy work in the game. Ultimately, this is small potatoes.
It'll be nice to have it fully released. Maybe I'll even get another season of LotGH to go with it!
Coffee Stain revealed several things that won't make it to 1.0
-No giant crab creature
-No official mod support (unofficial support will continue.)
-Circular/Curving foundations
-Roads
-Logic systems
-There's going to be a late game recipe balance pass and due to this, beacons will be replaced with rotors for that one nuclear recipie, so beacons can finally be removed from the game.
-Flowers and Color Cartridges are gone, customization is free now.
And as a mea culpa, they showed off something they ARE adding.
They're either modifying the Biomass Burner to have a conveyer port or they're adding a new tier of the device.
Eitherway you can now semi-automate biomass burners.
No logic system sucks. It really should be there, but I also get how that might not be something doable at this point. No mod support, same thing.
I'm genuinely unsure what logic systems would be used for currently in the game
Seriously, following this up, there's nothing that really demands that kind of complexity. The closest we have is trains? I guess? I'm just struggling to see a use for automation that isn't already handled in the game by what we've got in the game - it feels like it'd be complexity for the sake of complexity.
People like building overly complicated setups, for space, efficiency, what not. A logic system could say "Warehouse storage is full, redirect these resources somewhere else" and similar things.
It's not being added in 1.0 specifically because it is not needed in the game and the devs don't want it to be required but a subset of players would really have fun with it.
Minecraft doesn't need a logic system but people have created entire computers within the game with it.
People like building overly complicated setups, for space, efficiency, what not. A logic system could say "Warehouse storage is full, redirect these resources somewhere else" and similar things.
It's not being added in 1.0 specifically because it is not needed in the game and the devs don't want it to be required but a subset of players would really have fun with it.
Minecraft doesn't need a logic system but people have created entire computers within the game with it.
You can already do the bolded just with splitters though?
You can, sure, but your options are limited to "conveyor is full" and a smart splitter with an overflow set.
Maybe you want better control over what resources go where and at what rate (without needlessly complicated splitter/merger designs) so you set up a circuit that says after 20 items pass through, swap to output B. Then after 7, swap to A.
Or maybe a circuit that only powers up some generators if you hit 80% power usage otherwise let the oil go towards making plastic.
Honestly it's hard to come up with great ideas because it's not something I'm overly interested in. But enough people do that Coffee Stain clarified that they wont do it in 1.0 and those requestors surely have use cases.
1: Sushi train for research, where buildings with multiple inputs select resources from a stocked sushi train based on what they currently need. The logic was to keep the train stocked with a reasonable amount of each resource.
2: Resource dispatch by train to specific factories.
Specific factories would send specific signals to the shared logic network to then get supplies by train before they ran out of material, without needing a stocked conveyor or drone resupply.
3: Resource dispatch by train for base building.
Logic signals sent to the shared logic network would inform the central base on how to stock a pocket train with material, so that I could focus on building out new areas without worrying about construction materials, so long as I built the train station and logic network extensions first.
I'm unsure how much of this is translatable into Satisfactory.
I can see some of that, but most of that is already doable with the current setup.
Sushi Train just seems a no-need, a proper train network can service things just fine.
Same with #2, in fact mid-to-late game trains are the best way to move things around and centralize resoruces. for most recipes Ore is already as compressed as you're going to get, so it's better to ship ore in to where other things you need (like water, oil, nitrogen) are, and then build the factory there.
Number 3 is also handleable with a train network, or late game, a drone network - My world has a drone network setup so if i need a resource, I just slap down a drone port, hook it up to the power grid, and then use it to tell the relevant drone to come make a delivery to me.
Sorry, I should have specified:
The sushi train in Factorio was a circular conveyor belt rather than an actual train.
And for resource requesting trains, it made more sense in Factorio where there was shared infrastructure.
So I had smelting plants that would request different ore types when the manufactured/smelted product of that ore was depleted.
So if steel output stockpiles were low, it would request, receive and smelt iron. If bricks were low, it would request, receive and fire bricks.
Basically fulfilling multiple recipes where X + heat => Y, with the one set of machines.
(For 3: You could use drones in Factorio too, but there's an achievement for not doing so, and I like trains)
Posts
New Satisfactory Roadmap dropped
The number of jabs at the MCU in this is very funny.
Not entirely sure I agree on limited closed beta for things, honestly, but also, again, whatever. Most of my concerns there are with me and the Devs not seeing eye to eye on the amount of busy work in the game. Ultimately, this is small potatoes.
It'll be nice to have it fully released. Maybe I'll even get another season of LotGH to go with it!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
https://youtu.be/LTJEvh8kqKE?si=0vcQr3O123vSkKQM
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
-No official mod support (unofficial support will continue.)
-Circular/Curving foundations
-Roads
-Logic systems
-There's going to be a late game recipe balance pass and due to this, beacons will be replaced with rotors for that one nuclear recipie, so beacons can finally be removed from the game.
-Flowers and Color Cartridges are gone, customization is free now.
And as a mea culpa, they showed off something they ARE adding.
Eitherway you can now semi-automate biomass burners.
https://m.youtube.com/watch?v=QZJ27aFaoJc
The unofficial mod support has been pretty robust at least, so I'm sure that'll be fine.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Hopefully there will be at least one DLC pack for some things that are being cut now.
I'm genuinely unsure what logic systems would be used for currently in the game
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Seriously, following this up, there's nothing that really demands that kind of complexity. The closest we have is trains? I guess? I'm just struggling to see a use for automation that isn't already handled in the game by what we've got in the game - it feels like it'd be complexity for the sake of complexity.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
It's not being added in 1.0 specifically because it is not needed in the game and the devs don't want it to be required but a subset of players would really have fun with it.
Minecraft doesn't need a logic system but people have created entire computers within the game with it.
You can already do the bolded just with splitters though?
Maybe you want better control over what resources go where and at what rate (without needlessly complicated splitter/merger designs) so you set up a circuit that says after 20 items pass through, swap to output B. Then after 7, swap to A.
Or maybe a circuit that only powers up some generators if you hit 80% power usage otherwise let the oil go towards making plastic.
Honestly it's hard to come up with great ideas because it's not something I'm overly interested in. But enough people do that Coffee Stain clarified that they wont do it in 1.0 and those requestors surely have use cases.
1: Sushi train for research, where buildings with multiple inputs select resources from a stocked sushi train based on what they currently need. The logic was to keep the train stocked with a reasonable amount of each resource.
2: Resource dispatch by train to specific factories.
Specific factories would send specific signals to the shared logic network to then get supplies by train before they ran out of material, without needing a stocked conveyor or drone resupply.
3: Resource dispatch by train for base building.
Logic signals sent to the shared logic network would inform the central base on how to stock a pocket train with material, so that I could focus on building out new areas without worrying about construction materials, so long as I built the train station and logic network extensions first.
I'm unsure how much of this is translatable into Satisfactory.
Sushi Train just seems a no-need, a proper train network can service things just fine.
Same with #2, in fact mid-to-late game trains are the best way to move things around and centralize resoruces. for most recipes Ore is already as compressed as you're going to get, so it's better to ship ore in to where other things you need (like water, oil, nitrogen) are, and then build the factory there.
Number 3 is also handleable with a train network, or late game, a drone network - My world has a drone network setup so if i need a resource, I just slap down a drone port, hook it up to the power grid, and then use it to tell the relevant drone to come make a delivery to me.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
The sushi train in Factorio was a circular conveyor belt rather than an actual train.
And for resource requesting trains, it made more sense in Factorio where there was shared infrastructure.
So I had smelting plants that would request different ore types when the manufactured/smelted product of that ore was depleted.
So if steel output stockpiles were low, it would request, receive and smelt iron. If bricks were low, it would request, receive and fire bricks.
Basically fulfilling multiple recipes where X + heat => Y, with the one set of machines.
(For 3: You could use drones in Factorio too, but there's an achievement for not doing so, and I like trains)