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submitted 4 days ago by [email protected] to c/[email protected]
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[-] [email protected] 9 points 4 days ago

blueprint auto connect seems like it could help with slapping down a factory quickly, but probably vertical nudging and vertical splitters will help me out the most

[-] [email protected] 1 points 1 day ago

I need to do another vertical factory playthrough. That playthrough was a bit of a blueprint headache because no vertical splitters. Imagine a 5x5 grid (7x7 would've made it easier but IMO we unlock it way too late in the game for it to be useful in that playthrough) getting 4 inputs coming up from the bottom, rotating them to become horizontal, then splitting them so half of the 4 inputs could go into the manufacturer and the other half positioned in a way that when they get rotated back into vertical their output would align with the input. It was a mess, I nearly gave up.

And when you got the blueprint ready it was really annoying to connect the blueprints so hopefully the auto-connect solves the other issue I had with vertical builds.

[-] [email protected] 5 points 3 days ago

Vertical nudging, no question.

[-] [email protected] 4 points 3 days ago

For me it's this and also unlimited nudge, no need to reposition it as you want it just one step over the nudging limit.

[-] [email protected] 2 points 3 days ago

Not even a contest. Sadly it's still a bit messed up on controller, because it conflicts with the (undocumented) button for slight nudging.

[-] [email protected] 5 points 3 days ago

The elevator music, of course

[-] [email protected] 3 points 3 days ago

I gotta start playing again...

[-] [email protected] 5 points 3 days ago

A good occasion to start a new save, which i did ๐Ÿ˜„

[-] [email protected] 3 points 3 days ago

My least favourite feature is that the more copies they sell the higher the price seems to go.

I've had it on wishlist for six months and the price has increased since then ๐Ÿฅฒ

P. S. Yes I am cheap. And also I'm not really that worried because I think this game might be a massive time sink for me, so they're kinda protecting me from myself.

[-] [email protected] 3 points 3 days ago

Yeah that seems to happen to indie games that continue to get more and more popular.

[-] [email protected] 3 points 3 days ago

It gets more expensive to work on a more polished product. If you're only selling like 500 copies for $2 it doesn't matter if the game is janky as hell and crashes sometimes, but if you're selling more copies and want to make translations, ensure more compatibility with more hardware, improve performance, etc that takes more time, and more importantly, it usually means paying people. You also start having to worry about having to do more refunds, marketing, etc. Obviously it can be done where people just keep it small, but it's hard to do especially if the developers quit their day jobs to develop the game. I call this the "Michael Scott Paper Company Problem" where you can end up running out of money while trying to scale up because you are trying to compete on costs at an unsustainable level. Of course, once you get to a large enough scale you can start getting more efficient and can do more to keep your price down, but in this middle range it's kind of difficult.

[-] [email protected] 1 points 3 days ago

Did they add controller support?

[-] [email protected] 2 points 2 days ago

Yep, I exclusively play games with a controller and have wanted to play Satisfactory for years. Started playing yesterday and I'm already hooked. I'll say that the controller support isn't perfect, there are a few minor annoyances but nothing that's bad enough to make me not recommend it.

[-] [email protected] 2 points 3 days ago
[-] [email protected] 0 points 3 days ago* (last edited 3 days ago)

did they make the story i waited years to be finished not terrible yet? no? bummer.

[-] [email protected] 6 points 3 days ago
[-] [email protected] 3 points 3 days ago

exactly lol.

the current campaign is the story mode that was teased and people waited for. the same one that said they were working hard on and kept delaying because they wanted it to be right and fit in with the world.

[-] [email protected] 0 points 3 days ago

In this update, they have openly explained their reasons for changing the way they handle the story: https://youtu.be/899Owtx-vz8

I know it can be disappointing to adjust your expectation, but they had to focus on the core features.

[-] [email protected] 2 points 3 days ago

i was still pretty bummed after being an early supporter. IMHO, the story should have been a core feature, and for a bit it sounded like it was going to be.

[-] [email protected] 1 points 2 days ago

I can understand that very well. I've also been involved since the open alpha and was really looking forward to the story at first. But I also understand CSS's reasoning and have a lot of fun with the storyline / progress as it is.

[-] [email protected] 0 points 2 days ago

Meh. Disagree. Story is ancillary. I can recommend a number of books that will fully satisfy you but will not allow you to build a planet-hulling factory.

[-] [email protected] 1 points 1 day ago

you disagreeing does not make me incorrect. that's how opinions work.

thanks for sharing your opinion, but the existence of books does not excuse the lackluster story we got from satisfactory, imo.

this post was submitted on 10 Jun 2025
37 points (97.4% liked)

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