Auto-connecting blueprints, finally!

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[–] 10 points 1 year ago

My most used features so far are vertical splitters, vertical nudging, and the new placement modes for conveyors and pipes. With an honorable mention going to conveyor wall holes, which also free up a lot of design options.

Honestly, though, just about everything in this update has been a godsend. Priority splitters are the only thing I haven't really used yet. Even the elevators rock; being able to zoop up to 200 meters up or down in one go can make them useful even as a temporary yardstick for tall structures. (Also, I did end up needing to go 150 meters straight down to get at some resources and can confirm that elevators handle their intended purpose very well.)

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  • 20 comments in c/satisfactory@lemmy.world view that post
    [–] 1 point 1 year ago (2 children)

    Did they add controller support?

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  • [–] 2 points 1 year 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.

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  • [–] 9 points 1 year ago (1 child)

    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

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  • [–] 1 point 1 year 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.

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  • The elevator music, of course

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  • [–] 5 points 1 year ago

    A good occasion to start a new save, which i did 😄

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  • [–] 4 points 1 year ago (1 child)

    Vertical nudging, no question.

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  • [–] 3 points 1 year ago

    I gotta start playing again...

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  • [–] 4 points 1 year ago (2 children)

    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 🥲

    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.

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  • [–] 3 points 1 year ago (1 child)

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

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  • [–] 4 points 1 year 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.

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  • [–] 1 point 1 year ago* (6 children)

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

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  • [–] 6 points 1 year ago (5 children)
  • [–] 3 points 1 year ago (4 children)

    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.

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  • [–] 0 points 1 year ago (3 children)

    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.

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  • [–] 2 points 1 year ago (2 children)

    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.

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  • [–] 1 point 1 year 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.

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