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** Even after you get access to liquid fuels Coal remains a practical fuel for your automated vehicles. Unlike liquid fuels, Coal doesn't require packaging and therefore Plastic. And unlike Biomass, Coal can be fully automated. And Coal is the simplest fuel that fits both these criteria. While a stack of Coal doesn't last as long as other higher grade fuels that is a non-issue so long as adequate arrangements are made for automatic refueling.

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** Even after you get access to liquid fuels Coal remains a practical fuel for your automated vehicles. Unlike liquid fuels, Coal doesn't require packaging and therefore Plastic. And unlike Biomass, Coal can be fully automated. And Coal is the simplest fuel that fits both these criteria. While a stack of Coal doesn't last as long as other higher grade fuels that is a non-issue so long as adequate arrangements are made for automatic refueling. This is subverted because using Coal this way is very inefficient and you would get much more energy out of it by crafting it into Compacted Coal and especially Turbofuel.
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** Turbofuel isn't as complicated as Nuclear power but still a step up from regular Fuel. On top of the normal Fuel refining process you will need to bring Compacted Coal, which itself is made from Coal and Sulfur in Assemblers, to your Fuel plant in order to make Turbofuel. Your reward is more than double the power output from your fuel, in fact more power than if you had instead used the Coal or Compacted Coal in Coal Generators rather than as ingredients for Turbofuel.
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Added to Awesome but Impractical and Boring but Practical

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** Liquid Biofuel. On paper it is the ultimate form of Biofuel, indeed it has the highest energy per unit and energy per Biomass and in fact equals the energy of Fuel refined from oil. Unfortunately it combines the downsides of both Biomass and liquid fuels. Being a Biomass product you can't automate the collection of its raw material, and being a liquid means it must be packaged - which costs Plastic to make Empty Canisters that are not refunded when the fuel is consumed - to be used in vehicles or Biomass Burners (though it can be used unpackaged in Fuel Generators). To add insult to injury despite its higher energy per unit the smaller stack size means more frequent refueling is necessary compared to Solid Biofuel when used in vehicles or Biomass Burners. Liquid Biofuel also cannot power the Chainsaw or Jetpack or used to make Turbofuel.


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** Even after you get access to liquid fuels Coal remains a practical fuel for your automated vehicles. Unlike liquid fuels, Coal doesn't require packaging and therefore Plastic. And unlike Biomass, Coal can be fully automated. And Coal is the simplest fuel that fits both these criteria. While a stack of Coal doesn't last as long as other higher grade fuels that is a non-issue so long as adequate arrangements are made for automatic refueling.
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* BigElectricSwitch:
** The Power Switch has one, both on the object itself and in the UI for activating/deactivating it.
** Another one appears in the UI for Power Poles connected to a power grid that has tripped, and is used to reset the power.
** The SpaceElevator UI also has one, used for launching payloads up the elevator.
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* DamnYouMuscleMemory: As of Update 6, sign settings are automatically saved when exiting the configuration interface, instead of via a "Save Settings" button as before. Said button has now been renamed and instead ''reverts'' the settings you've made. Cue many a re-configuration having to be made after clicking that button out of habit.
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* OverlyNarrowSuperlative: The AWESOME Shop, constructed by the planet's only known inhabitant, is covered in screens boasting it's 'the best store on the planet!'
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* MookMaker: As of Update 6, Flying Crab Hatchers continuously spawn Flying Crabs when approached until you destroy them. Previously, they would just explode into three Flying Crabs.
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** Flying Crabs have a pretty devious attack pattern. When triggered, one charges straight at you while another flies a confusing zigzag course and the third circles around you to attack from behind. Good luck keeping track of them all if you stumble into their trap. Thankfully, running away right after triggering their chrysalis sets the swarm on patrol mode where they can be engaged individually, making them much easier to deal with. Also, Coffee Stain has noted that the AI, while surprisingly good, is not in line with what they had envisioned, and thus the patterns will be simplified with Update 6. Instead, the chrysalis will be redone so they open up like cabbages and will continue spawning flying crabs until they’re destroyed by ammo.

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** Flying Crabs have a pretty devious attack pattern. When triggered, one charges straight at you while another flies a confusing zigzag course and the third circles around you to attack from behind. Good luck keeping track of them all if you stumble into their trap. Thankfully, running away right after triggering their chrysalis sets the swarm on patrol mode where they can be engaged individually, making them much easier to deal with. Also, Coffee Stain has noted that the AI, while surprisingly good, is not in line with what they had envisioned, and thus the patterns will be simplified with Update 6. Instead, the chrysalis will be redone so they open up like cabbages won’t be destroyed upon the crabs hatching and will continue spawning flying crabs until they’re destroyed by ammo.destroyed.
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** Flying Crabs have a pretty devious attack pattern. When triggered, one charges straight at you while another flies a confusing zigzag course and the third circles around you to attack from behind. Good luck keeping track of them all if you stumble into their trap. Thankfully, running away right after triggering their chrysalis sets the swarm on patrol mode where they can be engaged individually, making them much easier to deal with. Also, Coffee Stain has noted that the AI, while surprisingly good, is not in line with what they had envisioned in mind, and thus the patterns will be simplified with Update 6.

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** Flying Crabs have a pretty devious attack pattern. When triggered, one charges straight at you while another flies a confusing zigzag course and the third circles around you to attack from behind. Good luck keeping track of them all if you stumble into their trap. Thankfully, running away right after triggering their chrysalis sets the swarm on patrol mode where they can be engaged individually, making them much easier to deal with. Also, Coffee Stain has noted that the AI, while surprisingly good, is not in line with what they had envisioned in mind, envisioned, and thus the patterns will be simplified with Update 6. Instead, the chrysalis will be redone so they open up like cabbages and will continue spawning flying crabs until they’re destroyed by ammo.
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None


** Flying Crabs have a pretty devious attack pattern. When triggered, one charges straight at you while another flies a confusing zigzag course and the third circles around you to attack from behind. Good luck keeping track of them all if you stumble into their trap. Thankfully, running away right after triggering their chrysalis sets the swarm on patrol mode where they can be engaged individually, making them much easier to deal with.

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** Flying Crabs have a pretty devious attack pattern. When triggered, one charges straight at you while another flies a confusing zigzag course and the third circles around you to attack from behind. Good luck keeping track of them all if you stumble into their trap. Thankfully, running away right after triggering their chrysalis sets the swarm on patrol mode where they can be engaged individually, making them much easier to deal with. Also, Coffee Stain has noted that the AI, while surprisingly good, is not in line with what they had envisioned in mind, and thus the patterns will be simplified with Update 6.
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** Unlike ''Factorio'', the pollution produced by your machinery has no effect on the environment.

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** Unlike ''Factorio'', the pollution produced by your machinery has no effect on the environment.environment and the wildlife is unable to damage your buildings.
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** The June 2020 update makes multiple quickbars available to the player, making it no longer necessary to keep altering the quickbar depending on the what the player is currently doing. Additionally, the manual make times of several items were tweaked to be shorter to reduce frustration. Lastly, CSS were aware of the non-threaded save mechanism causing frustration to players and implemented a ten-second autosave warning so the player will expect the pause and adjust accordingly[[note]]although it's not as bad as the anti-poop-socking issue that appeared last year, it's still annoying as large factories can cause the game to stall for several seconds when saving, causing players to be thrown off their rhythm when fighting or using their jetpack.[[/note]]
** The initial HUB upgrade phase is a bit of a tedium due to its lack of automation and fairly limited tech tree. Fortunately there's an option during campaign setup that allows you to skip it entirely and jump straight into unlocking Tier 1 instead since Update 3.

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** The June 2020 update makes multiple quickbars available to the player, making it no longer necessary to keep altering the quickbar depending on the what the player is currently doing. Additionally, the manual make times of several items were tweaked to be shorter to reduce frustration. Lastly, CSS were aware of the non-threaded save mechanism causing frustration to players and implemented a ten-second autosave warning so the player will expect the pause and adjust accordingly[[note]]although it's not as bad as the anti-poop-socking issue that appeared last year, it's still annoying as large factories can cause the game to stall for several seconds when saving, causing players to be thrown off their rhythm when fighting or using their jetpack.[[/note]]
jetpack[[/note]].
** The initial HUB upgrade phase is a bit of a tedium due to its lack of automation and fairly limited tech tree. Fortunately Fortunately, there's an option during campaign setup that allows you to skip it entirely and jump straight into unlocking Tier 1 instead since Update 3.



** Miners and conveyor belts can be directly upgraded without having to deconstruct the older version, and the older version's materials will be automatically returned to the inventory.

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** Miners and Miners, conveyor belts belts, and power poles can be directly upgraded without having to deconstruct the older version, and the older version's materials will be automatically returned to the inventory.



* ArtifactOfAttraction: Somersloops and Mercer Spheres periodically emit sound bites implied to be hallucinations encouraging you to take them, such as by affirming that multiple other Ficsit personas are coming to take it, saying that your contract compels you to take it, or that one of your parent has fallen ill to a disease that can only be cured by it. After staying close to an artifact long enough, the sound bites grow impatient and start telling you to "'''[[PunctuatedForEmphasis Harvest. It.]]'''" and to "'''Comply.'''"

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* ArtifactOfAttraction: Somersloops and Mercer Spheres periodically emit sound bites implied to be hallucinations encouraging you to take them, such as by affirming that multiple other Ficsit personas are coming to take it, saying that your contract compels you to take it, or that one of your parent parents has fallen ill to a disease that can only be cured by it. After staying close to an artifact long enough, the sound bites grow impatient and start telling you to "'''[[PunctuatedForEmphasis Harvest. It.]]'''" and to "'''Comply.'''"



* AscendedMeme: For a long time pipes were considered a meme among the community, with every update video containing comments requesting pipes and the game's Discord server bot programmed to respond to any mention of the word 'pipe' with an emoji of a pipe with a red X over it. Then Update 3 came along adding pipes out of nowhere.

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* AscendedMeme: For a long time time, pipes were considered a meme among the community, with every update video containing comments requesting pipes and the game's Discord server bot programmed to respond to any mention of the word 'pipe' with an emoji of a pipe with a red X over it. Then Update 3 came along adding pipes out of nowhere.



* BeefGate: The main routes between biomes are almost universally guarded by aggressive wildlife. While basic spitters or a hog or two are manageable with melee weapons, [[KingMook Alpha]] creatures are virtually impossible to defeat without ranged weaponry, making these routes unavailable until well into the midgame. That said, you can usually [[DungeonBypass build your own roads]] around the beasts, but since the areas behind them tend to be crawling with similarly dangerous critters, it often won't get you very far anyway.[[note]]The only exception is building a road from one starting area to another i.e. from the Rocky Desert to the Northern Forest and/or Grass Fields with the intention of building a second/third factory[[/note]]

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* BeefGate: The main routes between biomes are almost universally guarded by aggressive wildlife. While basic spitters or a hog or two are manageable with melee weapons, [[KingMook Alpha]] creatures are virtually impossible to defeat without ranged weaponry, making these routes unavailable until well into the midgame. That said, you can usually [[DungeonBypass build your own roads]] around the beasts, but since the areas behind them tend to be crawling with similarly dangerous critters, it often won't get you very far anyway.[[note]]The anyway[[note]]the only exception is building a road from one starting area to another i.e. from the Rocky Desert to the Northern Forest and/or Grass Fields with the intention of building a second/third factory[[/note]]factory[[/note]].



** Early to mid game, Coal power plants. They generate only a little over two and the half times the power of your starting biomass/biofuel generator. But even when fully overclocked, they're still really frugal when it comes to coal consumption. You can have a set of 4 fully overclocked burners and still have enough coal left over to share with some forges. You can theoretically run 9 fully overclocked coal burners on a stock mark 3 miner over a pure coal vein node, one redditor has '''40''' coal burners running stock off one fully overclocked Mk.3 miner on a pure coal vein node. Comparatively, fuel generators burns through fuel really quickly when fully overclocked. However they become viable late-game with the introduction of turbo fuel, although that causes another issue in the terms of getting compressed coal- which is made of sulfur and coal- to the necessary location to be processed. Geothermal generators, while capable of producing four times the power of the starting biomass power supply, cannot be overclocked and there's only so many hot water geysers on the world map. Nuclear generators may sound like a good idea at first, but then you end up having radioactive waste which cannot be disposed of in-game.
*** The difficulty of using coal generators was upped in Update 3 as they now require a constant supply of water to work. Of course, it helps that almost all coal nodes are found near a lake or seaside. The big issue is unlocking the pump technology, and while the burners burn coal slowly, water is an entirely different matter, and getting the coal generators to work reliably (instead of just working and then falling flat when demand for power is pushed just a little) now involves a complex ratio of water pumps to generators[[note]]Two fully-overclocked water pumps across two pipes can deliver enough water to twelve generators running at stock. If you factor in fully overclocked generators, it's one fully overclocked pump per to two fully overclocked generators with and some spare change[[/note]]. Also, geothermal has been made unreliable (the power they generate now fluctuate). Likewise, while fuel generators burn quickly when overclocked, the requirement of having a ton of fuel refineries is offset by the usefulness of the waste product, which is useful for rubber and plastic production.
*** Nuclear power has been made more palatable in Update 4. There are now two kinds of rods- Uranium and Plutonium. Uranium waste, ie the type that comes out of the nuclear reactors if you give it uranium rods, as well as the type Lizard Doggos bring you, can now be refined into Plutonium rods- and you ''can'' sink plutonium rods. On the other hand Uranium rods generate just a fraction of the power of Plutonium rods, but using the refined Plutonium rods results in Plutonium waste, which is far more potent than Uranium waste and ''cannot'' be sinked or refined further. Coffee Stain has upfront said that this design is intentional and the goal is to let players choose if they want to just get rid of nuclear waste after just using it once at the cost of not being able to run their nuclear plant at full capacity, or if they want absolute power at the cost of permanent radioactive pollution.

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** Early to mid game, Coal mid-game, coal power plants. They generate only a little over two and the half times the power of your starting biomass/biofuel generator. But even when fully overclocked, they're still really frugal when it comes to coal consumption. You can have a set of 4 fully overclocked burners and still have enough coal left over to share with some forges. You can theoretically run 9 fully overclocked coal burners on a stock mark 3 miner over a pure coal vein node, one redditor has '''40''' coal burners running stock off one fully overclocked Mk.3 miner on a pure coal vein node. Comparatively, fuel generators burns burn through fuel really quickly when fully overclocked. However However, they become viable late-game with the introduction of turbo fuel, although that causes another issue in the terms of getting compressed coal- coal - which is made of sulfur and coal- coal - to the necessary location to be processed. Geothermal generators, while capable of producing four times the power of the starting biomass power supply, cannot be overclocked and there's only so many hot water geysers on the world map. Nuclear generators may sound like a good idea at first, but then you end up having radioactive waste which cannot be disposed of in-game.
*** The difficulty of using coal generators was upped in Update 3 as they now require a constant supply of water to work. Of course, it helps that almost all coal nodes are found near a lake or seaside. The big issue is unlocking the pump technology, and while the burners burn coal slowly, water is an entirely different matter, and getting the coal generators to work reliably (instead of just working and then falling flat when demand for power is pushed just a little) now involves a complex ratio of water pumps to generators[[note]]Two generators[[note]]two fully-overclocked water pumps across two pipes can deliver enough water to twelve generators running at stock. If you factor in fully overclocked generators, it's one fully overclocked pump per to two fully overclocked generators with and some spare change[[/note]]. Also, geothermal has been made unreliable (the power they generate now fluctuate). Likewise, while fuel generators burn quickly when overclocked, the requirement of having a ton of fuel refineries is offset by the usefulness of the waste product, which is useful for rubber and plastic production.
*** Nuclear power has been made more palatable in Update 4. There are now two kinds of rods- Uranium and Plutonium. Uranium waste, ie i.e. the type that comes out of the nuclear reactors if you give it uranium rods, as well as the type Lizard Doggos bring you, can now be refined into Plutonium rods- and you ''can'' sink plutonium rods. On the other hand hand, Uranium rods generate just a fraction of the power of Plutonium rods, but using the refined Plutonium rods results in Plutonium waste, which is far more potent than Uranium waste and ''cannot'' be sinked sunk or refined further. Coffee Stain has upfront said that this design is intentional intentional, and the goal is to let players choose if they want to just get rid of nuclear waste after just using it once at the cost of not being able to run their nuclear plant at full capacity, or if they want absolute power at the cost of permanent radioactive pollution.



** A Mk. 3 miner on a pure resource node can extract up to 1200 ore/minute when overclocked, but the fastest belt (Mk. 5) can only draw 780 ore/minute from it, meaning it's currently impossible to make full use of Mk. 3 miners, potentially limiting your production to some degree. This will most likely cease to be a problem if and when Mk. 6 belts get added, or Mk.3 miners get equipped with a second output port.
** Unreal Engine, which Satisfactory runs on, has a cap on the number of objects that can be loaded in the world, which when exceeded will cause the game to crash. The cap is quite high - just over 2 million objects - so it's unlikely to be a problem unless you're attempting to build a map-spanning gigabase with mile-long conveyors everywhere and maxing out every single resource node.

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** A Mk. 3 miner on a pure resource node can extract up to 1200 ore/minute when overclocked, but the fastest belt (Mk. 5) can only draw 780 ore/minute from it, meaning it's currently impossible to make full use of Mk. 3 miners, potentially limiting your production to some degree. This will most likely cease to be a problem if and when Mk. 6 belts get added, or Mk.3 miners get equipped with a second output port.
** Unreal Engine, which Satisfactory runs on, has a cap on the number of objects that can be loaded in the world, which when exceeded will cause the game to crash. The cap is quite high - just over 2 million objects - so it's unlikely to be a problem unless you're attempting to build a map-spanning gigabase gigantic base with mile-long conveyors everywhere and maxing out every single resource node.



** [[https://www.reddit.com/r/SatisfactoryGame/comments/cr9pi2/no_way_theres_an_easter_egg_underneath_the_trains/?utm_source=share&utm_medium=ios_app Hidden under the Electric Locomotive]] is a sticker with the face of Swedish sportscaster Leif “Loket” Olsson on it, giving more context to the description (which claimed that the train was nicknamed ”Leif” for it’s reliability). [[DontExplainTheJoke “Loket” means “The Locomotive” in Swedish]].

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** [[https://www.reddit.com/r/SatisfactoryGame/comments/cr9pi2/no_way_theres_an_easter_egg_underneath_the_trains/?utm_source=share&utm_medium=ios_app Hidden under the Electric Locomotive]] is a sticker with the face of Swedish sportscaster Leif “Loket” Olsson on it, giving more context to the description (which claimed that the train was nicknamed ”Leif” for it’s its reliability). [[DontExplainTheJoke “Loket” means “The Locomotive” in Swedish]].



** If you click on the graph that shows on power pole several times in rapid succession, you get an ''Orange Screen of Death'' on the graph window admonishing you for abusing Ficsit property and threatening you with disciplinary action. Apparently, the rapid clicking is in-game representation for PercussiveMaintenance to the equipment...

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** If you click on the graph that shows on power pole several times in rapid succession, you get an ''Orange Screen of Death'' on the graph window admonishing you for abusing Ficsit FICSIT property and threatening you with disciplinary action. Apparently, the rapid clicking is in-game representation for PercussiveMaintenance to the equipment...



** As an [[AntiFrustrationFeatures Anti-Frustration Feature]], if you are at full health you can fall any distance without dying. You'll be ''almost'' dead, but so long as you make sure to consume some healing items before trying a risky bit of platforming, you can fall a hundred feet or a thousand and walk away.

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** As an [[AntiFrustrationFeatures Anti-Frustration Feature]], {{Anti Frustration Feature|s}}, if you are at full health you can fall any distance without dying. You'll be ''almost'' dead, but so long as you make sure to consume some healing items before trying a risky bit of platforming, you can fall a hundred feet or a thousand and walk away.



* ForcedTutorial: Averted as of Update 3. Unlike ''VideoGame/{{Factorio}}'', which forces you to start at the very bottom of the TechTree, ''Satisfactory'' allows you to skip the six HUB upgrade phases that serve as this game's tutorial, letting you jump straight into automated production. All it takes is checking a box during campaign setup. Needless to say that this is particularly appealing to experienced players. This was only added with Update 3 however, so prior to this the trope is played straight.

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* ForcedTutorial: Averted as of Update 3. Unlike ''VideoGame/{{Factorio}}'', which forces you to start at the very bottom of the TechTree, ''Satisfactory'' allows you to skip the six HUB upgrade phases that serve as this game's tutorial, letting you jump straight into automated production. All it takes is checking a box during campaign setup. Needless to say that say, this is particularly appealing to experienced players. This was only added with Update 3 however, so prior to this the trope is played straight.



* GiantSpider: One type of enemy, usually found in caves. Since SpidersAreScary, the game has an "Arachnophobe" setting in the menu that turns them into killer kittens instead. Given how nightmarish these critters are designed, even non-arachnophobes might feel tempted to check this option.[[note]]However, turning on "Arachnophobe" setting will invoke the CatsAreMean trope instead[[/note]]

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* GiantSpider: One type of enemy, usually found in caves. Since SpidersAreScary, the game has an "Arachnophobe" setting in the menu that turns them into killer kittens instead. Given how nightmarish these critters are designed, even non-arachnophobes might feel tempted to check this option.[[note]]However, option[[note]]However, turning on "Arachnophobe" setting will invoke the CatsAreMean trope instead[[/note]]instead[[/note]].



* KillItWithFire: Used against the player; one of the hostile creatures attacks players by spitting fireballs.

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* KillItWithFire: Used against the player; one of the several hostile creatures attacks attack players by spitting fireballs.

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* DifficultButAwesome: Setting up drone ports requires a lot of expensive late-game items, and the drones themselves require a steady stream of batteries, which will require you to balance your precious supplies of sulfur and aluminum between batteries and everything else; you'll also have to dedicate a drone to deliver batteries to your other ports. Once you do, you'll find that drones can cover vast expanses of the map without any additional infrastructure, and despite their limited carrying capacity their speed lets them move more material than you'd expect. This makes them perfect for moving low-volume, late-game items such as Turbomotors and nuclear fuel cells between factories.

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* DifficultButAwesome: DifficultButAwesome:
**
Setting up drone ports requires a lot of expensive late-game items, and the drones themselves require a steady stream of batteries, which will require you to balance your precious supplies of sulfur and aluminum between batteries and everything else; you'll also have to dedicate a drone to deliver batteries to your other ports. Once you do, you'll find that drones can cover vast expanses of the map without any additional infrastructure, and despite their limited carrying capacity their speed lets them move more material than you'd expect. This makes them perfect for moving low-volume, late-game items such as Turbomotors and nuclear fuel cells between factories. factories.
** Wasteless nuclear power since Update 4 is extremely complex, requiring massive and expensive assembly lines that are also nuclear and including all kinds of buildings in the game, accelerators included. However, if you use all the uranium you can as efficiently as possible, then you can get enough power from it to literally process the whole map and then some, without ever worrying about waste buildup if built correctly.
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* AfterTheEnd: Some details hint that there used to be some kind of civilization on the planet before you came in, such as the fact that some of the arches in the game are visibly decayed, and their internal structure is a clearly non-natural metallic hexagonal framework. Some places also show strange patterns in the ground, of unclear meaning. There are also these alien artifacts you find, never in random places...
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* SigilSpam: The FICSIT logo is on almost ''everything'' you build, and if a part you produce is more advanced than an ingot or a plate, expect to see FICSIT written somewhere on it, especially if it's packaged in a box, bag, bottle or barrel.

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* SigilSpam: The FICSIT logo is on almost ''everything'' you build, and if a build. Also expect to see the logo printed somewhere on almost every part you produce is that's more advanced than an ingot or a plate, expect plate. It even extends to see the UI - the stylised checkmark in the FICSIT written somewhere on it, especially logo is used for regular checkmarks in UI elements such as checkboxes and OK buttons. And if it's packaged you still think there aren't enough FICSIT logos in a box, bag, bottle or barrel.your factory, as of Update 5 you can plaster them all over it using signs, which include both the full logo and the checkmark as selectable icons and backgrounds.
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** Using the chainsaw to cut down a plant will usually also affect other nearby plants, but nut and berry plants are protected from this effect and can only be chainsawed if the player targets them specifically, making it much less likely that you'll accidentally destroy your sources of healing.
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* FunnyBackgroundEvent: The robotic arm that (un)packages fluids in a Packager will occasionally get stuck, causing a bulge to form in the hose behind it before violently coming loose soon after, spilling fluid all over. Fortunately, this doesn't affect the gameplay - no actual fluid is lost and production isn't interrupted.
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** The tractor, the first available vehicle in the game. It doesn't look like much, but it has a decent speed, a reasonably large trunk and a craft bench at the back, allowing the player to do some on-the-fly material creation.
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** The best use for color cartridges, normally employed in decoration? They are the third best non-radioactive vehicle fuel, and unlike the top two (batteries and packaged turbofuel) it is available from Tier 2, cheap and easy to craft: just collect flowers and you'll have a large stack before you know it.

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** The best use for color cartridges, normally employed in decoration? They are the third best non-radioactive vehicle fuel, and unlike the top two (batteries and packaged turbofuel) it is available from Tier 2, cheap 2 and easy to craft: just collect flowers and you'll likely have a large stack before you know it.collected enough petals to fill the vehicle while getting materials for biomass.
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** Miners and conveyor belts can be directly upgraded without having to deconstruct the older version, and the older version's materials will be returnedto the inventory.

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** Miners and conveyor belts can be directly upgraded without having to deconstruct the older version, and the older version's materials will be returnedto automatically returned to the inventory.

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** Miners and conveyor belts can be directly upgraded without having to deconstruct the older version, and the older version's materials will be returnedto the inventory.



* BeefGate: The main routes between biomes are almost universally guarded by aggressive wildlife. While basic spitters or a hog or two are manageable with melee weapons, [[KingMook Alpha]] creatures are virtually impossible to defeat without ranged weaponry, making these routes unavailable until well into the midgame. That said, you can usually [[DungeonBypass build your own roads]] around the beasts, but since the areas behind them tend to be crawling with similarly dangerous critters, it often won't get you very far anyway.[[note]]The only exception is building a road from one starting area to another i.e. from the Rocky Desert to the Northeren Forest and/or Grass Fields with the intention of building a second/third factory[[/note]]

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* BeefGate: The main routes between biomes are almost universally guarded by aggressive wildlife. While basic spitters or a hog or two are manageable with melee weapons, [[KingMook Alpha]] creatures are virtually impossible to defeat without ranged weaponry, making these routes unavailable until well into the midgame. That said, you can usually [[DungeonBypass build your own roads]] around the beasts, but since the areas behind them tend to be crawling with similarly dangerous critters, it often won't get you very far anyway.[[note]]The only exception is building a road from one starting area to another i.e. from the Rocky Desert to the Northeren Northern Forest and/or Grass Fields with the intention of building a second/third factory[[/note]]



* ChainsawGood: Both played straight and subverted. You can get a chainsaw once you unlock both the tool and biofuel after completing Hub Level 5 (ie complete Tier 0). Chainsaws are a godsend against large trees that could not be removed bare-handed, allowing one to properly clear out an area to set up a proper base (and harvest wood and leaves, and even gain some limestone and mycelia, while at it). Subverted in that they cannot be used as a weapon and do zero damage against hostile wildlife.

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* ChainsawGood: Both played straight and subverted. You can get a chainsaw once you unlock both the tool and biofuel after completing Hub Level 5 (ie (i.e. complete Tier 0). Chainsaws are a godsend against large trees that could not be removed bare-handed, allowing one to properly clear out an area to set up a proper base (and harvest wood and leaves, and even gain some limestone and mycelia, while at it). Subverted in that they cannot be used as a weapon and do zero damage against hostile wildlife.


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** The best use for color cartridges, normally employed in decoration? They are the third best non-radioactive vehicle fuel, and unlike the top two (batteries and packaged turbofuel) it is available from Tier 2, cheap and easy to craft: just collect flowers and you'll have a large stack before you know it.

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* AwesomeButImpractical: Nuclear power. The reactors generate a crazy huge amount of power. But they also generate waste that you cannot get rid of. You’re better off sticking with fuel or even coal. Averted with Update 4, which introduces nuclear waste recycling and provides players with an option of either disposing of the recycled waste, or use the recycled product which results in even power but also more potent waste that cannot be recycled.

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* AwesomeButImpractical: AwesomeButImpractical:
**
Nuclear power. The reactors generate a crazy huge amount of power. But they also generate waste that you cannot get rid of. You’re better off sticking with fuel or even coal. Averted with Update 4, which introduces nuclear waste recycling and provides players with an option of either disposing of the recycled waste, or use the recycled product which results in even power but also more potent waste that cannot be recycled. recycled.
** Some alternate recipes look excellent on paper, but in practice have major caveats. One such recipe is the supercomputer alternate "OC supercomputer". While it is the fastest of all three recipes, and only requires a cheap assembler instead of an expensive manufacturer, it is also incredibly wasteful, requiring ludicrous amounts of rare aluminum as well as nitrogen, making its Weighted Point score (a measurement of how much a recipe depletes the map's resources) more than twice as high than the other two.

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* {{Cap}}: A Mk. 3 miner on a pure resource node can extract up to 1200 ore/minute when overclocked, but the fastest belt (Mk. 5) can only draw 780 ore/minute from it, meaning it's currently impossible to make full use of Mk. 3 miners, potentially limiting your production to some degree. This will most likely cease to be a problem if and when Mk. 6 belts get added, or Mk.3 miners get equipped with a second output port.

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* {{Cap}}: {{Cap}}:
**
A Mk. 3 miner on a pure resource node can extract up to 1200 ore/minute when overclocked, but the fastest belt (Mk. 5) can only draw 780 ore/minute from it, meaning it's currently impossible to make full use of Mk. 3 miners, potentially limiting your production to some degree. This will most likely cease to be a problem if and when Mk. 6 belts get added, or Mk.3 miners get equipped with a second output port.port.
** Unreal Engine, which Satisfactory runs on, has a cap on the number of objects that can be loaded in the world, which when exceeded will cause the game to crash. The cap is quite high - just over 2 million objects - so it's unlikely to be a problem unless you're attempting to build a map-spanning gigabase with mile-long conveyors everywhere and maxing out every single resource node.
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* {{Cap}}: Aside from the usual caps on item stack sizes, it's currently impossible to make full use of overclocked Mk. 3 miners because even the fastest belt can't match the miner's output, limiting your production to some degree. This will most likely cease to be a problem once Mk. 6 belts are officially rolled out.

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* {{Cap}}: Aside A Mk. 3 miner on a pure resource node can extract up to 1200 ore/minute when overclocked, but the fastest belt (Mk. 5) can only draw 780 ore/minute from the usual caps on item stack sizes, it, meaning it's currently impossible to make full use of overclocked Mk. 3 miners because even the fastest belt can't match the miner's output, miners, potentially limiting your production to some degree. This will most likely cease to be a problem once if and when Mk. 6 belts are officially rolled out.get added, or Mk.3 miners get equipped with a second output port.
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Crosswicking

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* VideoGameDelegationPenalty: Machines craft things at a much slower pace than the player character can do by hand. However, you have more important things to do than handcrafting screws and plates, and setting up multiple factories across the gameworld will pay off in the long run.
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* PipeMaze: Working with late-game recipes involving multiple fluids being pumped back and forth between refineries and blenders, such as with the Diluted Fuel + Recycled Plastic/Rubber setup, can very easily result in this if you don't plan the layout beforehand.

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* PipeMaze: Working with late-game recipes involving multiple fluids being pumped back and forth between refineries and blenders, such as with the Diluted Fuel + Recycled Plastic/Rubber setup, blenders can very easily result in this if you don't plan the layout beforehand.
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* AIIsACrapshoot: The A.I. Limiter part used in some machines with logic are stated to suppress the growth of A.I.s to prevent this from happening.

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* AIIsACrapshoot: The Discussed in the A.I. Limiter part part, which is usually used in some machines with logic are stated to suppress the growth of A.I.s to prevent this on computer-like electronics; its item description says its purpose is "to control AIs and keep them from happening.evolving in malicious ways".
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** Blank signs with a white (or colored) background can be used as light strips and TronLines, although they don't emit any actual light and are purely decorative.
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* PipeMaze: Working with late-game recipes involving multiple fluids being pumped back and forth between refineries and blenders, such as with the Diluted Fuel + Recycled Plastic/Rubber setup, can very easily result in this if you don't plan the layout beforehand.
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''[[https://www.satisfactorygame.com/ Satisfactory]]'' is a first-person factory-building game released into early access by Creator/CoffeeStainStudios in March 2019 via the UsefulNotes/EpicGamesStore. Heavily inspired by ''{{VideoGame/Factorio}}'', players take the role of a “Pioneer”, an employee of the [=FicSit=] Corporation dropped onto an alien world to gather resources and manufacture materials for the as-yet mysterious "Project Assembly". To do so, they'll need to mine ore, smelt ingots, and construct and assemble ever more complex machine components, gradually building a massive factory (or a group of multiple factories) to automate the process and sending ever-increasing quantities of items up a SpaceElevator to the waiting [=FicSit=] facilities in orbit.

to:

''[[https://www.satisfactorygame.com/ Satisfactory]]'' is a first-person factory-building game FactoryBuildingGame released into early access by Creator/CoffeeStainStudios in March 2019 via the UsefulNotes/EpicGamesStore. Heavily inspired by ''{{VideoGame/Factorio}}'', players take the role of a “Pioneer”, an employee of the [=FicSit=] Corporation dropped onto an alien world to gather resources and manufacture materials for the as-yet mysterious "Project Assembly". To do so, they'll need to mine ore, smelt ingots, and construct and assemble ever more complex machine components, gradually building a massive factory (or a group of multiple factories) to automate the process and sending ever-increasing quantities of items up a SpaceElevator to the waiting [=FicSit=] facilities in orbit.

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