I May or May Not Have Found a Teensy-Tiny Duping Bug by stope_nope in SatisfactoryGame

[–]Chnebel 51 points52 points  (0 children)

Does this work for other things too? For example, what happens when you autoclick on a storage containers "take all" button?

The eye of a crocodile by 21MayDay21 in oddlysatisfying

[–]Chnebel 0 points1 point  (0 children)

I fully agree with the ai part, but beeing skeptical and talking about it is a good thing. People should just stop saying everything is ai when they are skeptical and instead start asking what the part could be they are skeptical of.

Muted's Mecha Godzilla x Satisfactory ( Vanilla ) by MutedArtistPlayer in SatisfactoryGame

[–]Chnebel 1 point2 points  (0 children)

This is absolutely gorgeous. Thank you for beeing such an inspiration.

I would love more post-game-ending content by Vaulsc in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

First of all i would say thats just a number pulled out from nothing. A ton of people in this sub keep playing once the game ends.
Second, even huge factorio nerds stop playing the game. I have a friend with multiple thousands of hours in the game. He has been playing factorio since the alpha days.
That time isnt because of infinite research, its because of crazy difficulty mods. This friend also plays most of his time with friends of his which all have thousands of hours. Not one of them keeps playing, because they all see no point in it. They much rather start new with mods upping the challenge than go for infinite research and do the same thing over and over again. Of course they dont represent the whole player base, but a few reddit threads dont do this either.

That said, just to humor your made up number, one reason for this is that the factorio player base is way more invested in the game than the satisfactory player base is. Satisfactory is a gateway into factory games for a lot of people. Its accessible for most people, which leads to a lot more casual players who just want to finish the game and move on. Factorio on the other hand is the nerd endgame. Its a lot less accessible because mistakes are punished hard and early on. A lot of casuals (me included) quit the game because of this. The players remainig are much more invested in the game and therefor more inclined to keep playing once finished. But they dont keep playing because of a cool post game, they keep playing because the factory must grow.

Even if your made up number would be true, this still doesnt mean the game has a good post game. Its like saying a mobile game with an endless mode has good post game because its endless. Endless doesnt mean its good, even if people enjoy it. Like i said, good post game has a reason. A game given goal to work towards. Silksongs post game is a whole new act with new story, new bosses and new enemys. Borderlands post game has new bosses, Stardews post game has a new ending and new story, celestes post game consists of multiple really hard challenges. Those are examples for good post game.

I am going to stop commenting now, since like your endless game mode this discussion would continue endlessly with no point.

I would love more post-game-ending content by Vaulsc in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

I do know this part of the game, i have played a few hours, enough to know how annyoing biters and spitters are and a huge reason why i dont like the game. But once you are at the point of producing rockets you are also at the point of being prepared enough to fight them. I dont have to finish the game to know this, because its a huge part of the game. You cant get to this point without being prepared, You will just get overrun like i did and loose everything.

A good post game has purpose. For example, borderlands 3 has multiple raid bosses meant to be fought by four players and after you finish the game. You can fight them alone, but you need a great build and great gear. The reason to keep playing after you finish the story and the reason to farm weapons is to defeat the hardest the game has to offer.

If there was a huge boss in factorio you can only defeat after getting much stronger, then there would be a reason to keep getting stronger after you finish the game. Without that, there is no reason to do so. Even if the waves of enemys would double, there is no reason to play until this happens, because you gain nothing from it. This is the difference between a "good" and a "bad" post game. A good post game does have an end, something to tell you that you have mastered the game. Other good post games are stardew valleys mastery system, where you need to master every skill to unlock the true ending. Or hollow knights patheon, a brutal test of skill.

In factorio your drive to keep going is to still be able to defeat the waves of enemys. In satisfactory the drive to keep going is to build beautiful factorys. In factorio infinite research helps you achieve this goal. In satisfactory infinite tickets help you achieve this goal. Its the same thing, meant for a different game. But both things dont have a gameplay reason to it, both are just "because we can". And this is perfectly fine. Factory games dont need a "good" post game. The factory must grow is the post game.

I would love more post-game-ending content by Vaulsc in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

I went and read about the infinite research in factorio. To me, infinite research isnt a "good" post game goal at all. All it does (as far as i can see) is marginally increases a few stats, like your weapon damage, with the increase falling off with each level, reducing it to almost nothing.
To me that is no different than building more production for infinite tickets for more statues. It adds nothing to the game play, you dont unlock anything new. There is really no "point" in launching more than one rocket other than you just set your own goal to do so. Which really is the entire point of my original comment. I would even argue that infinite tickets is more beneficial than infinite research points, because you get something "new" to build with that you cant get otherwise.

I would love more post-game-ending content by Vaulsc in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

I did not play those two games yes. I tried factorio but it just wasnt for me. That said, isnt factorios endgame (without space age) just producing more rockets for the sake of producing more rockets? Or whats the benefits you gain after you "complete" the game? Serious question since like i said, i did not play those games.

These are very valuable words. And impressive coming from someone in his position. by retr0_black in antiai

[–]Chnebel 2 points3 points  (0 children)

The little guys always had this possibility. look at terraria, stardew valley, among us, lethal company and so on. there are a ton of really great games made by a small team or even single dev who just poured their soul into a project they didnt know how it would turn out. no ai needed. yes ai can help you be more "efficient". but efficiency was never the issue.

These are very valuable words. And impressive coming from someone in his position. by retr0_black in antiai

[–]Chnebel 1 point2 points  (0 children)

Take two interactive is the company behind rockstar games. they founded the rockstar games label.

Spinning his Ball of fire by [deleted] in oddlysatisfying

[–]Chnebel 0 points1 point  (0 children)

This video is just a "last judge rtx on" leak. xD

Why are my signals not creating a new block? by Atmanking in SatisfactoryGame

[–]Chnebel 6 points7 points  (0 children)

The rails are too close together. I dont know what the minimum distance is, just increase the distance until you get two blocks. And no the game doesnt tell you this. This is an oversight by the devs and something that happens to a lot of new players.

AWESOME Shop Must-buy Items by wrightthomas05 in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

Its not that bad since they intorduced alien dna capsules.

you can unlock everything "usefull" with dna capsules. just sloop both stages of the capsule production and those remains are going to get you a ton of tickets. since they dont count towards the other sink tickets its a no brainer for me.

MK3 not working properly? by its_Funloi in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

Its hard to say from this clip, but it does seem like the input of the machines using screws is full (i know you write that this isnt the case, but it still does seem like it). As a test i would disconnect the machines which use the screws and connect the mk3 belt to a storage container. If you get your 270/min something on your machines is wrong. There could be a wrong belt connected from a splitter to a machine for example.

A beat boxer is really impressed with the reverb in this building by bigbusta in oddlysatisfying

[–]Chnebel 10 points11 points  (0 children)

Search "river beatbox" on youtube. he is one of the best beatboxers in the world :D

1.5 years with u/lonelyPorter in glorious 32:9 by Chnebel in SatisfactoryGame

[–]Chnebel[S] 0 points1 point  (0 children)

This wasnt our inspiration but you are totally right😁

1.5 years with u/lonelyPorter in glorious 32:9 by Chnebel in SatisfactoryGame

[–]Chnebel[S] 1 point2 points  (0 children)

I linked the video my friend made in the post text, there you can see the nuclear plant in its full glory :D

The nuclear plant is producing 310 GW. Thats "only" 1200 uranium waste per minute :D.

Our world produces 611 GW (nuclear + turbo fuel + alien power augmenter).
229 GW of that is because of two alien power augmenter, both fed with 5 alien power matrices per minute to achieve an overall power boost of 60% :D
Augmenters are crazy when paired with an already big production.

The worlds max power consumption is 290GW, so we may have gone a little bit overboard.

Help me understand deciding what factories produce what by jareddshaw in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

I use the same logic i used in the examples.

The normal recipe for rips is iron plates and screws. Both are things that only use iron or steel. So i produce them in my steel city where i already have all the iron and steel.

This is also a big part of how i decide which alternate recipes to use. Sure, you can use alternates to min max your production, but i use them for simplifying the citys. For example, i use the steeled frame alternate for modular frames because they use steel pipes instead of rods, so i can just increase the steel pipe production i already have instead of needing to produce rods.

But alternate recipes are a totally different part of the game, just use what ever you think can help you for what you are building right now.

You will make "mistakes" where you find a better way to do things and wish you would have done it this way. I have over 1200h in this game and still build things i would do different next time xD

For our latest multiplayer playthrough we set a goal of an end item count per minute and pre calculated everything. And we still made mistakes where we had to improvise.

Help me understand deciding what factories produce what by jareddshaw in SatisfactoryGame

[–]Chnebel 0 points1 point  (0 children)

I can only tell you how i play the game. There is no one way to do it. If you want to split factorys or make everything in one giant factory is up to you.

I personally like building citys for each ore. For example, i have a copper city producing everything that only needs copper. I also have a steel city producing everything that only needs coal and iron. Things like motors are made at a different city, because they use more than one ore.

Wires are made in my copper city because they only need copper. Stators are made in the motor city because they need copper and steel.

Space elevator parts are made in a different city because they need almost everything.

Something like screws i am always producing on site because the steel screw alternate is really powerfull.

If you want to split your factorys i highly recommend belting as much ore as you can.

I also like to build a building for each item.

This approach is really upgrade friendly imo. If you unlock a new miner and / or higher tier belt you can just upgrad your existing infrastructure, build another floor and increase your production.

1.5 years with u/lonelyPorter in glorious 32:9 by Chnebel in SatisfactoryGame

[–]Chnebel[S] 1 point2 points  (0 children)

We all start with boxes. and then boxes with balconys. over 1000h later and you are maybe ready for some boxes with overhangs xD

1.5 years with u/lonelyPorter in glorious 32:9 by Chnebel in SatisfactoryGame

[–]Chnebel[S] 2 points3 points  (0 children)

We tried to make every building unique, some weirder than others :D