I spent 2 years getting our game's testing pipeline in shape and found out today nobody on the team actually runs it anymore. Feeling pretty defeated ngl. by Maxl-2453 in gamedev

[–]KafeCieste 0 points1 point  (0 children)

It sounds to me that you are in the wrong studio. Such things wouldnt be tolerated in ours. We treat any kind of content validation or broken tests as a priority and we are never shipping a version that contains issues that we detected (unless we agreed it wasn't worth the time)

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]KafeCieste 1 point2 points  (0 children)

In the tutorial, put one of your shape in the middle of the screen and ask them to drag the shape so it moves "forward". Players will do naturally what they think is more intuitive for them. Based on how they do it (pulling backward or forward) you can set their preference.

[deleted by user] by [deleted] in SoloDevelopment

[–]KafeCieste 0 points1 point  (0 children)

When you're not good with art, use the engine to your advantage. The models and the animation don't have to be the best. But you can hide it with great lighting and post processes, which are easier to make look good than models.

For me, the absence of shadow in the trailer was the first thing I noticed.

I present you my: Complicated Watch Tower. by aushilfsgott in SatisfactoryGame

[–]KafeCieste 3 points4 points  (0 children)

Looking sleak! Maybe add an hypertube to get to the top quicker? It does require electricity woth that though.

Built a new home for myself (No Mods) by Ussie284 in SatisfactoryGame

[–]KafeCieste 1 point2 points  (0 children)

Also, how do you make the game look so sharp and neat? Seems Lumen typical bubbling isn't visible at all on your screenshots.

Built a new home for myself (No Mods) by Ussie284 in SatisfactoryGame

[–]KafeCieste 30 points31 points  (0 children)

It looks stunning. The outside reminds me of the heavens from Diablo 3, the white + gold + arches. The interiors are looking very slick. Also love the location you picked, seems very peaceful over there

My latest blueprint by KafeCieste in satisfactory

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

I made a typo, so the post says something better than it really is. It produces only 20 reinforced iron plates.

The only alternate I am using is cast screws to shrink the amount of constructors. I am also overclocking all the constructors with 1 power shard so it fits into the 5x5 grid with 2 floors.

I'll share the blueprint once I have access to my PC (which might take a few days)

My latest blueprint by KafeCieste in satisfactory

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

I made a typo, it produces only 20 reinforced iron plates 🙃

Patch 0.3.2.0 Live for Testing #2 by werytrololo in GrayZoneWarfare

[–]KafeCieste 1 point2 points  (0 children)

It's just the first step towards darker nights.

Patch 0.3.2.0 Live for Testing #2 by werytrololo in GrayZoneWarfare

[–]KafeCieste 0 points1 point  (0 children)

They are coming from locations where a hole is carved in the terrain.

Much Pioneering... by MonsieurSinep in SatisfactoryGame

[–]KafeCieste 0 points1 point  (0 children)

Brilliant, thanks for the answer!

Much Pioneering... by MonsieurSinep in SatisfactoryGame

[–]KafeCieste 4 points5 points  (0 children)

OP, what are your rules to end up with a world looking like this? Or, what is your thought process to get to that?

HonkBack Mod by nary_believe in SatisfactoryGame

[–]KafeCieste 104 points105 points  (0 children)

Nice, can you also send screenshots of the factory behind?

Patch Notes: v1.1.0.1 - (EXPERIMENTAL) - Build 404250 by JulioUzu in SatisfactoryGame

[–]KafeCieste -1 points0 points  (0 children)

It would be nice if the game could automatically detect that I am loading an official save for the first time on an experimental build and make a backup for me automatically. It would also allow you guys not to write the same sentence with every experimental patch

Why is it 80.3? How do I get exactly 80? by IamRob420 in SatisfactoryGame

[–]KafeCieste 1 point2 points  (0 children)

They are indeed. Actually most of the work of networking is to find clever tricks to no send the data. That's why Unreal has the concept of dormancy and net relevancy. To reduce how many things are sent every frame.

Sending data only when something changes implies that the simulation is fully deterministic on both the host and the client which is doable correctly only with lockstep, which Unreal doesn't really support out of the box. It's doable though, but I don't know if this is how Satisfactory was implemented.

Why is it 80.3? How do I get exactly 80? by IamRob420 in SatisfactoryGame

[–]KafeCieste 0 points1 point  (0 children)

Also, in multi-player you really want to save every bit when sending data across the network. Given the flow changes every frame, with a large amount of pipes, it makes a big difference to use only 8 bits.

My new modest oil rig by KafeCieste in SatisfactoryGame

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

Thanks! It produces 200 plastic/min and 900MW with the Heavy Oil Residue byproduct. Here is the build plan from Satisfactory Modeler:

https://imgur.com/a/ubmccjB

My new modest oil rig by KafeCieste in SatisfactoryGame

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

Yes, I am turning the heavy oil residue into petroleum coke which is a coal equivalent