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0s | should you wait to play satisfactory |
---|---|
2s | before 1.0 comes out a question that has |
5s | popped up quite a few times the last |
7s | couple of days which might be sort of |
8s | tricky to sort of like answer for |
10s | everyone since there's not too much |
12s | information on sort of what's happening |
14s | with 1.0 but today I hope to give you a |
16s | little bit of clarity on this |
19s | topic so in this video I'm going to be |
22s | addressing some of the changes we made |
23s | in 1.0 that will affect existing |
26s | factories uh We've made changes to notes |
28s | in the world there's been rebalance of |
30s | you know existing recipes and I have |
32s | some you know general information |
34s | regarding like progression of existing |
36s | safe files so so hopefully that will be |
39s | very insightful for you all before we |
41s | get into that though I kind of want to |
42s | talk about a few things first so uh I |
45s | know a lot of you are asking for a |
46s | release date for 1.0 and I can only |
48s | really say that you know we'll give you |
50s | a release date when we're ready to give |
52s | you a release date a lot of stuff needs |
54s | to sort of come together for us to be |
55s | comfortable with revealing any potential |
57s | dates so that's sort of why we're |
59s | keeping it a little bit more underw |
60s | wraps this time around it won't be like |
62s | a shadow drop or anything like that |
64s | though so you know you'll all be |
65s | notified well in advance uh so yeah just |
68s | hold out a little bit more okay stay |
70s | strong okay let's talk about how we're |
73s | how we're messing up your factories okay |
75s | let's go so we've made a lot of changes |
77s | to nodes on the map okay there's there's |
79s | there's a lot of new nodes on the map |
81s | but there's also been alterations to a |
83s | lot of existing notes very probably not |
87s | fun to hear but here we are okay some |
90s | have been moved some have changed Purity |
93s | and some are straight up gone actually |
96s | uh these are changes we've been meaning |
98s | to make for a long time but we decided |
100s | to wait until now not to cause too many |
102s | like headaches for everyone leading up |
104s | to now so like it's better to do it all |
106s | at the end of Early Access rather than |
108s | like continuously I'm going to address |
110s | some that we think will affect most |
111s | people quick trigger warning though a |
114s | lot of the notes that I'm about to talk |
116s | about uh are in the vicinity of the |
119s | Northern Forest |
122s | okay so so sit down okay uh and and and |
127s | and pause the video if you need to take |
128s | a breather okay uh and and uh yeah let's |
131s | dive into |
134s | it so to start it off let's talk about |
137s | sulfur cerium and quartz so up near the |
140s | Western Northern Forest these resources |
142s | are quite condensed and to not make this |
145s | area too resource dense and make players |
148s | like want to expand away some of these |
150s | nodes have been moved had changes to |
153s | their purities or are you know straight |
156s | up yeed from the game so there's a |
159s | cluster of three sulfur nodes in the |
161s | Northwestern Northern Forest two have |
164s | been altered instead of two normal nodes |
166s | and one impure node there are now only |
169s | two impure nodes a couple of somewhat |
171s | centralized normal nodes were also |
174s | removed from the northeastern snake tree |
176s | forest and Southwestern swamp and we |
179s | have instead added several nodes of all |
181s | purities to wors the edges of the map uh |
184s | the biggest addition to sulfur is a |
186s | cluster of three nodes in the southern |
188s | edge of the Southern Forest uh one |
191s | impure one normal and one |
194s | pure cerium has largely been kept the |
197s | same uh moving back to the Northwestern |
200s | Northern Forest the pure node up there |
202s | has been removed and the normal node |
204s | hanging out there has been slightly |
206s | altered in location within the biome the |
208s | only other removals of cerium are in the |
211s | western edge of jungle spires |
213s | Southeastern desert canyons and |
215s | Northwestern swamp uh replacing the |
218s | normal node in the swamp is another |
220s | cluster of three in roughly the same |
221s | location consisting of uh one pure node |
224s | and two normal |
227s | ones so when it comes to quartz the |
229s | Titan forest was kind of unhinged uh |
232s | there were way too many quart nodes uh |
234s | there so some of them have been deleted |
237s | uh replacing those in roughly the same |
239s | location is one pure node and two |
240s | normals two pure nodes at the |
242s | Northwestern edge of the Northern Forest |
244s | are also gone replaced by two impure |
247s | ones in the same biome but more |
249s | centralized at the northern border and |
252s | another cluster of three uh this time in |
254s | the southern Forest consisting of one |
256s | pure one normal and one impure |
261s | node there have also been changes to |
263s | purities to other nodes for all three |
265s | materials uh while I'm not sure it's |
267s | worth going through like each one here |
269s | it's worth noting that like most of |
271s | these involved nodes being nerfed from |
273s | normal Purity down to impure next let's |
276s | talk about coal okay so the only changes |
279s | here affecting current factories are the |
280s | removal of three nodes uh one pure node |
284s | in you guessed it the Western Northern |
287s | Forest as well as two normal nodes in |
289s | the Eastern Dune Forest around like the |
291s | Coin Tree forest in their places a |
293s | cluster of four nodes have been added to |
296s | the very Northwestern of the rocky |
299s | desert uh a couple in Jungle spires and |
302s | finally a metric ton of coal is |
305s | replacing the two normal nodes in the |
306s | Dune |
309s | forest and to top it off we've finally |
311s | given the sprinkle treatment to iron |
313s | copper and Limestone to large sections |
316s | of the map since most of these are |
318s | completely new rather than moved I won't |
320s | go into details but just know that the |
322s | map has indeed been sprinkled in iron's |
324s | case actually however uh it's worth |
326s | mentioning that two normal nodes in the |
329s | Southeast and Titan Forest have been |
331s | removed as well as one on the edge of |
333s | the Titan Flats replaced with a cluster |
336s | of three normals in between these |
338s | locations finally I want to talk about |
340s | geysers okay uh actually nothing was |
343s | removed for geysers instead of a bunch |
345s | of them were added uh we've been meaning |
346s | to do this for a while now and here we |
349s | finally |
352s | are hello what's up my name is not snoot |
355s | but I would like to note a quick couple |
357s | of last minute things happening to |
358s | uranium in 1.0 on top of everything else |
361s | we just mentioned in the swamp area |
363s | currently in the live game we have one |
365s | normal node of uranium that is being |
367s | changed in 1.0 from normal down to |
372s | impure |
373s | oops on top of that we're also adding |
377s | one impure node of uranium to the Dune |
379s | desert Plateau area have fun so to |
383s | summarize it might sound like we've |
385s | nerfed and removed many nodes but there |
387s | are overall more nodes of every type on |
389s | the map appap in 1.0 uh they're just |
392s | like a little bit more spread out sort |
393s | of uh they might logistically be |
395s | trickier to utilize now but there are |
397s | more resources to exploit uh in general |
400s | we'll provide more detailed maps in the |
402s | description so do check that out if you |
404s | want to learn more so in 1.0 you're |
406s | going to be seeing some rebalancing of |
408s | existing recipes a big change we've made |
411s | is how players will interact with |
413s | supercomputers so supercomputers will no |
415s | longer be part of the cerium mry and |
418s | they will no longer be needed to make |
419s | program able Splitters or geothermal |
422s | generators so programmable Splitters |
424s | instead need high-speed connectors and |
427s | geothermal will require AI limiters uh |
430s | hopefully with this change geothermal |
432s | power will become much more viable in |
434s | the early game and make use of all those |
436s | new geers that we've added actually |
439s | there seemed to have been some changes |
441s | made yesterday which now makes the |
443s | programmable spitter use AI limiters |
445s | instead of high-speed connectors as well |
447s | as the geothermal generator use |
450s | high-speed connectors instead of AI |
452s | limiters so you know just a little last |
454s | minute Switcheroo but hey at least they |
457s | are both still free from super computer |
458s | jail up till now you had to work through |
461s | almost all progression in terms of faces |
464s | and tears to reach some of the fun stuff |
466s | you could utilize you know when you're |
467s | sort of working on your late game |
469s | factories uh however that fun stuff |
471s | could then not be used for progression |
473s | uh because your progress would be |
475s | complete at that point so we've done |
477s | some switcher rules to make sure that |
478s | you have access to some of the like |
480s | handy tools before you reach the end |
482s | game so you can sort of play around with |
483s | them faster and you know be more |
485s | accustomed with them before the very end |
487s | one example of this is the gas mask |
489s | which is now unlocked in The Melia mam |
491s | tree instead of in tier five so if you |
494s | want to get to explor in earlier this is |
497s | going to be possible you will be able to |
499s | acquire the jetpack right as you enter |
501s | tier five now rather than needing oil |
503s | processing completed first uh Logistics |
506s | markv now include the truck instead of |
508s | the fuel generator which was instead |
510s | moved to its own Milestone but perhaps |
513s | one of the biggest changes is that |
514s | trains and fuel generators no longer |
517s | require computers or heavy modular |
519s | frames to be unlocked making them both |
521s | accessible even before you build your |
523s | first manufacturer so this means that |
525s | indeed now you can use trains to Aid in |
528s | the automation of computers and heavy |
530s | modular frames on top of all that heavy |
533s | modular frames are no longer used for |
535s | any buildings in Tiers 5 and early six |
538s | while computers are not used for early |
540s | tier six and should instead be focused |
543s | on for unlocking stuff in tier 7 also |
546s | circuit boards and electromagnetic |
547s | control rods are no longer used when |
549s | constructing buildings or un loock costs |
552s | at all actually so let's talk about |
554s | computers and heavy monitor frames |
556s | themselves okay so I I come bringing sad |
558s | news unfortunately everyone okay so very |
562s | sorry to say this but in 1.0 computers |
565s | will no longer require screws to be |
567s | built a |
569s | sad sad sad times uh This falls in line |
574s | with making the manufacturer a less |
576s | daunting building when you start using |
578s | it as computers will now only require |
580s | three parts to automite instead of four |
583s | however we did double the usage of |
584s | computers that are already used as an |
587s | active ingredient in other recipes to |
588s | sort of balance the relaxation of this |
590s | recipe for heavy modeler frames the |
592s | biggest change is probably a rework to |
595s | make them require nice you know even |
597s | numbers so this has been done by |
599s | increasing the amount of steel pipes and |
601s | screws needed but also relaxing the |
603s | materials needed to make incase |
604s | industrial beams by quite a bit actually |
607s | so incase industrial beams will now |
609s | require much more concrete than steel |
611s | beams which relaxes the need for steel |
614s | uh while limestone is available in |
616s | abundance the goal with the changes to |
618s | both incase industrial beams and heavy |
620s | modit frames is that the recipes simply |
622s | synergize like a lot more now next thing |
625s | I want to talk about is fuel generators |
627s | okay uh one ch change we've made to fuel |
630s | generators is that they will now produce |
633s | 250 megaw of power instead of the |
635s | current 150 megaw while still requiring |
638s | the same amounts of all types of fuel |
640s | this means that you need less buildings |
642s | in order to produce the same amount of |
644s | power you are doing today so either get |
646s | to deleting some of those extra fuel |
648s | gens or you can you know underclock all |
650s | of them and uh you should be Gucci this |
652s | change was made so that fuel generators |
654s | weren't completely overshadowed by the |
656s | addition of nuclear later on there are a |
658s | couple of more minor recipe changes that |
660s | we're still sort of tweaking with uh |
662s | that you'll sort of have to explore |
664s | yourself one ph0 drops but these are |
666s | sort of the Heavy Hitters and the ones |
668s | that you know should affect your |
670s | existing factories the most so with this |
672s | information hopefully you'll have a bit |
674s | more to go on whether you'll want to |
676s | reconfigure your existing factories or |
678s | if maybe it's you know time to start a |
680s | new 1.0 drops one final bit of info I'd |
683s | like to share is about progression and |
685s | the story so if you choose to continue |
688s | your save file uh you will need to redo |
691s | some of the unlocks that you already |
692s | have as things have changed around in |
694s | the Tei and the M uh you know Milestones |
697s | are sort of new and and that will sort |
699s | of make it so you need to unlock them |
701s | again essentially and it might not be |
703s | obvious like which ones you need to |
704s | unlock again and stuff like that there |
706s | will also be story triggers that won't |
708s | trigger properly on Current Saves uh and |
711s | it's nothing that you know won't stop |
712s | you from completing the game or anything |
715s | uh but you will miss out on some of |
716s | these aspects that said if you don't |
718s | care about the story and you know just |
720s | want to grind on and complete the game |
722s | and are okay with fixing up your |
724s | factories you should be fine but for |
726s | everyone else if you do want to |
728s | experience the story elements properly |
730s | we'd recommend starting over 1.0 drops |
732s | to get sort of the full progression |
734s | experience all right that's it hopefully |
736s | this gives you a little bit more insight |
738s | in preparation for 1.0 let me know in |
741s | the comments you know whether you plan |
742s | to restart from the very beginning again |
744s | or if you're going to keep chugging on |
746s | so thanks for watching everybody see you |
750s | [Music] |