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1s | previously on Dragon Ball Z there might |
---|---|
4s | be one or two more features added if we |
6s | have time but you know that's it for the |
9s | most part so yeah I just want to kind of |
10s | set expectations here that's this is a |
12s | small update there might be one or two |
14s | more features added one or two more |
16s | features one or two more features one or |
18s | two more features one or two more |
20s | features |
32s | oh didn't see that one coming did you |
34s | you little shits |
39s | hi everyone welcome in I'm snoot I'm one |
41s | of the community managers for coffee |
43s | stain Studios and this week we teased |
46s | something really juicy if you haven't |
48s | seen the teaser trailer we put out then |
50s | check the cards above all right it's a |
52s | real quick video so I recommend checking |
54s | it out before continuing referral with |
56s | this one uh because we're going to talk |
57s | about stuff about that you know in fact |
59s | I'll you know what I'll help you out |
60s | I'll hit that pause button for you real |
62s | quick |
62s | [Music] |
67s | let's get into it what is this machine |
69s | we're seeing here you know what what is |
70s | his purpose you know what what does it |
72s | do what materials will be needed to |
74s | construct it will it blend |
76s | and how much does it weigh |
79s | so this machine is a designer |
83s | a designer that will Aid you in creating |
87s | blueprints |
93s | [Music] |
94s | since the launch of the game people are |
97s | requested blueprints in one form or |
98s | another we've always been sort of |
100s | hesitant to add this to the game because |
102s | a big part of satisfactory is that you |
104s | are the one constructing all these like |
106s | massive Factor layouts from a first |
108s | person perspective you know it's all |
110s | about the accomplishment of knowing that |
112s | you've instantly put all the pieces |
114s | together to create your factories and |
116s | while it may seem that making building |
118s | bigger easier adds a lot to the game we |
121s | also feel that it might take something |
123s | out of it as well I think a lot of |
125s | people in our community have very |
126s | different opinions and ideas as to how |
128s | blueprints would work in satisfactory |
130s | from our point of view this isn't like a |
133s | quality of life feature it really |
135s | affects how you approach Construction in |
137s | the overall game so if we're to add any |
140s | type of Blueprinting functionality it |
143s | has to jive with like the overall design |
145s | another aspect of this is the limitation |
147s | of the engine itself satisfactory is |
149s | built using Unreal Engine and the engine |
151s | uses a garbage collection system for |
153s | memory three that can only keep track of |
155s | so many U objects on real objects that |
158s | make up for the memory blocks that all |
160s | the game objects utilize so if you've |
163s | ever heard of the U object limit this |
165s | essentially means that at some point |
167s | you're not going to be able to build |
168s | anymore and by using blueprints it's |
170s | going to be easier to hit that limit |
172s | we're hoping that we can improve and |
174s | optimize the game in this regard this is |
176s | something that we actually been working |
177s | on from day one but we've come to terms |
180s | with the fact that maybe we shouldn't |
182s | completely limit the player because they |
184s | might eventually hit a limit in the game |
186s | it's been tricky finding like a good |
188s | balance for how blueprints should fit |
189s | with the general game design as well as |
192s | from like a user experience perspective |
194s | you know figuring out how to best |
196s | accommodate the entire player base so |
198s | that blueprints make sense and are easy |
200s | to use for everyone so let's talk about |
202s | how blueprints will work in satisfactory |
204s | so in order to create a blueprint you |
206s | first need to design it in the blueprint |
208s | designer which is a standalone building |
210s | that allows you to create custom Factory |
212s | designs with maximum dimensions of 32 by |
215s | 32 by 32 meters you will not be able to |
218s | take an existing part of your factory |
220s | and slap that into a blueprint they need |
222s | to be designed for blueprint use |
224s | beforehand the reason why we limited |
226s | blueprints in this manner is a |
227s | combination of many things from a user |
229s | experience perspective we think it makes |
231s | it clear to Define them that allows for |
233s | an easier time applying them as well and |
235s | from a game design standpoint we think |
237s | it makes creating blueprints more |
238s | interesting because you kind of need to |
240s | solve both like how you set up your |
242s | blueprints as well as how you apply them |
244s | so with the limited space in mind it |
245s | kind of creates these like obstruction |
246s | games where part of the challenge of |
249s | creating a blueprint is figuring out |
250s | sort of how to make it work with a |
253s | limited space as well as how you can |
254s | sort of puzzle multiple blueprints |
256s | together you know you won't be able to |
257s | create like an entire blueprint Factory |
259s | like a blueprint that creates heavy |
261s | modeler frames or anything like that |
263s | from the ground up but you will be able |
264s | to create modules or sections with other |
267s | blueprints in mind where many parts can |
269s | lead up into that factory so the way we |
272s | see it is that blueprints will sort of |
273s | become like building blocks that you'll |
274s | need to tailor to your playstyle and we |
276s | think this will significantly change how |
278s | your approach setting up your factory |
280s | layouts alright so let's jump into the |
282s | game and I'll show you sort of how the |
284s | blueprint designer will function so here |
286s | I am I'm on a test level right now |
287s | there's nothing much going on here it's |
289s | an empty level uh here is the blueprint |
291s | designer the model you see here by the |
294s | way is not the same one that you're |
296s | gonna see in game this is a working |
297s | progress model |
300s | um so yeah I also have like a little bit |
301s | of fake power hooked up here just so I |
303s | can sort of demo this stuff anyways so |
306s | let's create a blueprint shall we so I'm |
308s | gonna make a manifold blueprint because |
311s | we all love making manifolds right it's |
313s | the the best part of the game so I'm |
314s | going to be making a iron Rod manifold |
316s | pretty basic and I'll just show you sort |
319s | of how that will work so let's start by |
322s | placing a Constructor and essentially |
324s | everything you place on this like grid |
327s | here within the um |
329s | the blueprint designer you know is going |
332s | to be part of the blueprints cool and |
335s | then I'm gonna hook up some mergers |
339s | uh I have to take note of the direction |
341s | here this is really important and same |
343s | deal here I want to make sure that the |
345s | Splitters and the mergers all face the |
349s | same direction and there we go cool and |
352s | then we'll hook these up to uh the |
354s | Constructor one thing that I'm gonna |
356s | make for this manifold is I'm going to |
358s | be using Mark 5 belts for all the other |
360s | belts that are feeding through the |
361s | manifold this is so that this manifold |
363s | can be extended so I don't need to know |
365s | like what the maximum speed of the belts |
367s | are or that I need to upgrade them if I |
369s | if I make you know if I want to chain |
371s | this manifold along essentially in the |
373s | blueprint foreign |
375s | let's place down a couple of power poles |
378s | because we do need power pull and then |
381s | we'll hook all of these up to each other |
384s | you don't have to care about like |
386s | getting power into the blueprint at this |
389s | stage uh that's once you like apply it |
391s | so in the designer you don't really care |
393s | about that but we do want to hook |
394s | everything up within the blueprint all |
397s | right so now everything is hooked up |
398s | within the blueprint let's jump into the |
401s | blueprint designers interface and save |
403s | it so when you open the blueprint |
405s | designer it's going to look like this it |
407s | will show you the total cost of the |
408s | entire blueprint as it is if you have |
410s | any like overclocking set on on the |
413s | inner Constructors and you place like |
415s | um uh Power |
417s | thingies if you do any overclocking |
420s | within the blueprint and you use any |
421s | power shards things like that these will |
423s | also show up in like within the cost of |
425s | the blueprint and stuff like that all |
427s | right so let's give it a name I'm going |
428s | to call it the iron Rod manifold uh you |
431s | can give it a description here I'm going |
432s | to type in a two by four uh Constructor |
438s | manifold making |
441s | 120 per minutes iron rots |
446s | short and sweet all right uh I'm gonna |
448s | set an icon for this blueprint I'm gonna |
450s | use the |
451s | this one |
453s | um this is for in the build menu you can |
455s | also change the color of like this |
456s | pattern behind it I'm gonna just leave |
458s | it as it is and lastly you can set the |
461s | directory where this blueprint will show |
463s | up and we'll get into that a bit later |
465s | but I'll just show you real quick here |
466s | because I do need to set it |
468s | um so it when when you're in the build |
470s | menu and you're picking which blueprint |
472s | to build uh you can sort of customize |
474s | how the that whole scheme should look |
476s | like so here I've got like a couple of |
478s | tabs here for different categories and |
480s | Within These I also have like um |
483s | subcategories that I can customize |
485s | completely I've already made a manifolds |
487s | category here but I do need to make a |
490s | subcategory for that so I'm going to |
491s | edit this I'm going to go to add |
493s | subcategory I'm going to call this |
495s | subcategory iron because this is where I |
498s | put all my iron related manifolds and |
501s | then this is where that blueprint will |
502s | go and then I'll apply up changes and |
505s | then close this and then save the |
507s | blueprints there we go so now my iron |
510s | Rod manifold making 100 iron rods per |
513s | minute is saved to a blueprint alright |
516s | so let's apply the blueprint in the |
517s | world shall we so when you open up the |
519s | build menu now you'll see that there's |
521s | another tab here called Blueprints and |
523s | this is where all those blueprints were |
525s | size that we just created with those |
526s | categories and those subcategories |
529s | etc etc so let's try them out so one |
531s | thing I'm going to do here first is I'm |
533s | gonna place a bunch of foundation blocks |
535s | here it's good to like separate |
536s | different blueprints between blueprints |
538s | because it's then you can like sort of |
540s | puzzle and combine them in different |
541s | ways so what I've done here is I have a |
544s | a blueprint for just the foundation grid |
547s | so I'm going to apply that put that down |
549s | here look at that |
551s | so we can quickly make a bunch of |
553s | Foundations I'm going to do that again |
556s | really nice and now let's apply the the |
559s | blueprint manifold that we just created |
561s | so I'm going to open here go to |
562s | manifolds I've got the iron Rod manifold |
565s | you can also put these on the hot bar so |
566s | I'm going to do that place that there |
568s | and then |
569s | I can place this wherever I want so |
572s | remember how I talked about like |
573s | direction of the belts before it's |
575s | really key when you're making the |
577s | manifold uh when you're making the |
579s | blueprint that you keep track of this |
581s | because one issue currently with the |
583s | current release is that you place a |
585s | blueprint with one click but if you want |
586s | to make any changes to the blueprint at |
588s | the moment you have to sort of |
590s | um dismantle everything so if you have |
593s | like a very complex blueprint with a lot |
595s | of stuff in it and you place it down and |
596s | you realize you messed up you're gonna |
598s | have to dismantle all of that stuff uh |
601s | we're we're gonna look into seeing if we |
604s | can figure out like a fix for that or |
606s | working or something like that in the |
607s | future but for this first iteration it |
610s | is what it is all right so let's place |
612s | the manifold I think it's facing the |
614s | right direction and place this over here |
617s | and look at it go |
621s | look at it guys |
624s | I think the build effect is a bit too |
625s | slow but uh you get the point look at |
627s | that there's our manifold super cool and |
629s | it was just one click away so I'm gonna |
631s | hook up some power to it bam all these |
633s | Constructors just boot it up I've got |
636s | two storage containers here with the |
638s | ingots in them |
639s | um just for demo purposes so I'm gonna |
641s | feed those into the manifold |
647s | and just like that |
649s | you know |
650s | we've set up a manifold really quickly |
653s | and if you want to keep doing this and |
656s | chain another one I'm just going to |
657s | press five |
658s | over here |
660s | make sure that the belts are lined up |
664s | we can hook all of these up |
667s | and take the belts hook those up take |
670s | these belts hook them up |
673s | these belts hook them up and we just |
675s | went from 120 iron rods per minute to |
678s | 240 iron rods per minute uh just like |
682s | that it's pretty awesome actually |
686s | who would have thought cool so now that |
688s | I've done that uh let's go back to the |
690s | blueprint designer and make a couple of |
692s | adjustments here uh because you know in |
694s | the blueprint designer you can hit clear |
697s | here and they will clear out and you can |
698s | make another blueprint but let's load |
700s | that blueprint up again uh the manifold |
702s | iron manifold uh here we go so what I'm |
705s | going to do now is I'm going to make an |
707s | adjustment to this manifold I'm going to |
708s | create a iron plate manifold instead and |
711s | it's really simple to change this |
712s | because all I really need to do now is |
714s | go into each Constructor here and change |
716s | the recipe to iron plates |
719s | copy and paste all those |
723s | so by just making this slight adjustment |
725s | here this is now producing 160 iron |
727s | plates per minute we can go back into |
729s | the editing here and just replace this |
731s | with iron plate manifold and then making |
734s | iron plates and it's making 160 |
739s | minutes uh change the icon to the plates |
742s | and just like that |
745s | we changed this to the iron plate |
748s | manifold and we now have |
751s | uh |
752s | uh wait okay actually I just realized |
755s | what I did wrong so I put the Aaron |
758s | plate in the uh in the like undefined |
760s | slot so if I want to move this all I |
762s | need to do is is go edit and then move |
765s | this into the |
768s | manifolds so now it shows up in the iron |
770s | manifold uh list in the blueprint editor |
772s | so this is quite powerful you know you |
774s | can create a lot of different types of |
776s | modules and then mix them together to |
778s | create like really awesome Factory |
779s | builds |
781s | um if you have like any Cosmetics that |
783s | you want to utilize as well if you have |
784s | like some Advanced like pillar you know |
786s | setup that you have that you want to be |
788s | able to like do over and over again you |
790s | can just create one in the blueprint |
791s | designer and you just apply it |
792s | everywhere since you are a bit limited |
794s | with the blueprint designer we are aware |
795s | that like in certain cases it's kind of |
797s | annoying to build stuff and there's also |
800s | one big caveat that I have to point out |
802s | as well and that is that some of the |
804s | buildings |
805s | um won't fit in the blueprint designer |
807s | uh one honorable mention is the coal |
811s | generator because it is a bit too tall |
813s | it's a tall boy we are going to look |
816s | into some of these cases uh the coal |
818s | generator for instance is something we |
820s | do want you to be able to use in the |
822s | blueprint designer we're not 100 sure |
824s | what solution we'll do there if we |
826s | change the model or if we just change |
829s | the bounding box word or something like |
831s | that to make it work within the |
833s | blueprint designer but just so you guys |
835s | are aware of that we do know that but |
837s | like not every building is going to be |
839s | able to be used in the blueprint |
841s | designer so just bear that in mind so |
843s | one really cool thing with blueprints is |
845s | that they are not persistent to your |
846s | save file so you're going to be able to |
848s | like use any blueprint on any save file |
850s | so long as you've unlocked like the the |
852s | the cost that's it within the blueprint |
854s | otherwise you're not going to be able to |
856s | use it and another cool thing is that |
857s | we've separated so that blueprints are |
859s | saved on on files separate from your |
861s | save file and they're located here |
863s | within the same directory as your save |
865s | files in a blueprint folder so you're |
867s | going to be able to like take the |
869s | blueprints that you created and just you |
870s | know do whatever you want with them send |
871s | them to your friend or keep them keep |
873s | them for yourself hide them keep them |
875s | secret one key thing to take note of |
877s | though is that the |
879s | blueprint files are not stored in the |
882s | same directory as your save files which |
884s | means that they're not going to be part |
885s | of like the cloud syncing thing that's |
887s | going on on Steam and epic so you save |
889s | all our Cloud syncs but your blueprints |
891s | are not so that's really important to |
892s | remember so that is how blueprints are |
894s | going to function in the game so with |
896s | the addition of blueprints I also have a |
898s | little bit of an update on overclocking |
899s | one of the reasons why we've gone back |
901s | and forth so much with overclocking is |
903s | because the addition of blueprints kind |
905s | of shifts the trade-off for overclocking |
907s | we were originally going to change so |
910s | that like overclocking was going to be |
911s | completely linear because we figured |
913s | that blueprints would make overclocking |
915s | kind of redundant |
916s | count how many times is that |
917s | overclocking but one thing we realized |
920s | is that blueprints might actually |
922s | increase the value of space which to |
924s | this point has been like the only real |
926s | trade-off is that you need more space |
927s | because you need to build more so the |
930s | current thinking is that overclocking |
931s | might become more valid which sort of |
933s | changes the whole trade-off discussion |
935s | again currently though we're leaning |
937s | towards not making overclocking linear |
938s | but changing the exponent so it makes it |
941s | like significantly lower if you don't |
942s | know what I'm talking about I'll leave a |
944s | link to the wiki article explaining all |
947s | about this stuff with the overclocking |
949s | so you can see like the mathematical |
951s | formula and like what the exponent is |
952s | currently and how that will affect the |
954s | overclocking formula so so overclocking |
957s | will be cheaper in Update 7 and |
959s | underclocking will give a little bit |
960s | less savings there but this will still |
962s | be a test case linear is not out of the |
964s | window yet we still need a bit more data |
966s | on the final decision but first we want |
969s | to try it out and sort of get your |
970s | feedback on this and see if blueprints |
972s | actually impact overclocking the way we |
974s | think it will lastly I want to leave you |
975s | off with a little bit of a cool a little |
977s | quality of light feature that's also |
978s | coming in this update which is a sort of |
980s | like a Sprint mode for zip lines so if |
983s | you hold the sprint button while using |
985s | zip lines now you can build up a lot |
987s | more speed which is fun and that was all |
989s | I had for you today hopefully this stirs |
992s | some ideas in your head as to how you |
993s | want to set up your Blueprints and if |
995s | you're brave enough and can't wait to |
997s | get your hands on this you're going to |
999s | be able to try this out next week when |
1000s | the update drops on the experimental |
1002s | Branch if you want to learn more on how |
1004s | to access the experimental Branch then |
1006s | check the description I'll leave some |
1008s | instructions there and do not forget to |
1012s | back up your damn save files okay I'm |
1014s | just going to say this once don't make |
1015s | me tap the sign alright cool all right |
1018s | anyways thanks for tuning in until next |
1020s | time take care |
1022s | [Music] |
1027s | foreign |