about 2 years ago - Coffee Stain Studios - Direct link

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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