Transcript (by Youtube)


0s [Music]
1s hi everyone my name is snoot at least
4s that's what it says on my driver's
5s license and I am the community manager
7s for coffee stain Studios and in this
9s video we're going to be answering a
11s couple of questions that you guys had so
13s I posted on Twitter Facebook Steam and
15s Reddit if you guys had any questions
17s that we would bring up in in this video
18s today we haven't done like a q a thing
21s on the YouTube site for a long time we
24s do answer questions every week on our
26s twitch stream so we have a weekly Dev
28s stream and there's a segment in that
30s stream where I usually answer questions
31s so I decided to post this and ask if you
33s guys had any questions and
36s geez you had a lot of questions
39s a lot of questions uh we're not going to
42s be able to get around to all the
43s questions unfortunately in this video
44s because I think that would make this
46s video Never Ending but yeah I'm gonna
48s try and answer as many questions as I
50s can so before I dive into the Q a
52s section let's talk quickly about
53s actually a couple of questions you guys
54s had on update 8 specifically so let's
57s address the state of dab real quick
58s first before we head into the Q a
60s segment so I think the first question to
62s answer is when is update coming out so
65s right now we are working on the
68s hopefully final push on our experimental
71s Branch with up to date before we feel
72s like we get ready to like sort of
74s finalize it and release it on the Early
76s Access Branch if you watched the video I
78s put out a couple of weeks ago where I
79s talked about like why we're doing it
81s this way and sort of what we're working
82s on right now that video is still sort of
85s like valid but we have progressed a bit
87s further now of course we're still
88s working on it but we don't have like a
90s good estimate as to like when we will be
92s ready to release this patch and
94s experimental we believe it will be
95s sometime in October but we can't really
98s say too much more so than that because
100s right now what we've done is upgraded
103s the engine to 5.2 which we have done and
105s we resolved most of those issues we're
107s also working towards implementing a
109s refactor of our online subsystem that's
112s also supposed to go in and up to date
114s and we kind of need to do that now as
116s well because this is the best time to do
117s it and there's still a bunch of work
119s left on that side so we are progressing
121s quite well but still a bunch of work
123s left and there's still a bunch of
124s testing left that we need to do
125s internally before we can release it on
127s the experimental branch and then once
129s it's out on the experimental Branch
130s sometime in October it'll probably take
131s like a couple of weeks before it's ready
134s to to be able to shift our way to the
136s Early Access branch and we'll talk more
139s like as the time comes I think and give
141s you more news as to like what's going on
143s but that's the state of things right now
144s all right I got a couple questions here
146s that we're just gonna like these are
147s classic questions that I'm constantly
150s getting and I've answered these a bunch
152s of times before in the past but let's
153s just do a real quick Speed Run of these
155s before we dive into like the the other
157s questions that I have here
158s when is 1.0 coming out we don't know for
161s sure there's still a bunch of work left
163s but we are closing in on 1.0 this is
165s sort of the effort I've been doing the
167s last couple of updates is trying to like
168s wrap up the game for 1.0 and this is the
170s goal we're not going to stick around in
172s Early Access for forever we do want to
174s finish the game to be ready in some form
176s of like 1.0 State
178s um but as to like exactly when that will
180s be we don't know for sure I think we'll
181s have a better understanding of that once
183s update 8 is out of the way uh I think uh
186s update took a bit longer than we
187s expected to do so it's it's always hard
190s to like give you an estimate as to like
191s when 1.0 will be ready but we are
194s working towards it
195s um so hopefully not too long in the
197s future when can I use Mercer spheres and
199s summer sloops so immersive spheres and
201s summersloops are part of the story
203s element that we're developing for the
205s game and the story element of the game
206s is going to come in 1.0 uh also good to
209s point out that the story mode for
211s satisfactory is not going to be some
212s Grand campaign or anything like that
214s like don't expect like a Call of Duty
216s can't wait to go shoot a man
218s um it's gonna be like an optional thing
220s like the main part of photo satisfactory
222s is the main gameplay that you have right
223s now what we're going to add with a story
225s is like a little bit of a couple of
227s story elements sprinkling with the
229s existing gameplay and also sort of like
231s a goal that you're working towards with
233s the game uh but this is going to be like
235s sort of optional so you know if you just
238s enjoy playing satisfactory just for the
239s sake of building factories then you can
241s totally skip the story if you want to or
243s if you're interested in that you can do
244s it but that's just that's sort of how it
246s is any idea when Sam or is going to be
249s used samur is going to be used in this
250s in the one pro release along with the
252s story elements when is the story coming
254s to the game in 1.0 console release when
257s we currently don't have any plans for
260s for console release I think this is
261s something that we'll sort of dive into
263s maybe if we can do console even uh when
266s we're done with the game so close it to
267s 1.0 so we'll see if we do constant
270s release right now we don't have plans
271s for that but we'll see in the future are
273s you going to add base defense no are you
276s going to add Factory maintenance no
279s survival elements no green energy no
283s terraforming new golf
290s no so the answer to those questions are
292s that we're not going to add these things
293s to the satisfactory it's not that type
295s of game that we're making if you want a
297s more like in-depth explanation about why
299s we're not adding these things then check
301s out the video uh in one of the corners
304s I'm not sure which corner it is actually
305s uh right now uh where Jace talks about
308s these things as to why they're not
310s coming and then give you more of an
311s in-depth explanation as to why we're not
313s adding these things to satisfactory all
315s right Speed Run done new best PB all
317s right let's let's go into some of the
318s questions you guys have on on the
320s socials and let's dive into it is it
323s possible to add a way to enable Advanced
324s game modes on games already going and
327s disable them so yes you can actually
329s enable this on save so you already have
331s you do this when you load save files so
333s when you load a save file there's a
334s little check mark underneath the load
335s button that you can click to enable and
337s then when you load the safe out you'll
339s have sort of advanced game modes
341s settings be like enable on that save
343s file and then when you say that safe
345s Folly will be enabled you can't go back
346s and the reason why we decided not to set
348s this up is because we sort have want you
352s to still experience the game in the way
353s that we've designed it but we still want
355s players to have the option to enable
357s like being able to build without cost
359s and be able to fly and all that stuff
360s but if it felt like if it was just like
362s in the menu where you just like give
364s yourself items if you felt like it
365s without any repercussions really then we
369s felt like it sort of ruins sort of the
371s game design balance that we have and it
373s might make it so that people sort of
375s take the easy way out a lot of cases
377s instead of like playing the game we
378s designed it for there's a saying in game
380s design where if you can optimize away
382s the fun out of a game then players will
385s always do that so we need to add a
386s little bit of friction so that people
387s wouldn't just like enable these things
389s all the time and just like get get that
392s out of it
393s um and I think this is a fair solution
394s to that problem sort of so like if you
397s want to be able to do that stuff you can
398s totally but USA file will be sort of
401s marked as a creative save file
403s essentially how would you feel about
404s adding VR to the game we I'm gonna be
407s honest we don't really have any interest
408s in adding VR to the game there's no one
410s at the company that are like super into
412s VR and just by that fact alone makes it
416s it's hard to like
418s push for that so to speak if someone
420s were interested at the company to like
422s Implement VR then maybe would look more
424s into it but I don't think it's really
425s interesting for us to look at so the
427s answer is unfortunately no but maybe
429s we'll change our minds in the future or
430s something I don't know but this the
432s state of things are right now would you
434s add a snow biome to the game
436s no we uh no no
440s uh it's taken us so long and we're not
443s even done with the map the the like
446s edition of a new biome at this point is
448s is too much work too much work so you
450s probably won't do it maybe as like a DLC
452s or something in the future who knows
454s that's this is I don't know what I'm
456s saying we're gonna do that but at the
457s moment no no sign no no no is there a
461s chance that clipping stuff for example
463s placing a foundation partly rotated
464s overlapping another Foundation won't
466s make textures flicker in the future
468s unfortunately if this isn't something
470s that we can actually remove because this
471s is like an inherent issue with how
474s rendering sort of works uh with computer
477s in regards to computer Graphics when
479s you're drawing stuff on the screen the
482s the way you sort of decide like what's
485s in front of what on the screen we use a
488s there's a buffer in in the Shader that's
490s called a death buffer which writes like
492s H pixel gives that like a value and
494s sometimes you can end up a situation
495s where like between frames the values are
497s so close to each other that like it
499s doesn't know from frame to frame like
502s what it should have been displaying in
503s front of wood that flickering is is
505s essentially that going on where like
506s things are not like things are really
508s close to each other and like in in
511s certain situations it doesn't know like
513s which one should it render on top of
514s each which one because the values are so
515s close and there's no good solution to
518s get rid of that we have added a couple
520s of like
521s workarounds where we offset things
523s slightly to get around from that but we
526s can't get rid of that issue uh fully
528s unfortunately but we can add more of
530s these kind of like nitpicky situations
533s but it depends on the material and stuff
535s like that so uh unfortunately we can't
538s fully get rid of it but hopefully we can
539s make it a little bit better in the
541s future what should I do to stop my
543s fellow multiplayer friends trying to
545s build like let's game it out uh get new
547s friends uh I don't know it's either you
550s have to like Embrace that or you have to
552s be like really restrictive and be like
553s stop doing that uh I don't know I don't
556s have a good answer to this question
557s actually this is like just embrace it I
559s guess if you're playing multiplayer then
560s you're playing multiplayer if you don't
561s want people to screw around then maybe
563s play single player that's how I feel at
565s least because like whenever I play
566s multiplayer I get a little bit
567s frustrated when people are just like
569s putting down here together and I'm
571s like I just want it this way uh so if
573s when I do play multiplayer I tend to
574s just like run away and do my own thing
576s and then hook up to like a main base or
578s something that's that's what I do at
579s least is it possible to have more than
580s four players is in multiplayer mode
582s officially no but technically yes so the
586s game officially supports up to four
588s players because that's sort of how we've
590s optimized the game for in terms of like
592s networking and stuff like that but there
594s is a way okay and it's not super tricky
596s so if you Google like how to access more
599s players in satisfactory like how to have
601s more than four places satisfactory
602s there's a config file in the install
605s structure where we just like hard set a
607s value like how many people can join the
609s session you can set that to whatever you
611s want and that way you can have as many
614s people on the save as you want
615s essentially but you do so on your own
617s risk because we don't officially support
619s more than four but you can totally do it
621s if you want to a train X starts at a at
623s 4 pm and reaches B at 5 PM while another
626s train y starts from B at 4 pm and
629s reaches a at 5 30 pm at what time will
632s the two trains cross
635s all right so let's assume that the
638s distance between A and B here a b
641s um will denote that distance as D so
643s train X starts from a and go to B uh
646s between 4 pm and 5 PM which means that
648s it takes one hour for the train to
649s travel from A to B uh and we can denote
652s the speed of that train being that it
655s travels D kilometers per hour for trainx
659s uh train y
662s start from B and goes to a and it's and
665s it takes and it goes from 4 pm to 5 30
667s PM which means that it takes one and a
669s half hours for train B to travel and for
672s us to calculate the the speed of that
673s train this is assuming that the trains
675s are traveling at the constant speed by
676s the way so to to calculate the speed of
678s train y we need to do uh distance
681s divided by the time it takes which is
684s one and a half hours which is the same
685s as saying three divided by two
688s uh which you can also write as uh two
691s divided by 3 times D kilometers per hour
695s so now that we have the speed the trains
696s are traveling in we need to calculate
698s the time it takes for trains to travel
699s to a certain distance so let's let's
701s call uh T time okay so in order to
704s calculate like how far a train travels
706s in time we can do the first train try
708s next and that's quite simple because
710s it's it's just traveling uh in a ratio
712s is 101. so it's it's traveling and it's
715s distance times t
716s kilometers that's how far that that's
719s how far the train X will travel in in
721s time uh the other train
724s um it's it's similar things so it's the
726s new value here two divided by three D
728s times T is how many kilometers train y
731s will travel at a certain time so one
733s property of this problem too is that
735s when the two trains cross they will both
737s have traveled
738s um the sum of the total distance and we
741s can write that as equation that is uh DT
744s plus two divided by three DT equals D so
749s now though now that we have the equation
751s uh we can solve for T just figure out
754s when they mean so DT plus two divided by
756s three DT equals D you can simplify this
759s as writing it as five over three DT
763s equals D to get rid of the five divided
765s by three D we divide by that on both
769s sides which gives us T equals D divided
773s by five divided by three
776s D
778s um when you have the same numerator and
782s denominator you can get rid of that
783s which gives us d e t equals one divided
788s by five divided by three
791s um and this is the same as saying T
794s equals three divided by five
798s so now we have t and uh 3 divided by
801s five is 0.6
806s equals 0.6 so this is how many hours it
809s takes it takes 0.6 hours for the two
810s trains to meet and 0.6 if you want to
813s get this in minutes you do 0.6 times 60
814s which is 36.
818s 36 minutes
822s so the two trains will meet uh they
825s started at 4 pm so the trains will meet
828s at 4 36.
831s P.M
835s why do the mining nodes not align with
837s the Whirl grid so the reason why they
839s don't is because when we started working
841s this game we didn't anticipate having a
844s world grid this is something that we
845s added after the fact and we don't want
847s to move the nodes at this point because
848s it can really mess up uh a lot for
851s people's saves so I don't know if we'll
854s have a solution for this problem where
855s like the nodes don't align with world
857s grid coordinates and stuff like that but
859s that's sort of why they don't lie right
861s now is because that wasn't the thing
863s when we added the nodes will there ever
865s be round shaped foundations or angled
867s walls so at the moment we don't really
869s have plans for this and that's not to
870s say that we can do that if we have time
872s for that but
874s um there's a lot of stuff that we were
875s working on so we're always like
876s constantly prioritizing like what to
878s work on next and it's possible we have
880s time to add this for 1.0 maybe if you
882s guys really really really want this then
884s please voice that opinion on our QA site
886s questions.satisfactorygang.com because
888s we do sort of when we're deciding on
891s what to do we sort of evaluate based on
892s what is on what's been output on the
894s keyword side and what we're hearing
895s community so um yeah if there's like a
898s it's an outroar that we need that then
900s we'll consider it but at the moment we
902s don't have plans for it so we'll see
903s what happens in the future since there
905s are a handful of buildings that are not
906s symmetrical will we ever be able to flip
908s buildings like in Captain of industry we
910s don't currently have plans for that and
912s I don't really have a good reason as to
914s why we just don't have plans to do that
916s because it entails a lot of work that we
918s don't feel really adds too much to the
920s game at the moment so and it's it's not
924s just a thing that we can just like whip
926s out and have it working there's actually
928s a lot of work involved in making sure
930s that works fine so uh kudos to them for
933s doing it but um at the moment we don't
935s plan to do it what is a bug that you
937s have had during development that seemed
938s easy to fix at first but was pretty
940s difficult to fix and why there are a ton
943s of those actually uh surprisingly one
946s book that I worked on for instance that
948s I thought was easy to fix but wasn't was
950s to change it so that when you have the
951s object scanner and you scan for like
953s berries and you pick up a berry that it
955s wouldn't scan the same Berry again that
958s was a hassle and I never actually
959s managed to fix it but I believe we did
962s fix it at some point so it might be in
964s the game or maybe it's not I don't know
965s but I asked the other programmers and I
966s had a couple of uh honorable mentions
968s here so one that comes to mind is the
970s the typo that was coal in the uh in the
974s scanner where the the C and the coal
977s wasn't capitalized uh that was
979s apparently a pain in the ass to fix
981s because it wasn't like handled properly
983s for that translation uh system that we
986s have in the game so that was apparently
987s a real head scratcher and another model
989s we'll mention is the Hub part keeping
991s coming back and duplicating like
993s that really thought that would be easy
994s to fix but it was not so and I don't
997s think we've actually fixed that yet so
999s uh there you go now that Unreal Engine
1001s 5.3 is out will you update the engine
1003s version again it's funny because like I
1006s think a day or two before we released
1008s the video where I mentioned that we are
1010s going to update to like Unreal Engine
1011s 5.2 5.3 came out
1014s um
1016s good timing typically we don't really
1018s want to update to to a new engine
1019s version with like the first patch comes
1021s out for for a new engine version but I
1024s believe the next one is Adam anyways but
1025s we'll have to see I don't think at the
1028s moment we think it's urgent enough to do
1031s it but we'll see if it's worth it or not
1032s uh I think like theoretically it's
1034s always good to update the engine version
1036s have the latest version because they are
1038s doing a good job at like updating the
1039s engine but at the moment there's like
1041s nothing that really warns us to like do
1043s the next step and do 5.3 before we
1045s release this patch so at the moment
1046s we're not planning for it but it's too
1048s early to say honestly maybe we'll do it
1050s maybe we won't
1051s um but there are no like real big
1053s features in Unreal Engine so 5.3 that we
1056s really want to utilize like for instance
1057s and landscape and stuff like that like
1060s that's not something that we feel like
1061s we need at the moment
1063s um same goes with like putting a net
1065s item foliage that's also it's not
1067s something that we feel we need at the
1068s moment it's not gonna automatically make
1069s the game Run better or look better just
1071s from uh from the box so it needs to warn
1075s sort of the work that goes into to
1076s update in the engine and we'll see if we
1078s do that or not essentially the only
1079s thing I could say is that update 8 will
1081s be 5.2 that's the engine version we'll
1083s be rolling it updated with has the
1084s upgrade to Unreal Engine 5 increase the
1087s plan scope of the game or has it
1088s remained the same this one is quite
1090s tricky to answer I think because
1093s um I don't think it has increased the
1095s plan's scope of the game it's definitely
1096s give us an opportunity to do more Tech
1099s art stuff that we weren't able to do
1101s before so in that sense it's increased
1103s the scope a little bit and it's also
1105s limited a little bit because I don't
1107s know if you guys realize this but rain
1109s has been disabled in update because the
1111s implementation we had for rain doesn't
1113s work in the new engine version so we
1115s need to like completely from scratch
1116s make a new raid system I I haven't seen
1119s too many people notice this uh to be
1121s honest so I don't think it's too bad
1123s that we're taking our time with that and
1124s and we'll see what happens with that but
1126s um I don't know if there's no like
1128s feature for the game that we can't do
1130s because we're not in unreal item five or
1132s four you know I don't know I think we're
1133s setting us up better for the future when
1135s it comes comes to the attack of the
1137s engine to be able to optimize the game
1138s and that stuff I think that's better but
1140s I also like scope of the game I think is
1142s pretty much the same if you would have
1143s known how challenging upgrading to
1145s Unreal and M5 would be would you still
1147s have done it uh oh boy I think you're
1149s gonna get a different answer depending
1150s on who you ask at the studio honestly uh
1153s I think um there's been a lot of good
1156s gains from Unreal Engine 5 but also some
1159s downsides with it both from like what
1162s the game can do but also what we can do
1164s with the game so to speak
1166s um I think overall it's been my own
1168s personal belief is I think it's a good
1170s thing to update because up epic are so
1173s good at like maintaining the work that
1177s they do it's been good for us
1178s historically to like keep the engine
1179s updated and keep being in like sort of
1181s the latest version of the engine
1183s um just because we get so many good
1184s tools and so many good like
1186s opportunities to improve the game so I
1188s think in the long run it will be worth
1189s it but there's been a lot of friction
1190s and and like like I said I think you'll
1192s get a different answer from different
1194s people in the studio who you ask I think
1195s if you wait like a little bit more maybe
1197s more people would be more prone to say
1198s it was worth the effort but we're still
1201s knee deep in it so it's it's uh you know
1203s that's sort of how it is what inspired
1205s you to make this game so I don't I
1207s wasn't there from the beginning so I
1208s can't really say fully but we were
1210s definitely inspired by factorio and we
1212s were curious like what would factorial
1213s be if we made it sort of as like a 3D
1216s type game where like what what
1217s challenges would that third access add
1219s to the game and like what could we do
1221s differently with this game like and I
1222s think
1223s um
1224s we've gone a long way since then and I
1226s don't think really the two games are
1227s comparable I think if I think there are
1229s different aspects of Factoria they're
1230s really good that wouldn't have worked so
1232s well in satisfactory and vice versa but
1233s factorio was like one of the main
1235s Inspirations definitely for for making
1237s this game are there any plans to include
1239s larger blueprint designers we are quite
1241s happy with the size of the blueprint
1244s designer that as it is right now it sort
1246s of serves the purpose that we were after
1247s which was not to just make the factory
1250s being faster to build which they are a
1252s fashion to build if you set up the
1253s blueprint designer correctly but we also
1255s wanted to add like an element of like
1256s you know a little bit of a puzzle where
1258s people had to figure out like how to
1260s adapt their blueprints to make sense in
1262s the designer so they can also use them
1264s in their factories so it wouldn't just
1265s be like a you know copy and paste of
1267s factors you already built because we
1269s feel like that would have taken out a
1270s big portion of the game
1272s um I still like the size of the
1273s blueprint designer right now we're not
1276s against changing it but I think right
1278s now we're quite happy with it and given
1281s the feedback we've gotten so far it
1283s seems like it's actually a pretty decent
1285s size but we'll see what we do in the
1287s future if we change our minds or
1288s whatever like that's happened before so
1291s uh I guess we'll see what happens what's
1293s the situation with the Mark III Miner
1295s Okay so
1297s the Mark III Miner at the moment if you
1299s overclock it it can technically uh give
1302s you more or that you can transport on
1304s the belts at the moment and a lot of
1306s people have been asking like what are
1307s you going to do about that are you going
1308s to add like another output to The Miner
1310s or are they going to be faster belt
1312s speeds or something like that okay so we
1314s have a solution to this problem
1316s but I'm not going to tell you what it is
1318s just yet there is a solution to this
1321s problem so don't worry about it
1323s um but uh yeah you guys are gonna have
1325s to to wait until uh 1.0 to find out how
1329s are you going to change the uranium fuel
1330s unit alternate recipe so it doesn't use
1332s beacons in a way that won't break
1334s existing nuclear setups so uh if you
1338s guys don't know we have beacons in the
1339s game we've had beacons for a long time
1340s and an update uh six seven oh they all
1345s blend together uh whatever we decided to
1347s remove them from the game
1348s um and replace them with the new marker
1350s system that we have for the map but
1352s there was the whole thing where you
1353s needed beacons for one of the alt
1355s recipes so we decided to keep the uh
1359s item in the game but whenever you place
1361s it it will convert to new marker system
1363s and we kept them in the game because we
1365s felt like it would ruin too many Factory
1366s layouts at the moment and to be honest
1369s the the answer to that question is it
1372s will break nuclear setups uh
1374s unfortunately once we fully get rid of
1377s beacons in the game but it won't break
1380s fully I think there will be some Lee way
1383s for you guys to adjust your recipes
1384s somewhat easily
1387s um but don't really have any news as to
1390s like what exact changes are coming
1392s actually this is a really good segue
1393s into the next question which is uh will
1395s you remember balance any of the recipes
1397s in the game for 1.0 and the answer is to
1399s that is yes I can't give you like exact
1402s news as to what the exchange changes
1404s will be because we actually don't fully
1405s know what those changes will be
1408s um we haven't decided all of that and
1409s then we have we also haven't tested the
1411s balances internally yet uh but there's
1413s gonna be some sort of rebounds for the
1416s game at some point so just so you guys
1418s are aware of that the balancing changes
1421s won't like break your save files in the
1423s sense that like you won't you will still
1424s be able to load your save files but your
1426s Factor layouts like will have issues and
1428s stuff like that which which you will
1429s have to fix I believe most of the
1432s rebalancing stuff is for the later tiers
1434s so like I think
1436s I can't give a exact number but like up
1440s until like the more later tiers ever
1442s things will probably much stay the same
1444s but yeah a little later tiers things
1446s will change a little bit uh balancing
1448s wise will there ever be Mark 3 or mark
1450s IV fluid pipes no because we're sort of
1454s at the limit with Mark's Mark II
1456s actually even with Mark II it doesn't
1458s fully fully fully work there's a couple
1461s of like edge cases where sometimes you
1464s can get a little bit less than 600 like
1466s you you can't always expect to get a
1469s full like 600
1470s um
1471s and out of the pipes and this is based
1474s on like all a bunch of factors like
1476s frame rate and stuff like that and we we
1477s hope to fix that stuff for my two pipes
1480s so that they will be fully 600. I don't
1484s think you need to worry too much about
1485s this unless you're optimizing like
1486s perfectly 100 using utilizing pipes but
1490s in the future this shouldn't be an issue
1492s and but the the addition of a Mark 3 and
1495s 4 is right out that's not happening are
1498s you planning to add a logic system and
1500s if so when we don't have plans to add a
1503s logic system to the game we actually
1504s played around a little bit with this
1506s idea and we decided that not we decided
1510s not to do it because we feel like
1512s satisfactory is satisfactory is already
1513s a pretty complicated game and it's quite
1515s complex and we we always wanted to set a
1518s factory to sort of be sort of easy to
1520s grasp and like get into and then like
1522s sort of hard to manage and like once to
1525s master and like once you get into the
1526s later tiers and stuff like that and we
1528s felt that like having
1530s a logic system would add
1533s too much to like the already existing
1535s game because they are existing game is
1536s already quite complex if we're thinking
1538s of okay but what if it's optional then
1540s it's like then we're putting a lot of
1541s effort into adding a system a quite big
1543s system that wouldn't even necessarily be
1545s be compulsory for the game and that
1548s makes it not really worth implementing
1549s for for us at this time so that's why
1551s we're not probably going to do a logic
1553s system anytime soon there are mods that
1556s have implemented really cool logic
1559s systems to the game do that do require
1561s you being able to program uh I I believe
1564s but there are some really cool mods that
1567s that sort of fill this park uh this void
1569s and I recommend checking those out if
1571s you're interested in that stuff when do
1573s you think you'll release the original
1574s soundtrack so I can actually I don't I
1577s don't know if we've said this actually
1578s but
1579s um we plan to release the original
1581s soundtrack with the 1.0 release we
1583s always wanted to release the soundtrack
1585s and there's been a couple of reasons why
1587s we haven't done that one of the main
1589s reasons was because of Licensing uh
1592s stuff that needed to be sorted out but
1594s we have sorted that out I believe and
1595s the other thing is that if we we add
1597s more music which I think we are going to
1598s add I think we're talking about more
1599s music to the game uh then we would want
1602s that to be included in the soundtrack of
1603s course and we can always add music to
1606s soundtracks after the fact and like
1608s append them to it but it felt more
1611s reasonable I feel like for us to to just
1613s like wait until 1.0 and then release the
1616s soundtrack along with that release
1618s um so that's the plan at the moment will
1620s we get more lights to illuminate our
1622s factories we don't currently have planes
1625s to add more lights but we might change
1626s our minds uh it depends uh we are a bit
1630s hesitant to add more lights to the game
1632s because lights are a pretty big factor
1635s as to why you're getting significant
1637s frame rate drops
1638s uh it's been a really tricky problem to
1641s solve adding lights to the game and we
1643s put a lot of effort into making sure
1644s that the game is as optimized as it can
1646s get with the lights that we have at the
1648s moment and the idea of adding more
1650s lights and making it easier to build
1652s them and stuff like that is kind of
1653s scary but it's not impossible I guess
1655s and maybe we'll do that but at the
1657s moment we don't really have any plans
1659s but we like I said we might change our
1661s mind we might change our mind on a lot
1662s of this stuff I'm curious what you mean
1664s when you say you don't officially
1665s support Lumen if it's in the game does
1667s that mean that you support it so this is
1670s a really good point and this is actually
1671s something that we've discussed a lot
1672s back and forth when we added Lumen to
1674s the game for those who don't know we
1676s have support for the like one of the new
1678s techniques for Global elimination that
1680s Unreal Engine supports which is Lumen
1682s um we decided to add that in the game
1684s but the thing is that you sort of need
1685s to tailor the lighting system towards
1687s Lumen if you have that in your games and
1690s we haven't really done that we haven't
1692s really tailored the game for Lumen and
1693s mine which which means you get like a
1695s lot of dark areas and like the exposure
1697s is kind of weird in certain situations
1699s and it's a lot of work tuning the
1702s lighting towards that but we felt that
1704s like it's such a cool feature and it
1706s doesn't really like break anything by
1708s having it
1710s um so we felt that like if people want
1712s to enable Lumen they can and like if it
1715s if it works for them then cool and it
1716s doesn't work then they can switch it off
1719s but we decided to go with the whole
1720s thing where we say it's not officially
1722s supported because we don't officially
1724s support it like if people are running
1725s into issues then we can't really help
1727s them out
1728s um and if like they're having issues
1730s with like graphic card not being able to
1731s support Lumen we also can't really do
1733s anything about that uh and also the
1736s phrasing the wording here with saying is
1738s like not officially supported so that
1740s people know that like okay the game is
1742s in design with lumen in mind
1745s um so that's the main reason why we went
1747s with that but that's it is true like the
1749s fact that it is in the game is kind of
1750s like signifying that it is supportive
1752s but we still want to be able to
1755s communicate sort of Our intention with
1757s Lumen and that is that uh the game is in
1760s tuned with living in mind and we don't
1761s know if we'll ever to the game with
1764s lumen in mind all right that's it for
1766s this video it took a whole it took a
1768s long time to record this so hopefully
1770s hopefully it makes sense uh hopefully so
1774s thank you so much for watching this
1775s video I hope it was informational and
1779s I hope you have a good weekend all right
1781s see everyone bye
1782s [Music]