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0s | [Music] |
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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] |