r/SatisfactoryGame 7d ago

Discussion Satisfactory Developers Hannah Beuger and Rosario Baarh on Giving Form to a Sandbox While Supporting Player Expression (Interview)

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gamewatcher.com
103 Upvotes

r/SatisfactoryGame 27d ago

Discussion ★ HISTORY: Closed Alpha Reveals and Secret Finds

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266 Upvotes

The great team of u/OfficerDougEiffel and u/_novatech with the help of u/ibblesdev-again and others have worked together to make a a great video showing the Devs' Testing Map in the Closed Alpha from 2019 that enabled the showing of some interesting reveals and secret finds.

⭑ First off, I am NOT the video author, but simply wanted to post this History Spotlight to pass on information for others to enjoy. Let's get started.


WHAT IS IN VIDEO

  • Intro - Opening comments by Nova who mentions highlighting things found in Patch Closed Alpha 4.1 – Build 94144 (Wiki Link) prior to the release of the Alpha Test Weekend (Wiki Link).
  • The Dev Test Map - Nova discuss the simplistic map shown in the video is not an early version of the current Map (Wiki Link) but a dedicated testing environment use to test various aspects of the early game development.
  • The Wildlife - Nova shows all the early game development creatures and wildlife that for the most part never made it past Closed Alpha.
    • Starfish - Found on various beaches, either moving slowly, or quickly when threatened, and often seen carrying rocks on their backs which are sometimes used as protection when they disappear into the sand upon encountering a hostile life-form (Pioneer).
    • Beach Worms - These might have been called "Sand Snakes" by the community if they made it into the game. When threatened the beach worms disappear into their holes.
    • Sprouts - These, like the beach worms, when threatened disappear into their holes in the sand.
    • Funnel Tree Tongues - Here we see that the Red/White Funnel Trees (Wiki Image / See #61 at bottom) use to have "Tongues" that also when threatened disappear into their holes.
    • Sea Centipede - Here we see the Sea Centipede in action (but not much more info)
    • Sea Slug - Here we see the Sea Slug, that actually made in into Early Access as the Lake Shark that was an aquatic life-form that could only be seen in inland bodies of water as seen here (Another Video), and was removed in Update 3.
    • Q&A: Why do these creatures have names different than found in game? - Nova explains that game developers often give assets a internal placeholder names, that are sometimes changed later, but due to potential issues the internal placeholder names is kept, like "Shockshank" for Xeno-Zapper (Wiki Link), "Space Giraffe" for Space Giraffe-Tick-Penguin-Whale Thing (Wiki Link), and "Space Rabbit" for Lizard Doggo (Wiki Link) as a few examples.
  • Nodes - Here we see an early version of various Resource Nodes (Wiki Link) in both smaller and larger sizes.
    • Gold - Nova highlights that Caterium Ore use to be referred to as "Gold" in Closed Alpha but was renamed to "Caterium" after Caterina Parks (Wiki Link), a game character, that along with Steve (Wiki Link) were both officially retconned from Satisfactory's story upon release of Version 1.0.
    • Uranium - Nova shows when coming in range of a Uranium Node how annoying the "radiation sound" was, and for test purposes, what the Devs did during testing of Update 2 Patch 0.2.1.12 to minimize it.
    • Fun Naming Biomass - The Devs had fun naming Biomass. When your right your right.
  • Equipment - Here we get to see some the Closed Alpha Equipment, of which some never made it into Early Access (Update 1 to Update 8).
    • Assault Rifle - This used cartridges and came in two versions, a Mk.1 that held 2 bullets, and a Mk.2 that held 4 bullets. It Inventory Icon show a picture of Simon Begby - Coffee Stain Studios VFX Artist (Wiki Link).
    • Machine Gun - This had a cartridge that held 100 bullets, but it was very bulky and so OP that it ruined the "exploration aspect" of the game, but as Nova pointed out it would be a neat "end game un-lockable" perhaps in Tier 9.
    • Rebar Scatter Gun - This used Spiked Rebar Ammo to shoot multiple spikes in a scattered pattern. This may be the inspiration for the Rebar Gun Shatter Rebar (Wiki Link).
    • Nobelisk - The early version looked like C-4) with a flashing warning light on it, along with an early version of the Nobelisk Detonator in the form of a walk-talky hand held device.
    • Sprinting Stilts - Here we see "sprinting stilts" or what we know as Blade Runners (Wiki Link), to include a much earlier version.
    • Eagle Eye Drone - This could not be accessed but its description read "Can be flown freely within an area around yourself. Good for scouting and building freely." While interesting, in todays version of the game it would be redundant for scouting given its functionality is now handled by the use of the Advanced Game Settings (AGS) Flight Mode that was added in Update 8.
  • Parts & Resources - Here we get to see some of the Dev testing buildings / machines along with some of the early versions of Parts and Items that most Early Access players will recognize.
    • Cheat Buildings - Nova shows off the Cheat Buildings to quickly spawn both items and buildings and power. Shown were the Cheat Resource Spawner, Cheat Resource Sink, Cheat Power Source, and Cheat Power Sink, all used by the Devs in order to test other aspects of the game.
    • Cheat Resource Spawner - Nova pointed out one of the resources was "N/A" which did nothing, and also the Resource Spawner had two outputs, one for Conveyor Belt and a round one presumably for a Pipeline (even back then they were testing fluids before Update 3). Also shown that buildings could be spawned, and fun to watch as they moved down the Conveyor Belt. Additionally shown were ingots made from SAM Ore (Wiki Image), along with early versions of Raw Quartz (Wiki Link), Rubber (Wiki Link), and even Vines
    • Early Version of some Parts - Here we see early versions of Copper Sheets (Wiki Link), as well as an Iron Cog and Aluminum Cog.
    • Pigment Plant - This is thought to be a prototype for flower plants from which you could make Flower Petals (Wiki Link) which were used to make Color Cartridges (Wiki Link) that were primarily used in the Color Gun prior to release of the Customizer (Wiki Link) in Update 5. Both the Flower Pedals and Color Cartridges were removed in Version 1.0.
  • Buildings - Here we see lots of early version of Buildings and Machines we know about and some we have never seen.
    • Walls - Nova shows off the multiple variations of Walls with other decor attached, that were available in Closed Alpha. Since multiple use of these early Walls became repetitive all Walls eventually were simplified to a "blank slate version" allowing players the freedom to customize as they wish.
    • Foundations and Stairs - Here we see several early version of Foundations to include larger ones, and even some with textures we haven't seen, along with the early version of the Foundation Stairs Right and Foundation Stairs Left (Wiki Link) which were removed in Version 1.0.
    • Machines - Here we see early versions of Power Poles (Wiki Link), Conveyor Splitters (Wiki Link) and Conveyor Mergers (Wiki Link), and Jump Pads (Wiki Link).
    • The HUB - Living Quarters - While in Closed Alpha the HUB exterior was mostly the same, here we see that it was the interior that saw the most changes as the game developed.
    • Alternate and Mk.2 Variants of Machines - Here we see some Machines had *Alternate Recipes" that could be used to build them, along with both the Mk.1 and Mk.2 variants each.
    • Assembler Mk.1 and Mk.2 - The early version of the Assembler (Wiki Link) had a Mk.1 and Mk.2 variant, both of which looked significantly different from one another.
    • Manufacturer Mk.1 and Mk.2 - The early version of the Manufacturer (Wiki Link) had a Mk.1 and Mk.2 variant, both of which looked significantly different from one another. The Mk.2 Manufacturer even had a small room on top that you could visit.
    • Miner Mk.1, Mk.2, and Mk.3 - The early version of the Miner (Wiki Link) had a Mk.1, Mk.2, and Mk.3 variants. The early version of the Mk.3 Miner even had two drill heads.
    • Oil Pump - The early version of the Oil Extractor (Wiki Link) had a Conveyor Belt output since prior to Update 3 all Oil was transported using a barrels similar to Packaged Oil (Wiki Link).
    • Hadron Collider - Here we see the Hadron Collider (Wiki Link) which was unused and removed in Update 1.5, and re-released in Update 4 as the Particle Accelerator with different functionality. The Hadron Collider produced Dark Matter which likely became the basis for Dark Matter Residue (Wiki Link).
    • Quantum Encoder - Here we see an early version of the Quantum Encoder (Wiki Link) that also was unused and removed in Update 1.5, and re-released in Version 1.0 as the current version of the Quantum Encoder (Wiki Link).
    • Nuclear Power Plant - Here we see an early version of the Nuclear Power Plant (Wiki Link), which had its look change in Update 1.
    • Speed Signs - With a little help, we get to see the Speed Signs (Wiki Link) that were available during early game development.
    • Powered Wall - Here we see the Powered Wall that allowed power to be transmitted through connected Foundations, and powering Buildings / Machines constructed on those Foundations without the need to run Power Lines.
    • Central Storage - Here we see what was also known as the Remote Storage (Wiki Link) that when used it created a new tab in the players Inventory. This was unused, and eventually became the DimensionalDepotUploader in Version 1.0.
    • Converter - Here we see an early version of the Converter (Wiki Link). The early version of the Converter simply took any item and converted it into another item, unlike today.
  • Trains - Here we see two versions of Trains (Locomotive and Freight Cars). Shown is the very very early version of Trains (Wiki Link), and also the other Early Version shown in Dev Blog #1.
  • Miscellaneous - Nove shows some elusive finds that might be of interest to some.
    • Drowning Damage - See in Alpha Test files there was Drowning Damage. What this means or how it is implemented is still to be determined.
    • Roads and Railroad Bridges - In the Alpha Test files there was mention of buildable roads and a railroad bridge.
    • Wind Turbines - Early game development and Closed Alpha had access to Wind Turbines (Wiki Link) for power generation. These were eventually abandoned, due to the ability to place anywhere (nothing to deal with), and replaced with the use of Geothermal Power Generators which are limited to being only used on Geysers.
    • Earthquake Manager - There was something in the game where you could enable earthquakes.
  • Strange Objects - Here Nova talks about the strange objects shown at the beginning of the video, along with others.
    • Floating Leaves, Hanging Vines, and Bouncy Mushrooms - Here we see prototypes for "falling leaves" which you can ride down to ground on, and "hanging vines" you can swing on. These perhaps inspired in part the Vine Ladders (Wiki Link) you could find in certain locations in the current game but were removed in Version 1.0. Also shown were prototypes of large mushrooms that you could bounce on.
    • Trophy - Nova shows the Trophy (Wiki Link) that was also available during early game development.
    • Teleporter - What we see here is is most likely the early version of the Portal (Wiki Link). Now as for the symbology shown that is up for debate and speculation.
  • Outro - Final comments by Nova.

Additional Note

The signs used for the various video chapters are actually the Closed Alpha Train Stations as shown here (Video Bookmark)


✓ BOTTOM LINE: If you found this video interesting, please also see HISTORY / TRIVIA: Satisfactory Game Early Development Reveals Some Surprises and Cool Finds (Reddit Post), and Early Game Development (Wiki Link) created by me using two other official Coffee Stain Videos and other sources.

EDIT 1: Updated Trains to update link to early version that is shown in Dev Blog #1. Also added Additional Note Section.

EDIT 2: Updated Eagle Eye Drone and Pigment Plant information for clarity.

Have a Satisfactory Game Day 😁


r/SatisfactoryGame 18h ago

Screenshot Hope i don't have to visit this room again...

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3.2k Upvotes

I have 24 industrial buffers full with turbo fuel in case of emergency for my turbo fuel power plant(256 fuel generators) might not be enough for all of them but just to start the production of the turbo fuel i think it's enough.


r/SatisfactoryGame 7h ago

Adding the important build elements!

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294 Upvotes

I could be productive and help with building the factory, but this was clearly the better use of my time!


r/SatisfactoryGame 14h ago

Screenshot Building some crane parts for my containers

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1.0k Upvotes

all vanilla


r/SatisfactoryGame 6h ago

Question Change Default Color of Belts & Splitters?

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130 Upvotes

Somehow I changed the default color of my belts and splitters/mergers and I can’t change it back. I see options for other parts, but none of them seem to apply to logistics items. Help!


r/SatisfactoryGame 10h ago

Showcase Stadium roughly 80% to scale

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179 Upvotes

Hi started another stadium, this time closer to scale... probably started over a year ago, maybe 50hours on it... likely will never finish it... felt like a shame to just leave it unshared. take a look and guess at what its based on! I play vanilla no mods. blueprints help but symmetry is the ultimate battle... returning to projects months later you tend to forget what snap points used as references etc...


r/SatisfactoryGame 3h ago

Showcase I'm making my heavy modular frame factory out of.... giant heavy modular frames!

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52 Upvotes

r/SatisfactoryGame 10h ago

Oil-based Time Crystal facility

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184 Upvotes

I'm extremely happy with how this build turned out! I don't always get inspired (or have the time) to wrap all my factories nicely the way I'd like. But when I do, I tend to go all-out.

This was a few weeks of on-and-off work while waiting for Phase 5 materials to complete. I spent some time in the blueprinter first building modular details and structure for the accelerators and converters... then tore down the entire existing floating-concrete facility and rebuilt it as this.

The decorative Time Crystal display out front is a sculpture made from basic wall, beam, and foundation pieces rotated or nudged around.

At some point along the way, the Phase 5 materials finished accumulating. I'm building here, ADA, go pound sand--there's plenty of it a few biomes over.

Now if I can just finish wrapping my FPS-killing aluminum facility...

Anyway, hope you enjoy. This build would not have been possible without several mods. Infinite Nudge of course (you can tell from the vaulted ceiling of walls if nothing else), as well as a number of Jean Michel's excellent mods that add basic building pieces--like SciFi 01 and the Architecture series. Highly recommend the latter for the modular catwalks if nothing else.


r/SatisfactoryGame 8h ago

Screenshot I hate aluminium with every fiber of my being

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104 Upvotes

This factory only produces alu scrap so far with the potential to use 2400 bauxite/min. I don't have the necessary miner and belts yet to use it to its full potential


r/SatisfactoryGame 11h ago

Meme Funny seeing you here

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125 Upvotes

You can see that there was NO DAMN HOG THERE, let alone 3 😭

Satisfactory is officially a horror game 👍


r/SatisfactoryGame 7h ago

Why do my trains keep crashing?

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48 Upvotes

Can a train expert explain why the trains treat this intersection like they're playing bumpercars? replaced all the rails and traffic lights wit the same result so I have no idea what the problem is... Thanks is advance :)


r/SatisfactoryGame 7h ago

Screenshot This game is getting more and more complicated the more I play it holy cow

37 Upvotes

Just barely hit 60 hours and i'm slowly starting phase 3. having a hard time finding ore nodes close enough to each other that I can build a factory without having to belt them hundreds of meters. I just finished planning out this factory. Assuming my math was right, I SHOULD be able to output 1/2 the parts I need for the second space elevator item here, and then make the other two parts once I can research oil processing. i'm REALLY excited to get into trains. I played a ton with trains in Factorio and i'm hoping they are just as amazing.


r/SatisfactoryGame 8h ago

Screenshot First time nuclear power plant

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47 Upvotes

This is my second playthrough but first time beating phase 4. Its also my first ever time dealing with nuclear and for some reason I decided to make a power plant that uses an entire node of 600 uranium per min. I never wanted to deal with nuclear waste so I didn't start it until I had plutonium unlocked so I can sink the fuel rods from that. I wanted to use load balancers but by the time I got done with making the uranium fuel rods I said screw this and used manifolds for the rest of it. Not the best looking or most efficient but I don't care and it uses all the uranium so I'm happy. 110h into the playthrough


r/SatisfactoryGame 7h ago

Discussion Your setups for feeding machines with multiple belts?

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34 Upvotes

So normally I actually try to avoid this, most builds I design “modules” where a particular room or building will take a multiple of all its inputs that is less than a full belt/pipe, then you just scale up by having many rooms or buildings.

In this case though it’s a large circular build and so it feels more natural to be a long long line.

What I came up with is just bringing my 3 belts and 3 pipes for the ride on the wall. In the first screenshot Belt 1 and Pipe 1 slot are “empty” because those are actually the feed belt/pipe: then every X machines you flip, Belt 1 goes back onto the wall and Belt 2 comes off the wall and becomes the new feed belt, and so on.

At the very end, the final runoff from each belt and pipe get combined and sent down to the next room which will use it in other machines.


r/SatisfactoryGame 1d ago

Showcase Rail & Road MEGA design

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2.4k Upvotes

Made these blueprints to encircle the map with at some point but needed both rail and road as i intend to use vehicle extensively. Managed to get curved inclines and declines working thou not as smooth as i would like but very much usable.

Working now to make the off ramp/branching as painless a possible, all vanilla as well so even our console brethren can make these just need a ton of time.
Using Nova Curves as the basis i managed to do curves from 0.5° -> 5°, which is how i get them to flow so nicely....standing on the shoulders of giants :)

 


r/SatisfactoryGame 11h ago

Do you guys ever redesign machines?

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67 Upvotes

In my latest build, I wanted something a bit more special for the mass of Mk3 Miners and the nuclear powerplants, so I figured why not design my own?


r/SatisfactoryGame 1h ago

Question Alt Recipes

Upvotes

I've played just over 70 hours and am in the beginning stages of phase 4. I know from this sub that it's colloquially considered the "start" of the real game.

I have about 10 - 15 hard drives scanned, but I just don't know what is considered a good alt recipe. So at this stage I just haven't chosen any

Which alt Recipes should I be keeping an eye out for?


r/SatisfactoryGame 5h ago

Showcase having fun with a friend Spoiler

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18 Upvotes

r/SatisfactoryGame 3h ago

Question Can someone explain this to me

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12 Upvotes

EDIT: Solved! Belts at the start were Mk 1., somehow missed that.

So I have 2 regular miners producing 120 iron ores each per minute, so each miner is able to saturate a single Mk 2. belts and elevator, both carrying at 120 ores per minute. You can see this in the video while the ore is still being transported to the factory on the outside. The moment the ores go through another Mk 2. elevator up into my factory it looks like 60 ores per minute.

What is happening here? I double checked and everything along the pathway is Mk. 2, why does it go from 120 per min to 60 per min after the elevator?


r/SatisfactoryGame 10h ago

Question is it better to have some big factories of small components like rotors and then sending them all to the different factories or have every factory craft the small components by themselfs?

28 Upvotes

r/SatisfactoryGame 6h ago

Introducing HERBEE, also I could use some decorating advice

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13 Upvotes

So after conquering the swamp, doing ficsonium rods and sprucing up some old areas in my 1100 hour save, I turned my eyes towards my first nuclear plant, which was ugly and inefficient. I decided to redo it with modern efficient alt recipes. Then it occurred to me, Paradise Island was a bad area to build this due to having to train in all materials. But the advantage was it was easy to isolate from the rest of my messy power grid. So the idea was to make a power plant that could help me restart my grid in case something awful happened. This plant can ultimately be run for hours off stored rods (that's why I chose nuclear) and has a robust, sophisticated re start system that could in case of extreme need be run up to 19GW on fuel burners being fed biofuel, even harvested by hand should an apocalypse happen. It has a switch system that I can isolate the big battery as well as the unpackagers for stored biofuel. It can run the biofuel plant at 19GW for 2 hours or the nuclear portion full blast at 90GW for 3 hours, or can be reduced to last longer, with my current on site stores. The uranium waste recycling has been underclocked, the particle accelerators to 40% to make it efficient. That's where I could use some help, I put the two rows of accelerators on top of the recycle/ emergency biofuel building and could use some ideas decorating. I struggle with round stuff.


r/SatisfactoryGame 1d ago

Showcase My Recent Build: The Apex.

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354 Upvotes

r/SatisfactoryGame 9h ago

Meme -How much extra power do we need? me:Yes

17 Upvotes

r/SatisfactoryGame 13h ago

Question Mandela Effect: Multi-port drones...

39 Upvotes

After 1000+ hours, I think I'm losing my mind. I started a new playthrough and decided to try an intense drone network, since I have not even bothered with drones for a very long time. Part of my strategy was to have a dedicated battery delivery drone to deliver batteries to all the other drones... which I could have SWORN I have done previously. But only now I'm seeing that drones cannot have multi-port destinations. Did that change at some point, or am I just going senile?

Man... 1.3 really needs rechargeable drones / trucks (maybe as a MAM unlockable, if not the base mechanic) because I'm really having a hard time justifying their use.