satisfactory speed hack [Q1K]
( Updated : October 23, 2021 )
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The Best Satisfactory Mods | GameWatcher
The Best Satisfactory Mods gamerant.com
Satisfactory mods, tools, guides and forums. multiplayer will allow you to build entire foundations, walls. Just a shout out to what is most likely the most useful mod available for this game. Smart lets you place multiple rows and stacks of walls. It's important to note that the mod is not functional in multiplayer. 11 Passive Mode. Two players looking at their work in Satisfactory. Satisfactory multiplayer can be really fun too. By downloading Smart! is a Satisfactory MOD that offers a set of tools focused on making mass. Have you ever dreamed about building multiple buildings/foundations in a few seconds? Now with Smart! Satisfactory mod you actually can! We've compiled a how-to on modding Satisfactory along with a list of the best mods to get you started. This is a save game file with Trains and Nuclear Unlocked. It contains a gutted factory for you to develop. The factory is powered (Coal) , and has feeds from. I tried several versions of the mod with no luck. I do not have a crash report nor an error message… It synchronises cloud, never show the Satisfactory logo. Yeah I think if I end up playing again I'll use smart mod and a few other QoL mods. Its unfortunate these sorts of things aren't in the game though.
Factorio Alt-F4 blog talks about the longevity of Satisfactory. Zisteau also spent a lot of time in another factory building game that may-or-may-not have been inspired by Factorio called Satisfactory. Here he discovered a brand new method on how to build large scale structures in a matter of minutes that not many people know about, which aided him in his massive projects. Curious, I asked him which game he prefers, Satisfactory or Factorio. Fully agree here. I've heard every explanation, defense, and excuse under the sun for not allowing players to build faster, but at the end of the day people are going to get tired of the tedium and move to a different game. Mods are great, and I use them when they work, but something this core to player happiness needs to be part of the vanilla game. At this point Factorio is far superior to Satisfactory in every way except graphics. I do not mean that as criticism. Factorio is a finished game, Satisfactory is not. I say it only to point out that Satisfactory needs to add in their own way a lot of the stuff Factorio has. Satisfactory having a 3rd dimension is a huge benefit over factorio for me, I've got 50 hours in factorio but never really enjoyed doing the complex production lines. Third dimension in a factory building game is NOT just graphics. It allows for completely new factory designs that just aren't possible in a planar embedding to fit together as compactly and beautifully like that. Yeah its a bummer, ive built 2 really big factories now 2 save games, hrs and I was initially hyped for update 4, especially drones. But everytime I've thought 'ok time to jump back in' I remember the tedium. People complain about foundation laying but imo that's far from the worst part - atleast that's kinda mindless mouse 1 spam. The process is so unbelievably slow and boring, yet requires atleast some level of concentration and high level of user input jumping, moving, clicking, rotating your view ect. Especially on assemblers or manufacturers where you need to align splitters at different heights. The game defs seems geared towards a single playthrough, where you build on a smallish scale, do exploration, get the unlocks then call it a day. Which is a shame because the factory building gaming community seems to love taking it to the next level, see what sorta numbers you can hit, take on massive projects ect. I would love to see some basic blueprinting, unfortunately I don't think it'll ever happen. I have hours in factorio and done just about all there is to do in that game, except speed run records, because those guys are crazy. Interestingly, optimal building is what Satisfactory has brought to Factorio for me, and the modular nature of building came back into Satisfactory. These gmes for me have been very complementary to each other, neither replacing the other. While i'd love to see Blueprinting of some type in Satisfactory, I realise these games while having their roots in the same concept are very different and this subject should be treated carefully. At least watch his video from the last version of it. Life gets much easier by connecting 20 or more smelter, constructors, assemblers etc. Its unfortunate these sorts of things aren't in the game though, I tend to prefer a vanilla experience. At a certain point basic schematics for spawning multiple constructors and smelters at once should be unlockable, also conveyor splitter arrays behind them as well. That would probably be the easiest feature to add but I'm just a dumbass end-user not a dev so :D I hope for the best. I'm a huge Factorio and general automation game fan and I had to put this game down months ago after spending a week building a huge fuel power plant completely burnt me out on the game. Only came back after recent updates to SMART and the game went from unplayable to greatly enjoyable for me. Unfortunately I'm now hitting the part of the game again where I need to be doing a lot of fluid piping building a large fuel factory and about to hit Aluminum processing , and SMART auto connect doesn't support pipes yet. At least there are Mk2 pipes this time around which eases the pain a lot. It's rather unfortunate, I've gotten several of my friends who are huge fans of this genre to try this game, and they just went back to Factorio for the ease of building. But that game just can't compare to the huge awe inspiring factories of this game, so I really hope they do improve the building. Planning it out and troubleshooting issues is the fun bit, but building just devours your time. I feel that! I'm slowly powering through but also just considering waiting for smart to support pipe connections before continuing. About the lack of mk2 or mk3 I've found that the new copy paste feature can save you a lot of time when overclocking buildings. So there's that. I think the only thing I was really looking for was the stack changes like concrete as part of update 4. That reduces the need to travel long distances between bases as frequently to refill your inventory. I just spent 20 minutes building a set of modular frame assemblers to perfectly feed a heavy modular frame manufacturer and it seemed like the right amount of time - I enjoyed it. SMART saved this game for me. The vanilla style of building was the only thing I truly couldn't stand after like hours. I do hope they figure out how to handle scaling some day. Not sure if smart is the way to go, but it works for. Why not have mark 2 and 3 of smelters, constructors, etc. And allow overclocking without slugs slugs could allow OC without the increase in power consumption. Coz the shards make you go and explore the world and adventure so it's not all just about building.. I'm combat averse, so I don't explore much. I'm just not good at combat. By the time I figure out where the thing spitting fire at me is, I'm dead. It's why I build sky bridges to wherever I need to go. I really only fight the aliens when I'm planning to build in a spot, and only if I'll be building enough stuff that they won't respawn. Once mods get updated for U4, there are a couple of different "Peaceful Mode" mods that you could install, that get rid of all the hostile mobs. In the meantime, you can use the Interactive Map tool to give yourself the top-tier weapons and a bunch of healing items. It's your game, so you should play it the way that you have the most fun. Maybe try Subnautica if you haven't already as they designed the game to have very little combat :D. I think that Satisfactory needs all the stuff we have in Factorio. So Satisfactory and Railcraft just make me really sad What's slowly killing Satisfactory for me is the one static map. I've travelled and built all across the map so much that by now I know all places, and every new game I start feels like a repetition after only a few hours and the base material chains laid down. Even post launch, it'd take a while. They're still in the process of creating the one we have, and starting over to make something different and interesting enough to make it desirable to pay more would be a big task. Then a whole lot of people build up in the air anyway, ignoring the terrain and effectively it's just a nice decorative skybox. Procedural generation is a hugely, qualitatively different thing than the others. It would be a complete change in direction from their design so far, not just a question of whether or not to add one new thing. For sure. Blueprints clash with how devs see construction because mass building things makes big projects less special. The community argument is that limited building speed makes big projects less fun. The bridge between these two should be a Smart Mod-lite upgrade to the Build Gun via the space elevator. The goal is to ease repetition without going so far as to allow a player to drop 30 complete smelters in an instant. Well, I think the actual even quite often stated reason is that huge factories kill performance, which is why they want the players to progress less fast. So basically, I guess they will only add blueprints or whatever as soon as they have optimized the performance. I think the devs aren't implementing blueprints because they are sticking to a strict design philosophy. I do agree that hyper-fast building will lead more people to hit the limits of their PC. My idea could also have Mk. D4V3 on the QA site suggested limiting the selection number to 25 at a time as well. Minecraft is a different game, but also has very manual placement of blocks. More so than Satisfactory. Satisfactory still has a large player base despite this. I think Satisfactory will do well long term. The players who enjoy the manual building will manually build. The players who get bored of that will mod it. The thing is if you add Smart mod from day one in the game, you will get a completely different game with completely different goals. The hard part is to find that balance. The game is also not just about production. I like the slow building part. I do not need to get to the next level. I like the building part. It is like Lego. Stone by stone I get to where I never knew I would get. I finish with buildings I never knew I would make. Placing 10 foundations with a click as easy as 1 becomes meaningless to me. I tried it and it just didn't feel the same. It also limited me in my building process. It all was just square boxes, because the tool directed my there. I never would have gotten to this if I would have used the Smart mod. I now make it up as I get along. I place some things here and some things there and then I end up with something else I never knew it would be something like that in the end. I also do not make all buildings the same. Each factory is different. So for me it does not need to be a part of the game and I like it as a mod. That way the developers can concentrate on the game. They are very open and helpful to the modding community, although not yet officially. So as a mod it is great and it is where it should stay, just like the Cheap HD mod that I use. It would make it a different game. So I will probably buried in downvotes, but not everybody is the same and that is why it is good to have such a good modding support. It makes the game what you want it to be, not what they want it to be. I've seen you say this same exact thing on countless posts now, and while I support everyone having an opinion you're making huge assumptions here that giving players a tool like this means they will just slap down a huge foundation and a bunch of machines, "beat" the game, and then move on. Maybe some people will do that, but they would have found a way to do that regardless, either via mods or downloading people's save games they share. I build all sorts of creative and interesting things, often trying to stretch the systems of this game in ways people don't realize are possible. Some examples:. I would have loved to have an easier way to build those and the many other things I've built in this game over the years now. Ease of building does not mean lack of creativity - it simply means when my project needs walls or foundations, I don't have to click times to place them and can instead focus my gaming time on more interesting details and not on repetitive tedium that every single player knows exactly how to do in their sleep. I understand that and respect that people have different opinions. I have seen people say the same thing in the same countless posts I reacted to. We have different ideas. You want to have it, I do not want to have it. I understand why you want it. You do not want to place walls individually. And I do want to place walls individually. If the smart mod where included, I would have never figured that out and never enjoyed the game as much as I do now. For you it is the opposite. And that is why I think it is good as a mod. People respond to you this way because your solution is to take away choice, where ours is to give choice. If the fast build system was there, you don't have to use it. You can still click one wall and foundation at a time until your heart is content, and no one would stop you. But not offering the feature, or leaving it as unsupported mod functionality means a very large percentage of the playerbase will never get the choice. Choice should almost always be given to the player. One size fits all is almost universally one size fits none perfectly. Yes, it is possible to not do something, but if I had the ability from day one, I would never do that. Just human nature. That moment you will get a completely different game. Perhaps you want the game to go in a different direction and that is perfectly fine as well. Next you talk about the unsupported modding. But at this moment the modding is not yet officially supported. They have not only said that modding will become official, but they are working on the game right now. They already do a lot more for the modding community than some. And yes, choice should always be an option. Choice is not the only thing you need to do. You also guide the player to do certain things and using the smart mode guides the player into building huge and fast. There are things in the game that I do not like and that are not choice driven. That are things I can not just ignore and 'not do'. So it isn't only about choice. Does that mean that the choice for vanilla is only to have the Smart mod or have nothing at all? Obviously not. There can be other ways. Perhaps we both hate them. Perhaps we both like them. The devs are aware of the situation they know the pros and the cons and they say they are torn both ways. So I just wait and see what they come up with. Perhaps it is great, like the drones, perhaps it is terrible, like what they did with other things. They have talked about different play modes, like a passive and a creative mode. So perhaps they add it to the creative mode so you can build as big and as fast as you like. Perhaps they come up with something completely else or perhaps nothing or decide to go all in and do it from day one. A possible mass construction feature unlocking at tier 7 or so would mean one spends less time counting peas and can spend more time for creativity. In this case everyone would have the possibility to unlock it or not. Just like with mods. But as part of the vanilla game means getting support from a team of devs, not from a single enthousiastic modder who can get desinterested, sick or even worse. But my core complaint is that css starts a lot of things without finishing it. Like the buggy trucks or trains which were introduced almost two years back. Dedicated servers, though satisfactory is for my a single player game, but I am sorry for all those folks out there who want to play with their friends. I fear with have to endure a lot more of inflated animals or new dogo animations before they finish their work where the sun doesn't always shines. The fact you leave conveniently out is that the game is in pre-release. The better thing to avoid all of this would have been to just develop the game and then release it when al was done. But instead we are able to enjoy the game as it is now already. As buggy as it is. I know games who where released and where worse than what we already have. They should implement something similar to smart but cap at maybe 10 foundations at a time or something along those lines. Totally agree. Especially if you listen to the css twitch often you hear a lot of strange things. Like last week when asked about dedicated servers they said that working on bugs is frustrating because you don't get much recognition for it, so they don't like doing it. I agree with that, its human, but not professional. I guess one can be glad they didn't become surgeons or something. Just picture a surgeon not washing his hands before an operation, because he doesn't get much recognition for it What do you expect? People ask about dedicated servers every single week, and every week they give the same answer: they're working on it and it's not done yet. I say this or some form of it a lot - CSS is very talented but not disciplined. The Early Access excuse is getting old - the game is now 2 years old and I don't know of a single system in the game that would be considered ready for 1. So much broken stuff is piled up now it will take them an incredible amount of time to get it all working as it should, and then that will generate the opposite reaction now that the precedent is set of people screaming for more content. They've painted themselves into a corner by not having a good balance. I'm a big believer in Early Access and getting feedback from the playerbase throughout the dev cycle, but too many developers for too many games use it as a crutch to keep putting off the "boring" foundational work that needs doing to instead focus on the fun new stuff. By the time it gets so bad and they are forced to start fixing things, it is usually too late and the whims of the internet have moved on. Why even include them in early access if they literally had no idea what they'd be used for to this day? I thought they've said repeatedly and for a long time now that the purpose of each of those will be hidden until release. They haven't even hinted at what the purpose of any of them would be in all this time. I feel like at this point, whatever they decide to do with them will be made up at the last minute, shoe-horned in and not worth the wait. And again, why include them in Day 1 of early access if they had no intention of programming a function for any of them until after early access? What comes to mind for me is "hygiene factors", where you can't just provide the essential nuts and bolts to get something done unless you're only doing it for the short term. Longer term you've got to make it pleasant to play, and ideally people will be playing it for a long time to make big huge factories spamming spaghetti is probably not engaging long term that means you've got to tackle the core of the game, the process of building. It's not sexy, it's not going to get youtubers doing viral memes for you, but it's so essential. It's actually amazing to me that one of the big changes in U4 that affected me was the hover pack. Now the first thing I build now is electricity rather than it being the last because it makes building so much better, and it sucks that it's currently one of the last things to unlock, after you've build so much and many many hours of clicking beforehand. Even then it's still nothing compared to how much factorio helps you by the end game, building factories there is a dream. What are you talking about? I rarely ever hear about anything broken. Sure there's disagreements about balance see nuclear, but that's not broken that's a design decision but nothing broken. In fact, I don't think there's a system that isn't ready for 1. I could go on for a lot longer, and that is just the bugs. There is a ton of stuff that is just plain unfinished. There are literally items littered all over the map that openly say WIP on them, and whole portions of the map that are not even finished. I mean, yes I am. And I am asking in fact how "Vehicles are broken" because it's not a thing I hear about! What do you mean with "coveyers often jank all over the place and at high speeds do not provide the throughput they advertise" that is literally the first time I ever heard of this. Okay so the player model gets a bit jank on hypertubes particularly those blade runners that's hardly broken that's more a polish thing and why are you even talking about the hypertube accelerators, y'all are lucky CSS didn't fix that acceleration issue because it's a clearly unintended feature that very obviously will break the game no matter. Yeah, i'll give it that autosave is "a disaster". It, sadly, will forever ever be because that's the nature of a game that allows you to expand until the system buckles. I can't say I hear much of multiplayer crashes but I can believe they exist, in fact i'd be surprised if they didn't even Factorio can't handle multiplayer too well, there they just dump the offending players instead of running into a crash though. And I mean And i'm on experimental on Epic right now. Never ran into any bug or crash, in case you weren't just being sarcastic. I'm not going to be your search engine just because you are not aware of things, but I'll prove one. Even a cursory search for "trucks" on this sub turns up countless posts about how broken they are: reddit. There's definitely improvements to be made don't get me wrong, but there's absolutely no "broken" going on. Setting up a 10 min route that the AI will repeat without flipping over or leaping off a cliff can take hours. I really want to use them more but the 3 truck routes I slaved over have drained all desire to use them any further. Node teleportation is a hack to fix the brokenness of vehicles - you realize that right? When vehicles first came out they didn't teleport, so instead they wrecked constantly, went flying off the map, disappeared completely, etc. It was a celebration for one roundtrip to happen without issues - you had to literally concrete the entire route perfectly for any chance at it working. They "fixed" this by putting the teleportation cheat in - it both cut down on lag and sidestepped the completely missing navigation functionality by simply teleporting a vehicle from point to point. This renders vehicles completely redundant - you might as well just have teleporters at that point. From what I can tell, the big problem comes from when they need to go between the "behind the scenes" teleporting to actually simulating driving when you get close. It'd probably be mostly fine if the world was entirely 2D, but it's a complex 3D world so if it interpolates wrong it then needs to 'correct' it, and that usually results in a wreck in a ditch. Or just belts, because they make vehicles redundant anyway. Congratulations, you got me to go grab a few links. Maybe my math is off, but this appears to be more than one The answer to that question is important to this discussion. One non-broken design issue with path creation that sure makes it harder to make paths and definitely deserves work on but hardly a bug or broken. A badly designed route with the AI compensating for the player's lack of knowledge of how the pathing works. A vague undefined "vehicles are glitch" with no information that indicates it's probably the user being unaware of how to make a vehicle path correctly. So, well, I guess I was wrong indeed, there's four, in the span of five months, at least one of which i'm sure was fixed. Particularly repeating very sporadically is the 0,0,0 issue which given how rarely it happens one a month, with this many players playing this often indicates it's the kind of issue that's going to take a long while to solve. Now, the answer to that question is very obviously the transportation of material, without losing the idiosyncrasies that make Satisfactory what it is. Which is perfectly possible, you don't need less bouncy trucks, you need better tools to debug you truck paths so you can deal with them being bouncy. All in all, there's still issues that exist, but very far from the "vehicles are broken" doom intensity you got going there. They're perfectly usable for mid-range transportation if you're aware of the terrain that they can traverse. They are and will be always inferior to belts on a purely efficiency view, of course, since they only have one input therefore they can only transport as fast as their input belt therefore it's better to just use the damn belt to begin with exactly for that. If I were to brigade for a change to vehicles that'd be my very first change requested. Hey man, more power to you. If that is your quality bar, you do you. I would never buy or use one of your products. I explicitly mentioned me not personally going through it meant it was anecdotal, that is, probably meaningless. I do not, however, see the complaints. Which doesn't mean they aren't real, it just means that as far as I know you're exaggerating. There might be a problem, but perhaps only a hundreth of the problem you think there might be. The current state of autosave is not hitting some limits of physics or otherwise that prevents it from getting better. This is one of my least favorite parts of Satisfactory and if they were to focus on it they should be able to come up with something significantly better. The current autosave implementation feels like a feature that was done quickly enough so that a checkbox could be checked. Which is fine, but there's absolutely room for improvement. I've experienced the same "jetpack in autosave" issue during the short time autosaves weren't working in experimental because some other thing was making my computer chug a bit don't try to run satisfactory and rimworld at the same time. If the game stalls for some reason mid-jetpack usage, it still does the thing. It's not autosave explicit though of course CSS should always be on the lookout for ways to optimize the game saving structure, at some point it will become a nightmare for larger factories, it's just the nature of the bbeast. For those of you bitching about satisfactory being too slow to build things, consider how long it takes to build anything in Minecraft creative mode, let alone survival mode. Obviously Minecraft has done alright as a game. In my opinion Satisfactory may have a good longevity because of its ability to create very good screenshots and visually pleasent streams compared to factorio. I think the comunity around this game is different, as supporting each other in their math as Factorio, but more sharing their final creation. Getting good feedback is actually kind of a reward for your patience to build such a thing in satisfactory. Yes i hope devs will add some QOL updates but forcing players to manually scale production is not really a problem. DSP shows the same trend. And satisfactory, at least for me, is fun for much longer because you can be much more creative and play with different designs and patterns. I tend to agree. Hand building in either game is fairly satisfying for your first assembler or constructor or whatever, but the 10th or th, which is essentially a carbon copy of the ones you did before is pretty much rote monkey work and much less satisfying. I'm glad that through either blueprints or cutting and pasting that Factorio allows you to buypass that tedium. I doubt I'll ever build as big in satisfactory as I do in Factorio, just due to the lack of tools for doing the same damn thing over and over. Factorio just does a better job of adding automation as you add tech, so you have a level of tools that matches the order of magnitude of your new designs. If you are still playing on early access I recommend you check out smart mod. There is not much more to be said. Thumbs up! The fun is in piecing everything together. I wish the game had a peaceful mode. I'd definitely explore a whole lot more. They could do it without changing there core design philosophy for the main map. No sure what you mean by 'this way'. I see it as merely a different opinion. Or perhaps they do it as their first own official mod. Who knows. And their explanations for that is lacking a lot in the professional department. So much broken stuff is piled up now Wait, hold on. You're talking about Satisfactory right? Vehicles are broken. Trains are broken. Conveyers often jank all over the place and at high speeds do not provide the throughput they advertise. Hypertubes do all sorts of crazy things to the player model while in them, and can crash the game hard if you accelerate too much out of a cannon. Autosave is a disaster - god forbid you are in mid-flight when it hits on a big factory. Multiplayer is I don't even know where to start. They had to put warnings all over the place in the main menu about how bad it is because the amount of reported issues they were getting was probably flooding their feedback system. Crashes galore still - I still can't even load a game properly on occasion and it just dumps to desktop without even an error thrown. If you are having a perfect experience, I'd like to get the version you are on :. I see What seems to be one bug 0,0,0 teleport , two months old. Hardly "countless", in fact I could count it: 1 There's definitely improvements to be made don't get me wrong, but there's absolutely no "broken" going on. Other than the initial cost of a long belt, belts are superior in every way. So because you haven't seen things, they must not be real. Internet logic - Got it. I don't think it's an autosave issue at all, actually, but just a general lag problem. Respectfully, I don't mind the manual building at all. Yeah, I agree. 如何打開wallhacks cs go console
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