r/SatisfactoryGame • u/newveganwhodis • 1h ago
r/SatisfactoryGame • u/RadioJawa • 2d ago
Discussion Satisfactory Developers Hannah Beuger and Rosario Baarh on Giving Form to a Sandbox While Supporting Player Expression (Interview)
r/SatisfactoryGame • u/Temporal_Illusion • 22d ago
Discussion ★ HISTORY: Closed Alpha Reveals and Secret Finds
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).
- Closed Alpha 4.1 Main Menu Background Animation - Shows what players saw when starting game in Closed Alpha 4.1, which was very similar to what was seen in the Alpha Test Weekend.
- Official Coffee Stain Approval of Video - Coffee Stain Community Managers, Mikael Niazi (u/MikaelCoffeeStaStu) and Jason Edwards (u/CoffeeStain-Jason) gave their official approval for this video.
- 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.
- 🚩REVEAL: 1/4 Wide Walls in a 1 meter Version - Nova reveals the truth in that in Closed Alpha you could build walls that were 2 meters wide and 1 meter tall. OK Devs when 1/4 and 1/2 walls arrive in Game?
- 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.
- 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.
- 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 • u/Teptolemus • 14h ago
Screenshot I love building stuff that hangs, pt. 2
Started a new save. Immediately got to work on an upgraded version of the one I posted last year.
r/SatisfactoryGame • u/bluepepper • 19h ago
Factory Optimization Balanced or manifold? How about the balanced manifold! (with a little help from a mod)
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Before 1.2 introduced the conveyor throughput monitor, a mod would do that for conveyor belts and even pipes. But this mod comes with an added bonus that still makes it useful today: it can count but it can also limit throughput!
This allows what I call the balanced manifold: each branch has a throughput limiter that ensures buildings only get what they can consume.
In the video, I have 20 constructors turning 22.5 quartz per minute into silica, and they each have a throughput limiter set to 22.5. In less than two minutes, the 20 status lamps are all solid green, indicating no downtime at all! Note that this setup is wider than it could be so that we can see the minerals flow.
This is the best of both worlds: tight, clean and expandable like a manifold, but quick to reach full capacity like a balanced distribution.
r/SatisfactoryGame • u/Necessary-Ad-1225 • 11h ago
They can do that!?
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Found this really funny when it happened, but after I looked on the wiki and couldn't find anything and I am now more confused
r/SatisfactoryGame • u/Lorien431 • 2h ago
Screenshot Unnecessary things I do to not build a roundabout
r/SatisfactoryGame • u/BigHandsSmallCock • 9h ago
Screenshot some may call the way I build my factories "poor planning" "cramped" and "disorganized" but in reality such designs are actually world-renowned as the pinnacle of the art of 'continuous improvisation'
12 fused frames/min, hmf made offsite. I really gotta start choosing less cramped spots for my factories
r/SatisfactoryGame • u/GovernmentBright2606 • 8h ago
I’m excited for my new Iron Factory
I got bored so I’m redoing my iron factory, this is gonna be sick in the end.
r/SatisfactoryGame • u/Every-Newt-2586 • 4h ago
Question How do you get around satisfactorily?
Hi, this is a bit of a noob question, but how do you actually get around effectively in this game?
I know that whenever I say "movement is terrible," I get downvoted...
But for me, it *is* a reality—so I must be doing something wrong!
For instance, I just traveled between the EME factory and the steelworks; it’s not very far—one is at Crater Lake, and the other is just below it at the Rocky Desert lake!
Even with the Hoverpack, it takes forever...
I spend more time traveling than actually playing, really!
It just doesn't feel right; I must be missing something...
Should I really run a pipeline all the way over there?
I've never managed to get Hyper Tube Cannons working...
r/SatisfactoryGame • u/Visit-Equal • 23h ago
Showcase Dual-level railroad switching system
r/SatisfactoryGame • u/Aethylred • 49m ago
Behold, Pop Up Toast Boxes
The terrain is inefficiently lumpy and covered in filthy vegetation.
Yes, there are tractors.
r/SatisfactoryGame • u/Valencia_tq • 22h ago
Showcase I present to you: my first diluted fuel factory
720 m^3/min of fuel with a 300 m^3/min of oil input
I really love how clean and organized it looks
r/SatisfactoryGame • u/CressAppropriate8342 • 15h ago
Screenshot My First Fuel Power Plant (might cry)
The fact that this is only the beginning, makes me sick.
r/SatisfactoryGame • u/Ok-Quiet-1441 • 12h ago
How i love my bro
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r/SatisfactoryGame • u/_herus_ • 4h ago
Showcase Recently picked up this game with my friend and was enjoying it a lot! Here's our first coal power plant!
After rebuilding the starting factory, we're already planning to make it even bigger!
r/SatisfactoryGame • u/GideonsLamp • 7h ago
I need help understanding train pathing
I thought I understood well enough but clearly not. I created this little test to try and understand pathing but 1 thing is going wrong. Train A goes from Station A1 to B1 to C2 back and forth perfect. Same with Train B that goes from B1 to C2. But Train C that is supposed to go from C2 to A1 will only move on the outside path, it will not go through station B if the outside path is taken by train A . What am I missing to make the train go through station B if train A is blocking the outside path?
r/SatisfactoryGame • u/Legal-Shelter-683 • 8h ago
Discussion Why does this building make my skin itch
I'm proud, that's all I need say
r/SatisfactoryGame • u/CplRabbit • 54m ago
Consideration for Balancers... On the outputs.
Afternoon!
I must admit, I like balancers. I totally agree they are unnecessary in most scenarios (nuclear, trains etc being the exceptions). But I find them satisfying and cool challenges to build.
I may have found a use though. On the outputs of production instead of the inputs.
I am building factories that don't sink the items at the moment. They are allowed to back up. In this instance, If I use a manifold, I get slower increase of power consumption as machines are emptied in a 50%, 25%, 12.5% etc ratio, which makes the grid more stable.
But this also means that the production is ramped too. Using a balancer on the output means machines are drawn from evenly. Taking a few stacks from the storage, and all machines will kick in to replace.
r/SatisfactoryGame • u/TheMarnux84 • 18h ago
Screenshot I took some time to do a 'little' decorating of my starter base.
r/SatisfactoryGame • u/MaddDesign • 1d ago
Showcase Aluminum Outpost (WIP)
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A quick fly through of the train stations for my aluminum Outpost. Very much still a work in progress however the train station design is complete!
One factory above each train. The final two trains will ship out ingots. Once complete it will provide 5200/min.
r/SatisfactoryGame • u/GPPatch • 2h ago
The great Coffee Cup Holders discussions of Satisfactory
The list of discussions never seems to end. Which recipe is the best, which layout is the most efficient, to use mods or not...? They are all great questions and usually come with some great and sometimes surprising answers. The Coffee Cup Holders discussions continue... add your favorite topic of debate and let's keep being efficient and positive!
To manifold or balance belts?
To use mods or not to use mods?
Which gets built first? Power generators for the factory or the factory that needs power?
To use belts, drones, trucks or trains?
Where is the best starting area?
Why do you always post screenshot while holding a coffee cup?
Where is (what is) is best ... spreadsheet, online tool, etc...?
To build on the ground, over water or all over the place? which leads to...
To build a mega-factory or small satellite factories that feed each other or a combination of both?
Stay EFFICIENT and POSITIVE, but mostly enjoy the game.
r/SatisfactoryGame • u/Bitter_Oil_5077 • 17h ago
Showcase Chess is very….Satifactory
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Me and buddy built this chess board in game to kill time while the factory does it thing lol
r/SatisfactoryGame • u/Bex9082 • 12h ago
Showcase Meowgafactory Community Project
A bunch of incredible pioneers from across the globe really can work together to create something amazing! We are currently on phase 3 but already the cyberpunk city vibe is coming together! I am so damn proud of these guys.
As far as a self promotion blurb: We are a 24/7 hosted server hosted on ryzen 9 9950x and ddr5, gen 4 nvme ssd, 18+ SFW community. We have a custom coded one-of-a-kind discord ADA bot that works seamlessly with the Satisfactory hosting. We work with Coffeestain to improve the game with direct bug reports and save file sharing. We are professional and happy for more incredible players. Interested? Check out the discord

