The thing I'm looking forward to most is being able to have dark factories. Hoping we get a few more lights especially for smaller areas the current light doesn't work well for.
Absolutely. However with Lumen on it still is looking a bit weird. At 1:39:35 for example not only are there a load of artificial lights on in that scene, but its bright daytime outside with giant glass skylights - why does it look so dark inside still? It's like it's completely ignored the intensity of the sunlight and the artificial lights just aren't that bright
2:21 - Start of stream 3:50 - World perimeter talk (skyboxes with geometry) 6:30 - mini Q&A 11:40 - Desert Canyons 15:28 - mini Q&A #2 (is in UE5? & changes for road/path network?) 18:40 - Nanite showcase/summary (no more LODs) 22:55 - Treehouses confirmed? 26:15 - Brand new Rocky Desert 41:30 - Cool water cave 45:35 - Titan Forest Couldn't get further had other stuff in life going on, but feel free to continue the timestamps in replies if you have time.
Mostly talking about map updates, fixing bugs, new foliage systems and such. The only bit I found interesting next to Nanite is Lumen starting around 1:35:00
The secret to creating a great community like you have? Being as transparent as you have been. Proving you care about the community through actions and not just words. Keep doing what you guys are doing, you folks are a fantastic studio in every way possible. Anyway, I am only 2 minutes and 9 seconds in. Time to watch the rest!
You're dead on, the most patient communities I see in gaming always have the most transparent devs, and the toxic ones always have devs with terrible communication skills.
I've said this on another video of theirs, but it's worth repeating. I'd rather they be honest and delay the update until they're happy with it than have them rush and burn out the team to put out something by some ambiguous deadline
@@gallavanting2041 I don't necessarily think Patient and Toxic are opposites. Some game communities have a kind of toxic positivity thing going on to where you can't bring up reasonable complaints without getting dogpiled. Satisfactory isn't like that though.
Literally all we need is; Here's where things are at Here's why we're at this stage (could be a delay, could just be normal steps on the roadmap, all is fine) Here's what we're working on And here's a rough idea of what to expect. Like a little statement saying "we've been made aware of some issues surrounding x and y and are actively investigating" with some BS excuses doesn't cut it (looking at you, big budget studios). We're grownups, give it to us straight. Honestly CDPR handled Cyberpunk better than most, were very honest that it had issues, laid out their priorities and keep the info fairly regular, even if it could be better. The others who do this well are around KSP2. The devs are very, very honest about how much of a total mess it currently is, they're open about exactly what they're working on right now, when updates are hopefully coming, they tell the community when big issues won't be solved in the closest update so expectations are set. Idk, it's probably a huge amount of work and really hard to manage but it's so much easier to handle a buggy/delayed or incomplete status when the info is transparent. Jedi Survivor is exactly how NOT to address your community
As a fellow dev i really enjoy you guys sharing this stuff with us. I love getting an inside look. great work moving over to ue5! this has to be super challenging. Hopefully you'll get the gains from reduced tris! Be cool to see numbers for improvements if you guys have em!
Same here! I work a lot in Unity and UE, and I can say without a doubt the upgrade to UE 5 has caused the most problems of all migrations we've ever made. Got nothing but respect for anyone that manages to get through it.
@@aeriumfour6096 in fairness, UE4 to UE5 is super easy and smooth. If you ONLY implement native, built in features in the engine - basically just creating environments and super basic interaction stuff like Epic showcases. Our problems are always around getting the mountain of custom stuff we build to work on a new version, it's such a long and difficult process
@@helplmchoking If all you do is work with the tools provided, sure. Unfortunately a lot of studios (ours included) develop a lot of extra in-engine tools in-house. A lot of that code needed editing, trying to work out what the UE5 equivalent is, and in some cases even decompiling the UE4 DLLs, and rewriting our code to implement the methods they've changed or removed for UE5. Then there's the litany of testing required between the two to ensure you get the same result cross-version. It's awful. I remember we had one plugin called MarchingDepth (don't ask, don't remember why) for calculating dynamic water pressure based on depth using raycasts, and some other things I had nothing to do with. That was then passed to a water flow system. It took us a good 3 months to work out that there was no actual problem with the code in either of these, but in the communication between the two, because the engine didn't allow us to have deep analysis into it, just surface-level debug info.
Jace - of course your community supports you. No other studio connects so well with their community as Team CoffeeStain and keeps us all informed and updated on what you are doing. You guys are awesome! Team Larian comes second IMHO but even they don't come close to yourselves. Keep up the good work guys!
I truly wish that every studio was so close to its player base. I feel like that's the main reason why the community is so amazing. When things don't go as planned, you say it, and the community massively respects that.
as a developer with 20+ years of experience, I 10,000% understand running behind, going over schedule, having underestimated required effort, etc. we have total faith in Coffee Stain Studio developers - keep keeping on 👍
This is why Coffee Stain Studios is the one I trust the most, they are so open with what they do, and say what issues there might be. Thanks for being transparent with us, Coffee Stain Studios!
@@seandidsomething So? that's still VERY minor compared to the stuff other studios pull. They are very transparent with us now and have been for the whole duration asides from that. I trust them way more than other studios.
@@seandidsomething technically it was released on steam, but yeah it felt a bit bad going "it's releasing on steam but it a year because we got a big check". though besides that they've been very transparent imo.
@@seandidsomething then stop trying to bring up reasons as to not them. I didn't ask for you to comment on this, and I was stating why I trust this studio.
you guys keep it real with us and are not affriad to show your own personalities in your streams we love how open and free this community u have made us is and im sure i speak for us all when i say i wish more devs where like u guys ty for all the hard work 🎉
hannah and the unknowns shape my factories. I love building in a way that factories blend into the terrain. Also for my latest playthrough I destroyed as little as possible from the environment so now I can choose if I want to remove parts of the nature or not. This meant a lot of handcrafting until I reached coal power :D
I personally play without foundations (except in some situations like train stations) so I have to force myself to utilize the terrain. I haven't been kind to the trees though 😬
I really like the look of Lumen. I've always wanted to be able to have darker rooms and nights. Even though you say it won't be "supported", I would love to have more variants of lights so that we can compensate for the lack of natural light. The current lights are quite big and won't easily fit in narrow hallways etc. By adding smaller wall- and ceiling mounted lights, we'd have a good way to combat the challenge of the darkness indoors in our factories.
As a two decades plus Mac user, I was intrigued enough by seeing this game being played that I invested in software to allow me to run Windows on my MacBook Pro. I've only been playing it for a couple of years but still get the same thrill each time I start a new build. For a game that's still early access, I find it challenging, fun, and unbelievably polished even in its pre-launch state. All of you are to be commended for the years of hard work. Your passion for the game shows. Thank you!
I gonna keep buying Satisfactory merch and doing everything I can to support you guys. Can you imagine what gaming would look like if every game studio were as committed to improving their games as Coffee Stain is.
Please dont ever stop doing all these kinds of videos you do. I have seen no other company that is so open and caring. This is what makes your players understanding and supportive.
I built an elevated rail through the Titan Forest, and that collision around the branches was annoying. Glad to hear that's fixed. And on the foliage tags and uncuttable trees part, I have noticed a few rocks in caves that you can pick, instead of the mushrooms on the rock.
doubt anyone will see this ;) but when it comes to lumen. in 5.1 theres a new parameter in the post process volume. "Lumen skylight leaking" it wont effect the other lighting and setting it to something like 0.2 lets juuust enough light through that factories ect wont be 100% darkness in lumen. it was added to fix the dark interiors for fortnite.
I love the under the hood commentary at around 1:05:12. I'm a software engineer, and I love this game, and I've always wondered why it struggles to synchronize seemingly basic states such as foliage (and maybe belt states). I now understand the problem. Coffee Stain Studios, thank you.
My issue with Lumen is the poor ambient light. When he removed the ceiling, you can sell a well lit direct light, but no ambience lighting to the rest of the room. Same effect with overhead lights. I say if the ambient lighting is fixed, it will look a lot better.
WE HAVE YOUR BACK!!! you guys are making a mind-blowingly thorough and endlessly captivating game. We appreciate all of your efforts, from the bottom up. Even if you all quit and left the game as is, we would still be left with the best survival crafting game experience available.
The thing the community is so supportive and understanding is, because - How do I phrase that - you are not afraid to be human. If something goes wrong you are open about it, you go out say what was or is going wrong and how you plan to fix it etc. You guys are open and transparent and that's something big publishers and studios don't understand. Things go wrong but just be open to admit it. Games aren't like 25 years ago. They got fking complex so no wonder issues and bugs find their way in. In the end. We, the community, love you. Keep up the awesome work!
im almost at 1100 hours between 3 worlds. satisfactory has over 5x as many hours as my next most played game. i dont think ive ever enjoyed a single game as much as this one. i can be as OCD or as chaotic as i want. its completely up to the player how they want to play. brings a whole new meaning to open world. theres no rules, theres no limits (except you imagination). its the perfect game.
I miss pretty much all the live streams so this was very welcome and I love seeing the individual devs getting to talk about their work. Thanks Hannah, helps a lot.
Getting an inside look at the game under the hood and consistent and clear communication about everything. Oh if only the rest of the gaming industry were as wonderful as you guys are. The game looks really good! I haven't been playing too long, but can already tell this is something I will be fiddling with for years.
Brainstorm ideas for the future: - Procedural world / randomly placed resource nodes (not fixed positions). - Random "settlement" that need certain resources in exchange for steady flow of items, if you build a supply line to them, they could provide you with other items you might need. - Instead of just industry, also provide plants, trees to be planted to make everything look like a breathing world. - Ability to build robots/A.I. to help boost productivity. - Building blocks to represent housing (apartment complexes) that boost nearby factory and maybe the environment look like a city. - Subway: ability to build a train tunnel underground to provide fast freight transport to all areas of the map without being constraint by indestructible world objects. - Better train tracks: bridges / pillars to better snap train tracks to make elevated tracks look better. - Fixed curved train tracks (45°/90°/180°, etc). - Upgrade Nuclear power to Fusion power (no more radiation). - Mountable plane / drone / helicopter to fly around in. - Radio controlled drone in order to have an overview of the building site. - Illuminated biome (Avatar movie night jungle inspired illumination). - Farm industry? (cattle / plants / trees / flowers) - Hairy spiders (scary AF) - Slug terrariums
1:22:00 that's why we need to be able to regrow trees. I hope with Update 8 it will be possible to. This would be so great, especially since you now reworked the foliage. Also wall foliage decoration would be nice, like ivy ;)
As someone working in games I love following your updates while I play, nanites are huge and look forward to everything update 8 will bring (once my teleporter mod works)
Oh nice! Malum likes! Great Work Hannah, it's coming along quite well. Hell great work everybody. Except Snutt, he needs to work a little harder, everybody else is doing great though! 🤣 I just have to throw in here that you guys never cease to amaze me. How open you are, how polite and kind to the community you are... I just can NOT say this enough, you are the absolute hands down best development team I have ever seen. When things get pushed back, the way you handle it so far FAR above and beyond, this is the only team I think that I could never become angry with. Thank you for making the delays as entertaining as the advances, here's hoping you never change.
1:25:02, I love to keep the world intact, on my most recent playthrough I've constructed a 42 story factory over the void hole and all of the infrastructure is on bridges, the only bit that was destroyed was the swamp within my nuclear power plant, but even that has a courtyard, I love keeping the nature intact.
Thank you Snutt, Jace and Hannah for keeping us in the loop. I love Satisfactory and love the work and effort you all put into letting us see where it is going and how it is being developed. People all through these comments have said this, but it can't be said enough. More studios should take notes of what you do. Keep up the good work and can't wait to see more!!!
Quick question guys... let's say I hypothetically put a full nuclear power plant setup in a cave... and it's not hypothetical. You've said you're changing a lot of caves, how much trouble am I in?
I have 200 hours in the game. My opinion from the first hour is that the landscape design and the florae and fauna were derivative and mediocre. Not creative. Hannah seems like a pleasant enough person so I don't want to be critical, but really, that was the weakest aspect of the game. Nice to see they've made a lot of improvements here compared to when I was playing. But the game will never be as magnificent as it would have been if truly creative people were designing the florae, fauna and landscapes.
@@curiaregis9479 I think that's a minority opinion, but sure. Personally I can't even count the number of times I reached the edge of a cliff and stood there in awe for 5 minutes at the beautiful sights it revealed. and I don't know how long ago you've played... maybe when things weren't so great yet. Personally I put most of my hours in around update 4 and 5.
@@LCTesla Yes, they did the big overhaul of the landscapes and fauna right after I stopped playing. I only have an idea of what they did from taking a peek at some of the update videos. However, looking at the footage here I can still see what could have been, even though it is much improved. (And people don't know how much they love one thing compared to another unless they can experience both.) For instance, I like the verticality of the map (not just for exploration but factory building) but the rock arches still look unnatural and fake. One could imagine how huge, arched surfaces might form on an alien planet that do not look like the sandstone from the American Southwest. Rather, they look like a catacomb of webbing from a massive and ancient fossilized creature. Or from a geological phenomenon unknown to earth but one that still looks natural. Many of the plants still look directly lifted from earth (as opposed to being inspired by) but with hack alterations. (Did they ever remove the 1980s album cover metallic teal palm trees?) As for the fauna, the aptly named "lizard doggo" is some derivative, cutesy hackery. The big lumbering creatures look like humpback whales on stilts. And then there's the flying stingrays. (Like stingrays... only massive and flying instead of swimming! Oh wow!) And so on. It's not terrible, it's just derivative and unimaginative and something an artsy but uninspired teenager would come up with. True creativity is pretty rare and if a company like Coffee Stain doesn't hire people with the creativity to do something it's no surprise that the result will be mediocre. But outside of my mild aesthetic complaints the game is outstanding. Here's to hoping they don't take a shit on it with a woke story.
Versus various other 'worlds' built by tools in other games I have always enjoyed how much Satisfactory's world is hand built. The new tools (UE5 based) allow you to update the maps, and remove deprecated assets is good. The results shown in the editor still looks like the correct world. Nice work, team Coffee Stain. As per usual.
I would love to see a "cinematic" recap of the changes to the Northern Forest as a rotating viewpoint from the "starting" location. Once every full rotation, it would fade between iterations. Don't know if that's even remotely possible, but that would be epic.
thank you for making such a killer game. first day I played this I pulled a 24 hour play session. keep up the good work. I wish more game companies were like you guys, keeping us in the loop.
This game is seriously a groundbreaking experience for me... so much love gets put into this and you can really feel that! Please keep up the great work!
It'd be cool if there was a button to convert a stamp to a map marker. Or better yet, just remove stamps (since they don't really... do anything) and have CTRL+M2 place a map marker.
Yeah that amount of nanite support is going to be game changing. Huge quality upgrade and honestly might save a bit of processing resources in the long run. good win!
I think the dense bamboo is great, though! We have clearing tools we can use to clear areas where we want. Don't be afraid of creating beautiful areas at the expense of convenience. Adds texture to the game.
What a lot of developers could learn, is community interaction and how to do it. If you respect the community, the community will return that respect. CSS has understood this, and are reaping the "rewards" from it. Just like Yoshi-P and his team on FF14 when they had to push back Endwalker, the community responded kindly and accepted it. So keep up the good work on community interaction Update 8 looks sick, and can't wait to see it all when it's eventually done and released. I'm particularly interesting in the lighting because I feel that the world becomes too bright, so a bit more darkness at least indoors is a good thing. Would love an option for a lot darker nights but, that's just me. Modded Skyrim to have "realistic nights" and scared the living life out of me when I wandered into a snow troll. Good times
Last Week started a new Game and my new Hub stand at 9:43 this position. Spawn was upon the hill near the little pond. Best Spawn since i play the Game. :D Thanks for all the great Patches and work on this Game. 🖖🏼
The one area I would LOVE to see fixed is the area around -94,901 / 68,075. It's that semi cave center left of the map with the two pure quarts nodes inside, a limestone node just outside and the pure water well outside. The cave is jank with a waterfall that just cuts off into nothing and theres a HUGE world hole along the wall by the water well nearish -104,606 / 73,686 that is big enough to drive a truck through.
Learning that some trees are cliffs and some rocks are plants in the game engine actually explains a few things, like the chainsaw carving up some rocks but not some trees.
That's awesome that you put it here on youtube. Really appreciate that!. Take your time in developing in new engine. As for me you could release update 8 on 31 june ;). Keep on keeping on! :)
That was really cool and informative. About the unevenly scaled cliffs. Iam pretty sure you could quickly throw together an HDA to take the scaled asset and normalize it as a new asset.
Like others already commented. I also appreciate your transparency. Thanks for your work. I am looking forward to update 8 but still have fun with update 7 right now so take your time. No pressure from me.
Well your honest and generally apart from some who complain just to complain we understand things aren’t always going to be easy/smooth sailing. I honestly appreciate you plainly saying the issues your getting especially compared to so many many companies these days who will either attempt to hide the issues and just push more hype or lie and push blame in a attempt to get more sales from sympathy. More really should take inspiration from you in that manner “though maybe not some of your hype/teaser video styles as others wouldn’t manage to pull them off”
Am I being weird or this is the only game dev company that feels like they genuinely care about proper communication. It feels really nice and refreshing to see this. It feels personal. Very nice devs.
"i like to make people feel as guilty as possible for destroying the environment". Straight up. This is the most beautiful, well designed map I'd ever had the pleasure of playing a game in. And I always feel guilty for turning into industry. But hey, what can ya do. The factory must grow.
Who might be in charge of music copyright of your games? You guys have some absolute bangers, and they are not on spotify. Talk to this man, make this happen. I will love you even more! I know this has nothing to do with the video, but im not sure how else to reach out.
I would love to see some minor landscaping tools such as flattening just so could smooth out some of the grassy surfaces to prevent them from showing up through foundation etc
This is awesome. Wonder if one day there'll be an update to waterfall graphics and secrets behind waterfalls; that's possibly the only bit of raw texture that feels off
its gonna look amazing for sure , awesome job. side note i will have to start over , its fine , course more new things to do. thanks coffee stain you guys rock
These guys are a great example of how development can be done in a basicly perfect way. They pushed enough content on the way, actually fixed stuff along the line and never really messed up. I'm glad to see this game coming closer to full release even though I could keep on beeing surprised by the updates for years to come 😅
I kinda liked the green valley being different from the rest of the area. It felt like an oasis compared to the rocky desert proper. So I hope it's still going to feel like that even after making it blend with the rest of the biome more. I guess that's one thing where the in-engine and in-game appearance might differ quite a lot, too.
honestly, I kinda prefer that buildings with no lights in them aren't lit at all with lumin, That actually feels sick, and adds a little bit more to consideration with building too. but maybe that's just me.
Oh, sure, I see how you are. I was expecting a 2 hour long video again and it's just the one I already watched! How dare you?! /s just in case. Seriously, though, this is a little easier to share so thanks for putting it up here. Y'all are very much the gold standard for this sort of thing. An engine change is always tricky and I have confidence that you're all working hard on it. Great stuff all around!
I will soon have 3000 hrs in this game in 18 months. The work you guys are doing is amazing. I love the biome redesigns. One thing i would love to see is more wall tiles. the choice is scant. The mod structural solutions has some really nice build pieces it would be nice if some of them made it to the game.
The thing I'm looking forward to most is being able to have dark factories. Hoping we get a few more lights especially for smaller areas the current light doesn't work well for.
Bigger lights or wider lights for big factories cuz like 20 ceiling lights cuts you fps in freaking half😂
I wish there where smaller lights, like really small ones cause right now you need quite tall walls for the mounted lights
@@fIoorb yesssss I crave the ability to make my factories look like sinister gigerian nightmares
Absolutely. However with Lumen on it still is looking a bit weird. At 1:39:35 for example not only are there a load of artificial lights on in that scene, but its bright daytime outside with giant glass skylights - why does it look so dark inside still? It's like it's completely ignored the intensity of the sunlight and the artificial lights just aren't that bright
It's sad that lumen is not going to be "officially supported". That means lighting options probably won't be optimized for lumen as well.
2:21 - Start of stream
3:50 - World perimeter talk (skyboxes with geometry)
6:30 - mini Q&A
11:40 - Desert Canyons
15:28 - mini Q&A #2 (is in UE5? & changes for road/path network?)
18:40 - Nanite showcase/summary (no more LODs)
22:55 - Treehouses confirmed?
26:15 - Brand new Rocky Desert
41:30 - Cool water cave
45:35 - Titan Forest
Couldn't get further had other stuff in life going on, but feel free to continue the timestamps in replies if you have time.
based
Mostly talking about map updates, fixing bugs, new foliage systems and such.
The only bit I found interesting next to Nanite is Lumen starting around 1:35:00
You missed the car going by at the beginning. xD xD
Fixing bugs they created by updating the engine. There will be bugs forever now :)
@@thierryvtthank you kind sir that is the only thing I cared about
The secret to creating a great community like you have? Being as transparent as you have been. Proving you care about the community through actions and not just words. Keep doing what you guys are doing, you folks are a fantastic studio in every way possible.
Anyway, I am only 2 minutes and 9 seconds in. Time to watch the rest!
You're dead on, the most patient communities I see in gaming always have the most transparent devs, and the toxic ones always have devs with terrible communication skills.
I've said this on another video of theirs, but it's worth repeating. I'd rather they be honest and delay the update until they're happy with it than have them rush and burn out the team to put out something by some ambiguous deadline
@@gallavanting2041 I don't necessarily think Patient and Toxic are opposites. Some game communities have a kind of toxic positivity thing going on to where you can't bring up reasonable complaints without getting dogpiled.
Satisfactory isn't like that though.
Literally all we need is;
Here's where things are at
Here's why we're at this stage (could be a delay, could just be normal steps on the roadmap, all is fine)
Here's what we're working on
And here's a rough idea of what to expect.
Like a little statement saying "we've been made aware of some issues surrounding x and y and are actively investigating" with some BS excuses doesn't cut it (looking at you, big budget studios). We're grownups, give it to us straight. Honestly CDPR handled Cyberpunk better than most, were very honest that it had issues, laid out their priorities and keep the info fairly regular, even if it could be better.
The others who do this well are around KSP2. The devs are very, very honest about how much of a total mess it currently is, they're open about exactly what they're working on right now, when updates are hopefully coming, they tell the community when big issues won't be solved in the closest update so expectations are set. Idk, it's probably a huge amount of work and really hard to manage but it's so much easier to handle a buggy/delayed or incomplete status when the info is transparent. Jedi Survivor is exactly how NOT to address your community
@@gallavanting2041 I mean an average Satisfactory player is for sure different than your average CoD lobby. XD
You give kindness and openness, and the community gives it back! It's well deserved!
As a fellow dev i really enjoy you guys sharing this stuff with us. I love getting an inside look.
great work moving over to ue5! this has to be super challenging. Hopefully you'll get the gains from reduced tris! Be cool to see numbers for improvements if you guys have em!
Same here!
I work a lot in Unity and UE, and I can say without a doubt the upgrade to UE 5 has caused the most problems of all migrations we've ever made.
Got nothing but respect for anyone that manages to get through it.
I didn't even think they could ever migrate to ue5, they're amazing :D
@@aeriumfour6096 in fairness, UE4 to UE5 is super easy and smooth. If you ONLY implement native, built in features in the engine - basically just creating environments and super basic interaction stuff like Epic showcases.
Our problems are always around getting the mountain of custom stuff we build to work on a new version, it's such a long and difficult process
@@helplmchoking If all you do is work with the tools provided, sure.
Unfortunately a lot of studios (ours included) develop a lot of extra in-engine tools in-house. A lot of that code needed editing, trying to work out what the UE5 equivalent is, and in some cases even decompiling the UE4 DLLs, and rewriting our code to implement the methods they've changed or removed for UE5.
Then there's the litany of testing required between the two to ensure you get the same result cross-version. It's awful.
I remember we had one plugin called MarchingDepth (don't ask, don't remember why) for calculating dynamic water pressure based on depth using raycasts, and some other things I had nothing to do with. That was then passed to a water flow system. It took us a good 3 months to work out that there was no actual problem with the code in either of these, but in the communication between the two, because the engine didn't allow us to have deep analysis into it, just surface-level debug info.
Jace - of course your community supports you. No other studio connects so well with their community as Team CoffeeStain and keeps us all informed and updated on what you are doing. You guys are awesome! Team Larian comes second IMHO but even they don't come close to yourselves. Keep up the good work guys!
I truly wish that every studio was so close to its player base. I feel like that's the main reason why the community is so amazing. When things don't go as planned, you say it, and the community massively respects that.
Lumen support is exciting. Having the lighting in mind while building a factory sounds fun :)
*exciting
as a developer with 20+ years of experience, I 10,000% understand running behind, going over schedule, having underestimated required effort, etc.
we have total faith in Coffee Stain Studio developers - keep keeping on 👍
Yeah man, we dont want what happens to the big companies to happen to you guys aka crunch time and stuff like that.
This is why Coffee Stain Studios is the one I trust the most, they are so open with what they do, and say what issues there might be. Thanks for being transparent with us, Coffee Stain Studios!
Except for when they said the game was gonna release on steam and then it was blocked for a year.
@@seandidsomething So? that's still VERY minor compared to the stuff other studios pull. They are very transparent with us now and have been for the whole duration asides from that. I trust them way more than other studios.
@@seandidsomething technically it was released on steam, but yeah it felt a bit bad going "it's releasing on steam but it a year because we got a big check".
though besides that they've been very transparent imo.
@Person so that's one example. idc about other companies, we're not comparing companies.
@@seandidsomething then stop trying to bring up reasons as to not them. I didn't ask for you to comment on this, and I was stating why I trust this studio.
you guys keep it real with us and are not affriad to show your own personalities in your streams we love how open and free this community u have made us is and im sure i speak for us all when i say i wish more devs where like u guys ty for all the hard work 🎉
hannah and the unknowns shape my factories. I love building in a way that factories blend into the terrain. Also for my latest playthrough I destroyed as little as possible from the environment so now I can choose if I want to remove parts of the nature or not. This meant a lot of handcrafting until I reached coal power :D
I personally play without foundations (except in some situations like train stations) so I have to force myself to utilize the terrain. I haven't been kind to the trees though 😬
I really like the look of Lumen. I've always wanted to be able to have darker rooms and nights.
Even though you say it won't be "supported", I would love to have more variants of lights so that we can compensate for the lack of natural light.
The current lights are quite big and won't easily fit in narrow hallways etc. By adding smaller wall- and ceiling mounted lights, we'd have a good way to combat the challenge of the darkness indoors in our factories.
Smaller lights yes please.
As a two decades plus Mac user, I was intrigued enough by seeing this game being played that I invested in software to allow me to run Windows on my MacBook Pro. I've only been playing it for a couple of years but still get the same thrill each time I start a new build. For a game that's still early access, I find it challenging, fun, and unbelievably polished even in its pre-launch state. All of you are to be commended for the years of hard work. Your passion for the game shows. Thank you!
I gonna keep buying Satisfactory merch and doing everything I can to support you guys. Can you imagine what gaming would look like if every game studio were as committed to improving their games as Coffee Stain is.
Please dont ever stop doing all these kinds of videos you do. I have seen no other company that is so open and caring. This is what makes your players understanding and supportive.
People tend to give the energy they get. You guys have always been open with your community so they reciprocate.
I built an elevated rail through the Titan Forest, and that collision around the branches was annoying. Glad to hear that's fixed.
And on the foliage tags and uncuttable trees part, I have noticed a few rocks in caves that you can pick, instead of the mushrooms on the rock.
doubt anyone will see this ;) but when it comes to lumen. in 5.1 theres a new parameter in the post process volume. "Lumen skylight leaking" it wont effect the other lighting and setting it to something like 0.2 lets juuust enough light through that factories ect wont be 100% darkness in lumen. it was added to fix the dark interiors for fortnite.
I really love you all guys for being so honest with the community!
Thank you!
ty for the vod, something to watch/look forward to while stuck in the hospital.
I love the under the hood commentary at around 1:05:12. I'm a software engineer, and I love this game, and I've always wondered why it struggles to synchronize seemingly basic states such as foliage (and maybe belt states). I now understand the problem. Coffee Stain Studios, thank you.
My issue with Lumen is the poor ambient light. When he removed the ceiling, you can sell a well lit direct light, but no ambience lighting to the rest of the room. Same effect with overhead lights. I say if the ambient lighting is fixed, it will look a lot better.
WE HAVE YOUR BACK!!! you guys are making a mind-blowingly thorough and endlessly captivating game. We appreciate all of your efforts, from the bottom up. Even if you all quit and left the game as is, we would still be left with the best survival crafting game experience available.
The thing the community is so supportive and understanding is, because - How do I phrase that - you are not afraid to be human. If something goes wrong you are open about it, you go out say what was or is going wrong and how you plan to fix it etc. You guys are open and transparent and that's something big publishers and studios don't understand. Things go wrong but just be open to admit it. Games aren't like 25 years ago. They got fking complex so no wonder issues and bugs find their way in.
In the end. We, the community, love you. Keep up the awesome work!
im almost at 1100 hours between 3 worlds. satisfactory has over 5x as many hours as my next most played game. i dont think ive ever enjoyed a single game as much as this one. i can be as OCD or as chaotic as i want. its completely up to the player how they want to play. brings a whole new meaning to open world. theres no rules, theres no limits (except you imagination). its the perfect game.
Still lame you have only one map. That's it, no RND.
I miss pretty much all the live streams so this was very welcome and I love seeing the individual devs getting to talk about their work. Thanks Hannah, helps a lot.
Getting an inside look at the game under the hood and consistent and clear communication about everything. Oh if only the rest of the gaming industry were as wonderful as you guys are. The game looks really good! I haven't been playing too long, but can already tell this is something I will be fiddling with for years.
Brainstorm ideas for the future:
- Procedural world / randomly placed resource nodes (not fixed positions).
- Random "settlement" that need certain resources in exchange for steady flow of items, if you build a supply line to them, they could provide you with other items you might need.
- Instead of just industry, also provide plants, trees to be planted to make everything look like a breathing world.
- Ability to build robots/A.I. to help boost productivity.
- Building blocks to represent housing (apartment complexes) that boost nearby factory and maybe the environment look like a city.
- Subway: ability to build a train tunnel underground to provide fast freight transport to all areas of the map without being constraint by indestructible world objects.
- Better train tracks: bridges / pillars to better snap train tracks to make elevated tracks look better.
- Fixed curved train tracks (45°/90°/180°, etc).
- Upgrade Nuclear power to Fusion power (no more radiation).
- Mountable plane / drone / helicopter to fly around in.
- Radio controlled drone in order to have an overview of the building site.
- Illuminated biome (Avatar movie night jungle inspired illumination).
- Farm industry? (cattle / plants / trees / flowers)
- Hairy spiders (scary AF)
- Slug terrariums
"it's time to party" needs to be in deep rock galactic as a emote. this sounded so similar to the voice lines from the dwarfs
1:22:00 that's why we need to be able to regrow trees. I hope with Update 8 it will be possible to. This would be so great, especially since you now reworked the foliage.
Also wall foliage decoration would be nice, like ivy ;)
I'm glad they're redoing the trees. Now I can get some of my blocks out of the trees.
"I don't think many people build here in the desert canyon"
*Zooms in directly where my main factory is*
🤣🤣
Such a beautiful game you made. Can´t wait to 1.0. Congrats team.
Jace: "Lots of great work, Hannah!"
Hannah: "Yeah, looking forward to seeing it paved."💯
I'm glad that lights will finally have a use.
Oooooh, cool! I never use Twitch so I really appreciate y’all cross posting this. Thank! 🙇
As someone working in games I love following your updates while I play, nanites are huge and look forward to everything update 8 will bring (once my teleporter mod works)
We need support for roads, curved blocks or some road functions to make roads not take 12 hours for a few feet.
Oh nice! Malum likes! Great Work Hannah, it's coming along quite well. Hell great work everybody. Except Snutt, he needs to work a little harder, everybody else is doing great though! 🤣
I just have to throw in here that you guys never cease to amaze me. How open you are, how polite and kind to the community you are... I just can NOT say this enough, you are the absolute hands down best development team I have ever seen. When things get pushed back, the way you handle it so far FAR above and beyond, this is the only team I think that I could never become angry with. Thank you for making the delays as entertaining as the advances, here's hoping you never change.
1:25:02, I love to keep the world intact, on my most recent playthrough I've constructed a 42 story factory over the void hole and all of the infrastructure is on bridges, the only bit that was destroyed was the swamp within my nuclear power plant, but even that has a courtyard, I love keeping the nature intact.
Thank you Snutt, Jace and Hannah for keeping us in the loop. I love Satisfactory and love the work and effort you all put into letting us see where it is going and how it is being developed. People all through these comments have said this, but it can't be said enough. More studios should take notes of what you do. Keep up the good work and can't wait to see more!!!
man. imagine if all game devs were like this. coffee stain are a different breed i swear
A totally freakin' awesome video, thanks! I learned so much about how it all works together and is balanced. Your passion really shines!
Quick question guys... let's say I hypothetically put a full nuclear power plant setup in a cave... and it's not hypothetical.
You've said you're changing a lot of caves, how much trouble am I in?
I'm a huge fan of Hannah's work. Always felt like the landscape design is a huge factor in this game's pervasive feelgood experience.
I have 200 hours in the game. My opinion from the first hour is that the landscape design and the florae and fauna were derivative and mediocre. Not creative. Hannah seems like a pleasant enough person so I don't want to be critical, but really, that was the weakest aspect of the game. Nice to see they've made a lot of improvements here compared to when I was playing. But the game will never be as magnificent as it would have been if truly creative people were designing the florae, fauna and landscapes.
@@curiaregis9479 I think that's a minority opinion, but sure. Personally I can't even count the number of times I reached the edge of a cliff and stood there in awe for 5 minutes at the beautiful sights it revealed.
and I don't know how long ago you've played... maybe when things weren't so great yet. Personally I put most of my hours in around update 4 and 5.
@@LCTesla Yes, they did the big overhaul of the landscapes and fauna right after I stopped playing. I only have an idea of what they did from taking a peek at some of the update videos. However, looking at the footage here I can still see what could have been, even though it is much improved. (And people don't know how much they love one thing compared to another unless they can experience both.) For instance, I like the verticality of the map (not just for exploration but factory building) but the rock arches still look unnatural and fake. One could imagine how huge, arched surfaces might form on an alien planet that do not look like the sandstone from the American Southwest. Rather, they look like a catacomb of webbing from a massive and ancient fossilized creature. Or from a geological phenomenon unknown to earth but one that still looks natural. Many of the plants still look directly lifted from earth (as opposed to being inspired by) but with hack alterations. (Did they ever remove the 1980s album cover metallic teal palm trees?)
As for the fauna, the aptly named "lizard doggo" is some derivative, cutesy hackery. The big lumbering creatures look like humpback whales on stilts. And then there's the flying stingrays. (Like stingrays... only massive and flying instead of swimming! Oh wow!) And so on. It's not terrible, it's just derivative and unimaginative and something an artsy but uninspired teenager would come up with.
True creativity is pretty rare and if a company like Coffee Stain doesn't hire people with the creativity to do something it's no surprise that the result will be mediocre. But outside of my mild aesthetic complaints the game is outstanding. Here's to hoping they don't take a shit on it with a woke story.
Versus various other 'worlds' built by tools in other games I have always enjoyed how much Satisfactory's world is hand built. The new tools (UE5 based) allow you to update the maps, and remove deprecated assets is good. The results shown in the editor still looks like the correct world.
Nice work, team Coffee Stain. As per usual.
So glad the terrain isn't procedurally generated--I love the thoughtfulness that has gone into every corner of this world.
.. it is, they also use probably use procedural tools, nobody today, places every tree and rock by hand.
I would love to see house building in the future. eg beds couches tables. That is my biggest desire for this game
I would love to see a "cinematic" recap of the changes to the Northern Forest as a rotating viewpoint from the "starting" location. Once every full rotation, it would fade between iterations. Don't know if that's even remotely possible, but that would be epic.
Don't know if I can actually watch a 2 hours long video, but I'll do my best!
Yeah, I've got a factory, that needs EXPANSION.
did ya make it son?
hey this already has 200 upvotes... how did people watch it so fast?!
yeah i dont have the time. lol im out at 3 minutes.
You obviously don't hang out on the Livestream/podcast/interview part of RUclips
So glad everyone is being kind to you about the tough spots :)
Thank you so much for sharing this with us, it's part of what makes Coffee Stain the best.
LOVE the dark factories, its always been a gripe i have with how bright things that should be dark were.
I upgraded my video card specifically to prepare for the move to unreal engine 5, thanks for all you folks do!
This game is magical. Can spend hours on it and don't even realize it. Crazy. Thank you
thank you for making such a killer game. first day I played this I pulled a 24 hour play session. keep up the good work. I wish more game companies were like you guys, keeping us in the loop.
The satisfactoy community is understanding because you keep the community informed, and say when things are going ruff
This game is seriously a groundbreaking experience for me... so much love gets put into this and you can really feel that! Please keep up the great work!
It'd be cool if there was a button to convert a stamp to a map marker. Or better yet, just remove stamps (since they don't really... do anything) and have CTRL+M2 place a map marker.
Yeah that amount of nanite support is going to be game changing. Huge quality upgrade and honestly might save a bit of processing resources in the long run. good win!
I think the dense bamboo is great, though! We have clearing tools we can use to clear areas where we want. Don't be afraid of creating beautiful areas at the expense of convenience. Adds texture to the game.
Finally! Far objects won't look like they are covered with oil!
want want want.... I froze construction in the rocky desert transition and I think my early works will be cliffed. Thanks for the wonderful update!
What a lot of developers could learn, is community interaction and how to do it. If you respect the community, the community will return that respect. CSS has understood this, and are reaping the "rewards" from it. Just like Yoshi-P and his team on FF14 when they had to push back Endwalker, the community responded kindly and accepted it. So keep up the good work on community interaction
Update 8 looks sick, and can't wait to see it all when it's eventually done and released. I'm particularly interesting in the lighting because I feel that the world becomes too bright, so a bit more darkness at least indoors is a good thing. Would love an option for a lot darker nights but, that's just me. Modded Skyrim to have "realistic nights" and scared the living life out of me when I wandered into a snow troll. Good times
Last Week started a new Game and my new Hub stand at 9:43 this position. Spawn was upon the hill near the little pond. Best Spawn since i play the Game. :D
Thanks for all the great Patches and work on this Game. 🖖🏼
The one area I would LOVE to see fixed is the area around -94,901 / 68,075. It's that semi cave center left of the map with the two pure quarts nodes inside, a limestone node just outside and the pure water well outside. The cave is jank with a waterfall that just cuts off into nothing and theres a HUGE world hole along the wall by the water well nearish -104,606 / 73,686 that is big enough to drive a truck through.
Need a flying explorer vehicle so bad.
could you imagine if Coffee Stain and Hello Games worked on the planet together to make SatisFactory open world! Epic!
A little "How's your grandad?".......I cracked up, then you cracked up, and then I cracked up more harderer. Great work, folks!
we need more transparent devs like you.
Learning that some trees are cliffs and some rocks are plants in the game engine actually explains a few things, like the chainsaw carving up some rocks but not some trees.
That's awesome that you put it here on youtube. Really appreciate that!. Take your time in developing in new engine. As for me you could release update 8 on 31 june ;). Keep on keeping on! :)
That was really cool and informative. About the unevenly scaled cliffs. Iam pretty sure you could quickly throw together an HDA to take the scaled asset and normalize it as a new asset.
Woooo Update 8!!!!!!!!! Can't wait keep up the good work team! We know you can do it
And can't wait to try out with Lumen! The lighting effects within a factory is.... oh so sweet!
Instant excitement every time Coffee Stain uploads a video.
Wow these changes are really unreal!! Nanite, Gaia all the cool stuff
Like others already commented. I also appreciate your transparency. Thanks for your work. I am looking forward to update 8 but still have fun with update 7 right now so take your time. No pressure from me.
36:27 MY NEW COAL POWER PLANT... noooooo
hopefully it wont be *too* buried
i remember how i excited about discovering new things on the planet ! keep going guys !
Well your honest and generally apart from some who complain just to complain we understand things aren’t always going to be easy/smooth sailing.
I honestly appreciate you plainly saying the issues your getting especially compared to so many many companies these days who will either attempt to hide the issues and just push more hype or lie and push blame in a attempt to get more sales from sympathy.
More really should take inspiration from you in that manner “though maybe not some of your hype/teaser video styles as others wouldn’t manage to pull them off”
Am I being weird or this is the only game dev company that feels like they genuinely care about proper communication. It feels really nice and refreshing to see this. It feels personal. Very nice devs.
"i like to make people feel as guilty as possible for destroying the environment". Straight up. This is the most beautiful, well designed map I'd ever had the pleasure of playing a game in. And I always feel guilty for turning into industry. But hey, what can ya do. The factory must grow.
Who might be in charge of music copyright of your games? You guys have some absolute bangers, and they are not on spotify. Talk to this man, make this happen. I will love you even more! I know this has nothing to do with the video, but im not sure how else to reach out.
I would love to see some minor landscaping tools such as flattening just so could smooth out some of the grassy surfaces to prevent them from showing up through foundation etc
This is awesome. Wonder if one day there'll be an update to waterfall graphics and secrets behind waterfalls; that's possibly the only bit of raw texture that feels off
58:00 - you could tell he was having far too much fun
its gonna look amazing for sure , awesome job. side note i will have to start over , its fine , course more new things to do. thanks coffee stain you guys rock
What great developers and an amazing project. We are lucky.
These guys are a great example of how development can be done in a basicly perfect way. They pushed enough content on the way, actually fixed stuff along the line and never really messed up. I'm glad to see this game coming closer to full release even though I could keep on beeing surprised by the updates for years to come 😅
I kinda liked the green valley being different from the rest of the area. It felt like an oasis compared to the rocky desert proper. So I hope it's still going to feel like that even after making it blend with the rest of the biome more. I guess that's one thing where the in-engine and in-game appearance might differ quite a lot, too.
You guys rock. Thanks for the update!
honestly, I kinda prefer that buildings with no lights in them aren't lit at all with lumin, That actually feels sick, and adds a little bit more to consideration with building too. but maybe that's just me.
As a software developer I find listening to other developers talk very relaxing.
Forget quad bikes or motorcycles. Bring back the monowheel, baby!
Oh, sure, I see how you are. I was expecting a 2 hour long video again and it's just the one I already watched! How dare you?!
/s just in case.
Seriously, though, this is a little easier to share so thanks for putting it up here. Y'all are very much the gold standard for this sort of thing. An engine change is always tricky and I have confidence that you're all working hard on it. Great stuff all around!
I will soon have 3000 hrs in this game in 18 months. The work you guys are doing is amazing. I love the biome redesigns. One thing i would love to see is more wall tiles. the choice is scant. The mod structural solutions has some really nice build pieces it would be nice if some of them made it to the game.
0:26 That was either the Skovde-raggare or the military driving past, probably the former...
Ooooo very cool. I like little peeks behind the curtain. Thanks!
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Jace help, lots a thank
One year from now, someone adds to the wiki "There is an unmoving Steve hidden under the map in the red forest, and nobody knows why"