
Pick my poison
Like why do these even exist. Its basically an unwanted child. lol

Like why do these even exist. Its basically an unwanted child. lol
I mentioned the meme of long play times and told them the game rewards AFK with things like the awesome sink. They said "Oh, so it's part idle game."
I tried explaining that Satisfactory has no idle game UI. I just stop what I'm doing and walk away. It doesn't track afk time or summarize what happened. They insist that doesn't matter. What do y'all think?
I've been wanting to build a power plant running on rocket fuel for a long time. But once I actually got my hands on it, I didn't feel like doing anything standard.
The idea came to me to make it in a shape resembling a DNA helix.
And here's what came out of it:
8,330 rocket fuel, 800 overclocked generators, 500 gigawatts of power.
Dope alien blueprint and put an excessive amount of them around the factory
Today i finished the playthrough of satisfactory experimental. It was a fantastic journey. i set up a dedicated server for the first time, used everything the games has to offer and after 500h playtime the playthrough was done. it was an amazing experience to have this a little bit more challenging after i finished the game 5 times already before (now 6). I have to say I didnt thought i would come back to satisfactory after i played 1.0 start to finish. but suprisingly this update gave me a new challenge.
My settings where: 0.5 resource use, 0.75 power use, all nodes random (early game nodes heavy), all nodes pure. I started at 0 and now i am fully done. I have to say the most fun experince was that i set up a server in my home just to make the dedicated server work (otherwise I would not have been able to finish this) and now I enjoy many benefits of my own server and it helped me a lot for my IT knowledge. So basically satisfactory had a real impact on my real live. It was also a fun experience because i worked a lot with claude code in this time and was kinda tapping between AI commands and while i was waiting until they where done i kept playing. Back and forth. It was one of the best months in my gaming life. So thanks again. I discovered many bugs on the way and will make sure to report all I found. But until then thanks again for the great game and great community.
This is my turbofuel setup about 80 hours into my first playthrough and I foolishly thought I could just have 2 giant towers (no particular reason why I chose 2 towers right next to each other) but apparently, I will have to have them 50 blueprints tall each. I'm only about a fifth of the way there and its already so goofy looking😭 Also, I'd like some feedback. Is this good for 80 hours? Does the tower blueprint look good?
Are there mods to fix this? Have the devs acknowledged how bad the buildable lighting is?
Really. I mean really disgusting.
Im sure theres plenty of ways to improve the efficiency and make it prettier. I'm so early game i dont even have windows yet.
Two days ago I finally managed to pass phase two of this game.
I bought it back in early 2021 and it was one of the first games I purchased as a new PC player. I had never played a factory game before but I remember thinking the idea of a little factory running itself could be super satisfying (ready the firing squad I'm sorry).
I don't know what it was but I could NOT figure this game out initially. Looking back now it is super amusing how some of these concepts just did not register with me but whatever that's gaming. My first save lasted all of 2-3 hours. I had a very basic setup in the grasslands with a grid that kept tripping and decided to shelve it. According to the dates on some of these older saves I made it about 9 hours into my second attempt.
Back in the summer of 2023 my "THIRD TIMES THE CHARM" save was created. I so badly wanted to get into this game and made it about 71 hours. After running around in that save a couple days ago, it looks like I was inspired by everyone's very pretty builds and I focused on aesthetics. I probably got annoyed that I had to rebuild after unlocking better miners etc., and abandoned the game again. I also remember the task of having to set up highways with my tractors at the time being daunting. Figuring out how to make a decent highway with refuel stations for the tractors wasn't something I was in the mood to tackle. I was roughly halfway through versatile frameworks and had less than 20 automated wiring but the efficiency was super garbage.
I tried AGAIN for 1.0 and literally got as far as the previous phase in terms of how far I had made it with the space elevator parts except this time I focused much more on producing rather than making it look nice. 16 hours and I called it quits.
Had a serious relationship end back in Q4 of 2024 and named this save "break up save" lol. I I will say it was clear that with every save more things were clicking for me. Things weren't so scrambled, power was handled better, efficiency was much closer to 100%. This was the first save that I chose to start in the desert with and honestly I prefer that biome much more to the grasslands. Made it about 45 hours, plus some distraction on aesthetics, and yet again versatile framework and automated wiring was the stopping point.
THEN ON APRIL 6th OF 2026 I rebooted the ol thing up one more time and something in my brain flipped. Book it to coal power, get foundations set, plan for expansion. Everything in this save was running SO. MUCH. SMOOTHER. I did much better at holding myself to one goal at a time vs bouncing all over which was part of my detriment in the past. At around 40 hours I ran over to the space elevator with all my parts since I was too excited to wait for the number to slowly go up. I dumped everything in, pulled the lever, and finally made it farther in the game than I ever have. I know it only gets harder but holy heck I am so excited to progress. Due to my history with this game (and Deep Rock Galactic Rogue Core dropping in May) I think it is inevitable that I will not finish this save BUT that is okay!!! I am having the most fun I have had to date.
Was working on it last week. It consumes 900 uranium ore and produce enough rods to feed 29 fully overclocked reactors. Everything is working but It still warming up (i hope so very much). Plutonium rods go to sink (for now).
The game already has a way to show vehicle tracks in the sand, so why not use that to make the new vehicles paths visible? For now they just disappear withing 2 seconds.
And now also consider those sharp edges when foundations meets the terrain (last screenshot). Imagine vehicle tracks bringing in sand and dirt along their path when they move from terrain onto foundations making the ugly edge covered by dirty. I tried to make an AI imagine how that could look like... well, hopefully you get the idea.
additional premium version of this feature could include:
Link to the suggestion on the QA site:
https://questions.satisfactorygame.com/post/69da229bc1c57369c15ddc3a
devs look for feedback there. consider upvoting it there to have a chance for devs to notice.
I just got to phase 4 and im addicted to the point where I can’t get sleep because I’m thinking about the game. I WILL fail college if I don’t quit. Goodbye until summer you beautiful game🥹
After 500h and almost 1.5 years in 1.0 and 1.1 u/lonelyPorter and I finished our biggest playthrough yet. Its almost the same amount of time as we needed for our last playthrough but we built more than double the production. Blueprints are a live saver.
Mods used: Infinite Nudge, Infinite Zoop, Infinite Elevators, Efficiency Checker, Big Statues, Megaprinters and No Splash.
u/lonelyPorter also made a Youtube video here if you are interested in seeing more of our world :D
So I am currently at the Phase 3 and the amount of Iron Wire I am making currently to feed my Stators, Stitched Reinforced Plates and Rotors with alternates is insane. I am probably overproducing Stators and Rotors and Motors, but well. Currently at 960 Iron Wire/min - I am pretty sure it's still not as much as some pro players, but I am still new to the game with under 100 hours.
So about two weeks ago, made a post about finishing my uranium fuel rod tower. Since then, I've turned the reactors on and started producing waste. Today, I finished up my train lines and turned my plutonium fuel rod tower on! I need to decorate the building and the train lines too, but that's the easy part.
I'm very proud to say that, after two hours of monitoring just to make sure, I'm producing 1.6/minute at 100% efficiency, completely utilizing my uranium waste! I'm letting my belts fill with plutonium rods tonight before I turn these reactors on, and then I can finally get back to working on phase 5.
Having over 250 machines, 3 trains, 32 reactors, and actual hours of pen and paper math come together like this properly, at 100% efficiency is actually an amazing feeling. Like I had my boyfriend hop on call to witness it just so I'd have someone to word vomit to about how stoked I was.
Now, I don't have ficsonium unlocked yet, probably won't for a good long while, but if I am figuring right, my 16 plutonium reactors should be enough to get 8 ficsonium reactors up and running and have a complete no-waste nuclear power facility. I cannot wait to get there. The 200-ish hours I've spent working on this was SO worth it.
The Livestream on both Twitch and YouTube was posted Tuesday, on April 14, 2026. While Twitch Livestreams will disappear after a short while, the Coffee Stain Studio YouTube Livestreams will be available for viewing in full in the future if desired.
TLDW - Well if you don't have time to view full 1 Hour, 29 Minute Video here is a Video Quick Link List to key Bookmarks for the relevant "Intro", "State of Dev", "Community Highlights", and "Q&A Questions and Answers" discussed by Community Manager Mikael Niazi, taken from the Satisfactory Clips Archive and the Satisfactory Community Highlights Archive created by u/SignpostMarv (CREDIT)
⭑ NOTE: Community Manager Jason Edwards was not available for livestream.
⭑ NOTE: The Questions are the Video Title, and the Answers are a quick synopsis of what was said. The "order" of the Questions may or may not follow the original livestream. Some question are not shown as they are either repetitive and have been answered numerous times before, or have a response of "don't know, let me check on that", "post on Q&A Website", or simply Livestream Chat Joke Questions. If you have concerns about the accuracy of what I posted, view the Videos and listen for yourself. Often there is more discussion related to a Question than I could post without getting too verbose.
Start of State of Dev Portion
State of Dev - Intro - Opening comments by Mikael.
State of Dev - Next Version 1.2 Patch will be next week - Mikael mentions the next patch for Version 1.2 (Experimental) will be next week.
State of Dev - Reason for delay in Version 1.2 Patch - Mikael mentions that the Version 1.2 patch was going to be released two weeks ago, but due to "scope creep" in which they though they could fix more than they realistically could in the time allowed, and also due to an "localization" issue involving Ukrainian Language.
🚩 State of Dev - Last Patch for EXP before 1.2 hits Live - Mikael mentions that next weeks Version 1.2 (Experimental) patch will be the last patch before Version 1.2 is released to Stable (Live) Branch, and by extension also Consoles.
⭑ State of Dev - Daisy Chaining Escalation - Mikael mentions his efforts to escalate the possiblity to move Daisy Chaining unlock in the MAM to be earlier than the unlock for Mk.3 Power Poles. It won't happen for Version 1.2 when it is pushed to Stable (Live) Branch due to the reason (according to the Devs) that it is not that hard to unlock.
⭑ State of Dev - Roads, Architecture, New Finishes, etc. have been escalated - Mikael mentions that the communities desire for roads, new architecture and new Customizer finishes have been escalated and will be looked into.
❗ State of Dev - Mikael Talk: Inventory Stacks issue - Mikael talks about the current Version 1.2 Experimental Issue of item Stack Sizes in your Inventory or even in Storage Containers being 1/2 of the normal Stack Size. While doing a full reboot of the game will temporarily fix the issue, Mikael asks for anyone having more information about this issue to please post it on the Satisfactory Q&A Website, you will need to be logged in, where the Coffee Stain Studios Game Developers will most likely see it. You can also include a link to a copy of your Game Save File.
State of Dev - Outro - Final Comments by Mikael.
Community Highlights Portion
Start Q&A Portion
Q&A: Video this week? - ANSWER: No, but most likely next week (Friday, April 24th, 2026).
Q&A: Will old Saves be affected when the 1.2 Update goes live? - ANSWER: Yes, but things like Game Mods will break until they are updated by their respective Mod Authors (if ever), along with other possible bugs to include current Version 1.1 Automatic Vehicle Paths breaking, along with issues potentially related to how individual Game PCs handle the upgrade to Unreal Engine 5.6.1.
Q&A: When will 1.2 hit Console? - ANSWER: Same time when Stable Branch gets Version 1.2 which is soon (no specific date announced).
Q&A: Any new 1.2 teasers? - ANSWER: Almost everything in Version 1.2 is already in game. The only "teaser" per se was that for Consoles only they will get Keyboard and Mouse Support. While not stated, it is possible something could be sneaked in when Version 1.2 is released to Stable Branch. Time will tell.
Q&A: When can expect proper information about future Updates? - ANSWER: Mikael could not say, but did hint that "this year will be a fun year in communications", so stay tuned for more exciting news later in the year.
Q&A: Will sound issues such as no Weather noise in The HUB be fixed in the next release? - ANSWER: Yes. All sound issues are being looked into an addressed and you can expected to see them fixed in future patches both before and after the Version 1.2 Stable Release.
Q&A: Any plans to add new Wall textures? - ANSWER: Very popular idea from community and they are looking at having a way to do that in the future, sooner than they thought they would. No more specifics given.
Q&A: Can we have a way to remove legacy roads completely? - ANSWER: You will need to remove them manually one by one which is good if you have current production tied to Automated Vehicles.
Q&A: Will wait times be reintroduced in 1.2? - ANSWER: No. Pause Node "wait times" was a quirk of the old vehicle path system and currently not planned be reintroduced in Version 1.2 due to how they streamlined production lines and the expectation that vehicles will continually be moving unless stopped at a Truck Station to load or unload. Vehicle paths now are closer to how Trains work than how they were before. They might do something about wait times in the future based upon feedback on the Q&A Website.
Q&A: Any chance for electric Vehicles with charging stations? - ANSWER: No. They have thought of that but since one of the "core visions" for the game is that the Pioneer is on a mission to "ruin the planet", you will be stuck with "non-green fuel concepts" for now.
Q&A: Any Train logic planned for the future? - ANSWER: Yes but it is not officially planned for Version 1.2 Stable Release (but could happen).
Q&A: When will the Explorer get the love it deserves? - ANSWER: Due to the upgrade to Unreal Engine 5 in Update 8, and other Unreal Engine Upgrades it will be impossible to go back to the way the Explorer handled in Update 7. Now the audio issue might be fixed but it will be very low priority.
Q&A: Will Milestones get multipliers the same as Space Elevator parts? - ANSWER: This has been brought up in Dev discussions and they are looking at definitely adding it after the Version 1.2 Stable Release.
Q&A: What are the chances of us getting a "supply x items per minute to the Space Elevator" option? (6 Minutes) - ANSWER: They do have ideas about what can be done to improve the "end game", (but no specifics were mentioned), but also realize that by the time most complete Phase 5 / Tier 9 they have got their money's work and perhaps might be burned out.
Q&A: Has there any discussion been had about a liquid Sink being added to the game? - ANSWER: Not going to happen. Fluid by-products is part of the core function of the game and a challenge every Pioneer must find a way handle, and if desire dispose of.
Q&A: Is the bug known that you can't drive the Cyber Truck to the left? - ANSWER: Not a bug, but intended design. Mikael mentions he played a part in the "only goes right feature" for the Cyber Truck.