• Satisfactory: FICSMAS Redux

    One of these years I’ll be playing the same save over two successive winters. This… is not that year.

    Yes, I’m making the “heart” gesture at this gift box. It’s the last one I’ll see this year! I’ll miss them, dagnabbit.

    A lot happened this week but there’s not much to say, so you get blurbs and pictures. Enjoy!

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  • Satisfactory: Design Iteration

    A few posts back I wrote about my adaptation of TotalXclipse’s diluted packaged fuel power plant, including the blueprinted apparatus I came up with based (somewhat) on his design. In the co-op game with my coworkers I built another version of the blueprint with only slight variation. In anticipation of the next diluted packaged fuel power build (in the weekly co-op game with the kids) I figured I’d give it one more try.

    Satisfactory video game screenshot: The "hologram" of a blueprinted factory segment in the process of being placed into the game world.

    I won’t know until after our next session but I think I may have just nailed it.

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  • Satisfactory: Faze Three (Again)

    There’s a specific cadence to playing through a new Satisfactory save. You build some power infrastructure to meet the current shipment phase’s needs, you unlock milestones to allow you to build the factories to make the materials to meet the current shipment phase’s needs, and eventually you run out of anything else to do but… get the phase shipment sent up to the orbital platform. I’ve arrived at that third step in the waltz once again: It’s time to send up the third space elevator shipment.

    Of course, having done this a few times now, I couldn’t let myself just piecemeal the process as I’ve done in (most) previous saves. (“New Clear Plan” is an outlier adn should not be counted.) Not this time around. Go big or go home, right? And FICSIT Inc. isn’t sending a shuttle to let me go back home any time soon, which narrows my options somewhat.

    Screenshot of a very complex flowchart depicting various source materials being turned into various things to produce three particular end products. It's a barely-comprehensible mess unless you're a dozen hundred hours into Satisfactory like I am.
    And this is AFTER I added the copper products as “inputs” to Tools’ production plotter.

    This may be a while.

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  • Satisfactory: Fully Walkable

    It’s only taken me a few years of playing this game but I finally accomplished one of my goals: Making a big factory that’s fully walkable. No jumping or crouch-sliding is required to navigate my new Heavy Modular Frame production site.

    Satisfactory video game screenshot: An aerial view of a large, bulky factory structure consisting of two factory machine floors each with a logistics floor beneath. At the nearest corner is a personnel elevator for ease of access to the various workspaces. Some design elements are in place but the building remains visually unfinished for the time being (awaiting later design pieces).
    It’s operational but not actually finished, as there’s a LOT more decorative work pending the availability of the Hoverpack.

    To aid navigation, this factory even includes an elevator. Ooooh, neat!

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  • Assemblage 23 – Null

    “House On Fire.” “Let The Wind Erase Me.” “Spark.” “The Noise Inside My Head.” “Bravery.” “Welcome, Apocalypse.” And… hmm?

    Cover art for Assemblage 23's 2025 album, "Null."

    The new A23 record, Null, arrived a few days ago and I’ve given it a few listens through. If you need a quick one-liner take, I’d say that every one of the ten songs lands somewhere between pretty good and very good, and I’m very pleased with my purchase. I wonder, though: Are any of these pieces going to join the roster of all-time-favorite head-bopping earworms like the above list?

    Or does that matter?

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  • Satisfactory: Train In Vain

    One of my favorite milestones in any new Satisfactory save is the one which unlocks trains. I’ve quipped before that this game is a fun train simulator with a factory management system attached. This time, given certain of my goals for the save, I decided to really hunker down and use blueprints not only for the single flat and various flat and angled dual-carriageway pieces but also for the roundabouts. So far everything looks great!

    Satisfactory video game screenshot: The Pioneer looks down at a single engine, two freight car train that is folded back upon itself in a way that traditional physics suggests shouldn't be possible.
    Well that just ain’t right.

    Too bad about the junction bug, though.

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