• Satisfactory: Merry FICSMAS

    This evening I got my 500 Wonder Stars and turned them into a big golden tree-topper for the big gaudy holiday tree, then spent a bit more time on decorating the event factory. I’ve more decorating to do yet but not until after I get the fireworks production lines going. My goal is to have everything buttoned up by some time on Christmas itself.

    Satisfactory video game screenshot: The Pioneer posing exuberantly above a sign reading "FICSMAS-LAND", with a smaller sign off to the side reading "(too)". Off to the side a bit, a very large decorative holiday tree pokes through the roof of the factory building.
    One of these days I’ll get the hang of placing my Pioneer in these photo-mode screenshots. Today is not that day.

    Keeping it short this week. I did get my aluminum production under way a couple days ago and just today unlocked Turbofuel so you can guess my next project(s): A big chunky Turbofuel (and Packaged Turbofuel) power plant followed by setting up for the impending drone fleet (hence the Packaged Turbofuel, a placeholder until I can power my drones with radioactive fuel rods of course).

    Happy holidays, everyone.

  • Satisfactory: Hoverpack Bestpack

    Most of this week’s game time went into:

    1. FICSMASland Too, which is (as of midday today) completely operational and simply awaits decorating
    2. Building a rail line northward from the Oilands into the Rocky Desert, then east & up the long earthen ramp to the Crater Lakes area, then up a bit more elevation to get at all the lovely bauxite in the Bamboo Forest
    3. Reveling in having the Hoverpack unlocked in this save

    Let’s have a quick chat about the various methods this game gives you to prevent becoming a Pioneer-shaped smear on the planetary surface when descending from great heights (on purpose or on accident).

    The decorations are only barely started. I’m quite pleased with how this window setup turned out.

    You only get a few choices, and each an area in which it can shine.

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  • 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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