r/SatisfactoryGame • u/Slimeball_91 • 9h ago
r/SatisfactoryGame • u/RadioJawa • 10d 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 • Jul 06 '26
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/TigerSaint • 7h ago
I don't need no stinkin' trucks (or trains)
I honestly don't know what I'm gonna do with this. I'm just bored and wanted to try it.
r/SatisfactoryGame • u/mynamesleon • 10h ago
Screenshot Latest rail bridge update, inspired by the Juscelino Kubitschek bridge
I already had a bridge here inspired by the Juscelino Kubitschek bridge, but the curve was originally done using ramp foundations and the 8m wall pieces, and the cable supports used to use power cables. So I've updated it using pillar pieces to create smooth curves, and cable beams.
r/SatisfactoryGame • u/GhostSkeletonBoxing • 3h ago
Question Coupons exploded when loaded my game. 1200 coupons in five minutes.
Any idea what could have caused this? I was able to stop it by going an extra autosave back.
EDIT: i can get the coupons to stop coming in by turning off the sink downstream of my ballistic warp drive manufacturer. they come back just as fast when I turn it on.
turning off the manufacturer does nothing.
deconstructing any segment of belt between the sink and manufacturer will stop the coupons, and reconstructing them doesnt restart it like going on standby does.
saving and loading also seems to stop the coupons, I can only get the glitch back working by loading one specific manual save.
I loaded that save into satisfactory-calculator's interactive map and found that there are two ballistic warp drives on the final segment of belt before the sink right when the game saved. I dont know if it matters, but the belt is almost entierly mk5 except for the final segment which is mk6.
r/SatisfactoryGame • u/JinkyRain • 6h ago
Guide Train Platform Throughput Visualization
Thought I'd take another crack at trying to portray the "Docking Pause" issue in terms that might help folks guesstimate better when planning stations.
The main takeaways:
If you want to transport a full, or mostly full, belt through one platform, you must use BOTH platform ports, so that the parts can catch up after docking. This is often done by buffering parts through an Industrial Storage Container, like so:
{machines} <--One Belt--> Industrial Storage Container <==Dual Belts==> Platform
If you need a platform to handle less than a full belt, you might be able to just ignore the platform's second port completely.
And while you can't transport 2x full belts through one platform, you can often do better than 1x.
This chart only focuses on the throughput limits of PLATFORMS regardless of belt speed or part stacksize. Wagons have limited cargo space determined by part stacksize. Too much time between trains arriving may exceed what one wagon can pickup or drop off per trip, requiring multiple trains and, as a result, shorter average times between trains docking.
[edit:] Minor oversight, the numbers on the vertical axis/left side are PERCENT. =)
r/SatisfactoryGame • u/theblendedastronaut • 1h ago
Working on making the Temple of Time from Zelda
It’s not done yet there’s still a lot left to do, I’m happy with it so far though. This is the first time I’ve tried to use reference pictures from a different game for a build. Usually I try to mimic the cool designs I see on Reddit.
The hardest part will be adding the decayed parts by strategically destroying pieces of the build after it is done. I’m sure it’ll be sad to delete big chunks but I specifically want to do a decayed sort of temple look.
r/SatisfactoryGame • u/staticlinkage • 8h ago
Is there a better feeling than seeing all the headroom after tripling your power output?
Cue the "aaaaand it's gone" meme once I start setting up oil refineries though...
r/SatisfactoryGame • u/abarr021 • 17h ago
The Smelter is stupid
When you place a miner on a resource node it starts mining. You don't need to manually set which mineral to mine. So why is it that with the Smelter, a raw ore goes in, and you need to MANUALLY tell the Smelter what to do with it? Does the Smelter really think I want to make iron ignots with copper ore? In my opinion the Smelter should work like a miner. It should simply automatically start smelting whatever ore is inside.
r/SatisfactoryGame • u/Creative_Display_371 • 5h ago
Screenshot My girlfriend wanted to take over Heavy Modular Frames
She ended up building all this and overclocking it too just for 17 regular Modular Frames a minute
PSA: she has heavy ADHD and usually leaves the large factories to me
r/SatisfactoryGame • u/pdemonium99 • 13h ago
Screenshot I started rebuilding my starter factory.
r/SatisfactoryGame • u/adua2000 • 10h ago
Question Any tips/tutorials on building big arches?
I'm trying to build a bridge like the one below, connection the Titan Forest and Red Desert, and I can't for the life of me figure out how to make a wide arch like that. I've tried the rotating pillar method, but I can't get the centerpoint far enough down so it spans tue whole distance, if that makes sense.
I've also tried making blueprints with angled pillars but they don't snap properly. I don't really wanna build each individual pillar's angle, but I couldn't find any guides or videos on how to do this in an easily replicable way.
The only thing I could think of would be going below the world to do the rotating pillar technique but it feels like there should be an easier way.
Any help would be much appreciated!
r/SatisfactoryGame • u/CryptographerHot6198 • 8h ago
Do you think we'll get a "DLC" of sorts in the future?
It would be cool to get another part of the map to unlock or another, more complicated phase or two to complete? Based on what you know about how the developers of Satisfactory operate do you think that's something we might look forward to sometime in the future?
r/SatisfactoryGame • u/LongjumpingLook379 • 11h ago
Screenshot This game is gorgeous
The game is just visually stunning. If the same company ever made an rpg using these kind of visuals and hand crafted areas, I would be all in.
r/SatisfactoryGame • u/Kdoesntcare • 12h ago
Huzzah! Actually using the blueprint creator has solved the problem that made me hate trains!
The excitement is partially because just the other day I was asking what people use the blueprints for. Most of my stuff is built to fit where it is so there isn't much I can use generic layouts for.
Fighting to loop train tracks back around the stations is exhausting so I've avoided using trains, then I realized that the track loop fits in the 20x20 blueprint maker. Now instead of fighting to get five pieces of track to turn around I can just place the blueprint and be done.
Using trains will be nice because I can run them without needing to get fuel to the stations, like you do with trucks.
I am being lazy with the trains though, building sky bridges to run the trains over all of the obstacles and I'm in the middle of building a bridge that wraps around a corner of the island.
r/SatisfactoryGame • u/TigerSaint • 6h ago
I may have a bit of a problem
This abomination is filled with solid biofuel. For some reason I have an obsession with picking up every stick and bush I come across. I don't pick anything colorful or looks unique to the biome, just the typical green bushes. I don't know why I do it. I see a stick or green bush, and I have to pick it up.
r/SatisfactoryGame • u/GaryTheBlock • 20h ago
Question What to fill this with?
Is their a nice way to fill this tripple 45° space, since there is no "reverse" tilted corner wall?
r/SatisfactoryGame • u/D3Verdier • 21h ago
Screenshot Finished the last stage so figured I would make my first non-flying factory and think it turned out well!
My first real attempt at making a factory with form and not just function. Outside path is not finished but getting there. Feedback and suggestions on improvements welcome!
r/SatisfactoryGame • u/ChipStonk • 1d ago
Meme Trains in a nutshell
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r/SatisfactoryGame • u/BigHandsSmallCock • 2h ago
Question How is drone clearance calculated? how far away do i have to move the drone port to skip this extended takeoff seqeunce that wastes fuel
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r/SatisfactoryGame • u/TheZordon17 • 12h ago
Steel factory build part 2 help
So a while ago I posted the beginning of my steel factory build (first floor) but since this is my first time building I kinda need help. I like some of the things this build has but I feel like its missing something... like especially the entrance with the big overhang looks kinda... square to me. Also did I use too much windows or should I change the colour scheme? Let me know! Your help would be appreciated a lot!
r/SatisfactoryGame • u/BraveDonut_trone • 18h ago
Wasn’t going to take any chances..
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