June 2nd, 2026
Q&A
Q&A (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2758
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Intro
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2758
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Transcription omitted.
Q&A: If not Golf, then what other sports might you add? (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2768
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Topics
Jason
Ooh,
Emmet
we had tennis instead.
We had tennis.
What about pickleball?
Pickleball.
You know, I've never played, but I'm hearing it's popular.
I've also never played
Jason
pickleball.
Emmet
I mean, maybe we should go play to research.
I thought
Jason
that's like a part of your culture.
Emmet
Pickleball?
Jason
Yeah, as like a millennial.
Emmet
Oh, I thought you meant as an Irish person.
I don't know anything about pickleball in Ireland.
It's...
Jason
Oh, I'm like... Yeah.
Q&A: Please explain the glowing Train Rails from the last video?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2794
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Topics
Emmet
It's...
Jason
Oh, I'm like... Yeah.
Someone said, please explain the glowing train rails from the last video.
So, I... That was meant to be like a visual effect to show that the rails were being painted.
I clearly lost the plot of that as a transitional element.
You got lost in the sauce.
A lot of people thought we were redoing train pathing and we're redoing signals.
It was like a whole thing.
That was just the trains being repainted.
You can now paint the rails with all the different metal colors like cliterium and copper.
Copper looks really good.
Copper looks real good.
It's like a deep red.
Yeah.
Q&A: More Satisfactory Lo-Fi?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2869
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Topics
Emmet
More satisfactory lo-fi.
I like that I just immediately latched onto the music one.
We can do more music.
We can never reel that out.
I mean, when we do satisfactory lo-fi stuff, like anything that ends up being a tape for an event like Fixmas or something, that's just the devs having fun.
Like, I think...
Wait, it was Fixmas and what other event?
Oh, the anniversary.
Those tapes were all just like devs having fun, just like writing songs and just throwing them in.
And then the elevators as well.
Jason
The elevator music.
The elevator music, yeah.
It was fantastic.
Emmet
I forgot we did that.
Yeah.
I guess like minor anniversary updates.
update information is you can now change the volume on the speaker and
Calen
you can turn it off yeah and you can turn it off that was oh my god that drove me insane
Emmet
yeah that was a big point last year that's gonna be that's gonna be adjustable now
Calen
I remember right when I joined the team, I was like, oh, I should do a fresh save.
And everything you do in the beginning of the game is in the hub.
And just hearing the birthday song nonstop was like, I don't know.
I went way out of my way to be like, we have to fix this.
This is driving me crazy.
Emmet
yeah it's okay
Jason
we figured it out all right i made a very sad tutorial for people on how to turn off the event but that was the main the main gripe with with the event
Emmet
was just getting blasted by the music
Q&A: Any Programmer Q&A sessions?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2960
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Topics
Emmet
There's a cool idea there, any programmer Q&A sessions.
That could be a separate thing in the future.
Jason
Yeah.
Last year, we broke down a number of the sound features being added to Satisfactory, and I brought in Mahilo and Sasha for that.
Maybe not for streams, but we definitely might be making some more videos highlighting features and doing interviews of our programming team.
But yeah, maybe we do a stream.
We'll just have to see if they're interested.
Q&A: Will 1.2 also drop on Console today?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=2997
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Calen
I see a question in chat.
Will 1.2 also drop on console today?
Jason
Yes, 1.2 will drop on console.
All of our platforms get the update at the exact same time.
Emmet
Assuming we don't hold up UZU for too long.
Yeah, exactly.
Keep working.
Q&A: New Foundation pieces?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3016
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Emmet
Keep working.
There's a couple about foundation pieces in which I'll just say anything is possible.
Cool idea.
Jason
Yeah, I mean, Mikael and I, we've been fielding new foundations, new shapes, stuff like that.
That's something we talk about a lot, and we know there's a great interest for that, and it's something that's in the back of the mind for another update.
But as of right now, nothing planned and in the works for that.
Emmet
That was towards Oozoo, I'm not going crazy.
Q&A: Will Trains get a revamp like the Trucks?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3058
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Emmet
That was towards Oozoo, I'm not going crazy.
Lofi.
That's kind of cool.
Jason
Will trains get a revamp like the truck and tractor stuff?
So the vehicles actually got an update to be more similar to how trains are built.
So currently there's not much in plan for a train update.
Because we were trying to get them more aligned with trains.
Community FYI: Compliments to the Update 3 Trailer
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3102
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Topics
Emmet
hmm wait someone's compliment the update 3 release video that was a great video that was a good trailer
Jason
that was uh something i looked to for uh our exp patch notes video that we just made uh as you know as inspiration for for what's been done before very good stuff we'll definitely try and make more like that
Emmet
someone's asking for 2.0 but i'm like dude we're at 12.
Q&A: Satisfactory 2.0, when?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3127
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Topics
Emmet
hmm wait someone's compliment the update 3 release video that was a great video that was a good trailer
Jason
that was uh something i looked to for uh our exp patch notes video that we just made uh as you know as inspiration for for what's been done before very good stuff we'll definitely try and make more like that
Emmet
someone's asking for 2.0 but i'm like dude we're at 12.
Q&A: Is it possible to go from 1.1 to 1.2 without the save being corrupted?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3136
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Q&A: Farming?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3161
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Jason
uh is it possible to upgrade from version 1.1 to 1.2 while using a 1.1 world or will the world become corrupted your saves will just automatically update to 1.2 so you should be all good nothing you need to do
Emmet
farming dissatisfactory
We're doing farming now, boy.
Jason
You know, it's not necessarily in the fix-it mantra, but I do love the idea of a, like, renewable, more eco-friendly way to play the game.
You got, like, the pioneer straw hat.
Calen
You got the paths for the tractors now.
You got the paths for the tractors.
Yeah, I know.
Emmet
I mean, we literally have a tractor.
It makes a lot of sense.
Let me see.
Calen
Hats for tractors.
Hats for tractors.
Emmet
Hats for tractors.
And that's, yeah, that's an obvious one, surely.
You need, like, the hat, you need a little bit of the straw or whatever.
Calen
Sticking out of the helmet, just clipping right through it.
I
Emmet
mean, how does the pioneer drink the coffee?
Q&A: What happens to the existing Vehicle Paths?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3230
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Emmet
Someone just asked what happens to the existing truck paths.
You cannot rebuild existing truck paths, but they will stay present in the save you have as a legacy path.
But there will be more information on that as well.
When the truck squad comes in in like an hour.
Q&A: Could we play fetch with the Doggos?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3248
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Emmet
Can we play fetch with the doggos?
If we introduce disc golf,
That would make a lot of sense.
Let's be real.
Q&A: Could we play fetch with the Doggos?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3248
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Emmet
Can we play fetch with the doggos?
If we introduce disc golf,
That would make a lot of sense.
Let's be real.
Q&A: Can we pick up the Lizard Doggo?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3260
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Emmet
People want to be able to pick up the Lizard Doggo.
Do you have any idea how big the Lizard Doggos actually are?
Those things are enormous.
Jason
When I go make little shorts or something like that, I often bring the Lizard Doggo into it.
And they're straight up as big as the Pioneer, which is kind of weird to think about.
But I know they are huge.
Calen
Thanks to photo mode, when you zoom out and see yourself next to a splitter, I was really surprised at how small you are compared to the splitters.
Yeah.
Game scale is funky.
Emmet Talk: Bug Fixes
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3301
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Emmet
There's a couple about general bugs, signals.
I would say we're just always looking at fixing bugs, so there will probably always be improvements coming up, although not committing to anything specific.
That's G2 territory.
Q&A: Bigger explosives?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3315
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Emmet
Bigger explosives.
Huh.
That's a question for our programmer, Dylan.
Let me tell you about the nuke.
Nikita
Oh, the
Emmet
nuke.
The nuke.
I forgot about the nuke.
And we'll continue to forget about the nuke for the foreseeable future.
Jason
Yeah, there's a pretty crazy explosion in the content browser of our unreleased builds.
Yeah.
And it's a little too
Emmet
big.
Q&A: Sleep in the toilet or the HUB to pass time?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3347
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Emmet
Sleep in the toilet or the hub to pass time.
Is that just bits in real life or in the game?
I
Calen
just want to poop on company time.
Jason, Emmet, Calen Talk: Emmet's interview on Satisfactory News
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3359
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Jason
Okay.
Where did I put my guide?
Emmet
I'm leaving.
Okay.
He's gone.
We can do the forbidden.
I just want to make
Jason
sure there's nothing I forgot.
Emmet
I mean, there's like seven points there, and I think we covered one of them.
Make the joke about update 12.
Oh,
Jason
you got interviewed leading up to the 1.2 update, and you were a bit deceptive.
No.
Emmet
Yeah?
No, I'm never.
I
Jason
think you were a little deceptive.
do you want to share more about about what that interview was
Emmet
uh that was talking to mason from satisfactory news like god when was that like six months ago or yesterday i don't know i don't have time anymore but yeah he poked a couple of questions about like oh our game mode's coming and this before no it isn't even before we'd revealed anything because we'd revealed something in it
The merch video you did?
Jason
I was dropping hints all the way since our last summer check-in of
Emmet
last year.
That's another thing I want to talk about.
Jason
I was dropping mad hints.
I think I started with the portable toilets.
Yeah, I think I had a porta-potty rental on a second screen.
I think was the first one.
but yeah uh and then i definitely i did the ore randomization in the merch video you did the rain in the fixmus
Emmet
video
Jason
the rain was in the sounds video oh yes at
Emmet
the end yeah
yeah like the yeah the fluid truck was blatant like we gave that was an obvious yes here's the fluid truck yes here's the soda can
Jason
that was just uh that's a crumb you know yeah yeah
Calen
it was it was one where uh mikhail was on the uh steam deck and he was showing off like pipes and stuff and you could just barely see like someone was using like the the tea pipe oh yeah i don't even remember that a long time for people to pick up on it yeah
Emmet
I remember people asking me, like, oh, have you hinted at it?
I'm like, look at the video again.
Zoom in.
But we also had, wait, we had those hints.
Oh, and then it was in the audio video on Sasha's screen.
You could actually see just like rain.
It just plainly says like rain at the top of some of the audio.
Jason
Sasha was a context for those that either didn't
Didn't see it, or it's been a while.
Sasha was showing things off in Wyze, which is like an audio software connected to Unreal Engine.
And there was just literally an entire tab dedicated to the rain sounds in the game.
And I don't think anyone really picked up on that.
No.
From what I remember.
I didn't see any coverage on this.
Which was very interesting.
you know excited excited that that that's a good point but you know it all it all comes together everything has a purpose
Emmet
um i just keep seeing people ask about console and 1.2 yes sim ship pc and console today i will probably say that every 10 minutes for new people who join oh the new audio i mean yeah the new audio changes are awesome
Q&A: 1.2 on Console?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3558
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Community FYI: New audio changes are awesome
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3571
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Jason
you know excited excited that that that's a good point but you know it all it all comes together everything has a purpose
Emmet
um i just keep seeing people ask about console and 1.2 yes sim ship pc and console today i will probably say that every 10 minutes for new people who join oh the new audio i mean yeah the new audio changes are awesome
Jason
Yes.
All of the occlusion and the dynamic reverb are some very immersive features.
Yeah.
I'm guilty often of playing games without sound and just like playing music or something
Emmet
mm-hmm
Jason
but like it's just the audio is so intentional in our game that it really it's really fun to just like get immersed in your factory
Emmet
yeah this was also the first update that I worked with Hannah on Ada lines so some of them were kind of coming from me and Hannah was editing so like
the rainbow one and the spawn toilet with obviously the implication of the spawn toilet being we're kind of turning
Jason
you know i'm not gonna you can just
Emmet
figure it out yourself well i'm trying to hint out there but the rainbow one being like a pot of gold at the end of the rainbow because i was so happy i mean like what else would i do
I did want to at one point do a feature where we just always had a Katerium node appear at the end of a rainbow.
It wasn't
Jason
practical.
Q&A: Which is most popular in the CSS office, tea or Coffee? (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3644
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Emmet
It wasn't
Jason
practical.
Which is most popular in your office, tea or coffee?
Well, I'll say that coffee is actually...
Fill us up, Jason.
You guys want more coffee?
Yeah, yeah, no problem.
I'll get you guys a
Emmet
cup.
Some of the sauce.
Also, yeah, coffee is by far the winner on this one.
Is this a little bit of ASMR?
Let's get nice and
Jason
close.
Emmet
We have Linus laughing in the background, so I'm hoping that was a good pour.
Nikita
we
Jason
literally just pivoted yes from talking about the
Emmet
toilet
Jason
uh wait how close do you guys want some milk yeah sure yeah no problem oh hell yeah
Emmet
you've got like a frother oh yeah
Jason
there you
Emmet
go
Calen
thank you thank you
Jason
but also
I don't want to keep Uzu waiting too long.
Ben
I'm so
Emmet
conscious of how closely I drink this coffee to that mic right now.
This is not a clip I want.
Jason
Let me put the
Emmet
coffee down.
Jason
Ew, milk and coffee.
That's so common.
Don't... Ew, milk and
Emmet
coffee.
It's oat milk.
It's delicious.
Calen
No barrel?
Jason
No, we do not have an in-house barista.
We have an honor system where if the pot is empty, the next person must fill it.
Emmet
And consistently that works.
Yes.
Calen
We're going to find out it's the same person every day.
Jason
And the pot just magically fills it.
It's crazy.
It's really cool.
It cleans itself.
Linus
So unbranded, we have a copy string
Jason
now.
Yeah.
Yeah, yeah.
Q&A: Where is Mikael? (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3783
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Jason
Bits.
Mikael did not get crushed by a dumbbell.
It was a barbell.
That's much heavier and much more impressive.
Emmet
Although we haven't checked in the last hour.
We don't know how the situation has escalated.
Who have those sending their finest
Jason
once
Emmet
they find the strongest?
Calen
It
Jason
takes time.
Emmet
They can only send one guy.
Calen
They might be on vacation.
Yeah.
It is sweet.
It is near summer.
Q&A: Which is most popular in the CSS office, tea or Coffee? (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3812
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Emmet
Gav is complaining about the coffee.
Coffee Russian roulette.
It is.
Q&A: What's next for the team after 1.2?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=3825
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Emmet
I
Jason
want to ask one more question, which is what's next?
1.2 is releasing, so what is next for the team?
Where are we putting our focus over the next few months?
That's a good question to tag team, I think, as a producer.
Yeah, you
Calen
can answer.
I think in general, we just launched 1.2, so we want to give folks a chance to try it out and everything.
Also for us, it's summertime.
We want to enjoy the weather.
Wintertime is just all darkness all the time.
I think we're going to enjoy the break.
Come back.
We're going to do a lot of bug fixing.
We look forward to all the bugs that y'all are going to discover.
And then I think we're just going to spend time listening to the community and see...
what are people asking for next and maybe that'll drive like some of the things that like we we work on next but
Emmet
yeah i mean again just for the timeline like the last free update like 1.2 this one the pre-update you're here for hi um like i put that feature list together after 1.1 like we were very just focused on get 1.1 out
And then we got the feature list for 1.2.
We have like an internal wishlist of what we would want to add.
But yeah, as Caelan said, it's coming up to Swedish summer.
A lot of people take vacations at that time.
It's kind of not the most productive development time.
And we usually kick off nicely again in like August.
As Jason said, we started hinting towards stuff like
If you're watching the videos close enough early or like late in the year.
So there will be more.
We're not going to say what it is yet.
Calen
There will be more.
As I say,
Emmet
we are not going to abandon support for major updates on Satisfactory.
We're going to keep going.
Jason
And, you know, it's less about addressing bugs because, you know, I wouldn't call them bugs.
You know, they're happy accidents.
Ooh.
Ooh.
I like that.
You know?
Broken features, maybe?
Features.
Features with style.
Emmet
Yeah.
Features with
Jason
substance.
Yeah.
You know?
Character.
Features of character.
Emmet
Right?
Right, everybody?
Yeah.
Right?
Q&A (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4015
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Q&A: Who is Uzu?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4015
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Jason
I'm not sure if the name tag got updated, but uzu is our release manager.
And so today is probably as important as it gets.
Uzu
Yeah, it's been like the whole year to be honest.
There's been so many things going on I was I was looking into this like right before I or rather in the 15 minutes that you stole from my segment
I was looking into stuff.
And I mean, the last time was the console release in November.
So it actually hasn't been that long.
You know, all in all, counting the vacation and stuff.
But the preparation for...
Fixmas happened right after that, after the console release, which that was technically our first simultaneous release, because we did release that on both platforms at the same time.
But, you know, this is much, much bigger in general.
And it was a ride.
It was a ride.
Are
Jason
there any specific challenges with managing a console release process?
Q&A: Are there any specific challenges with managing a Console release simultaneously with PC?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4079
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Uzu
Are
Jason
there any specific challenges with managing a console release process?
simultaneously with a PC release.
That's still like a fairly new process for us here.
Uzu
Yeah, I mean, I think the obvious low-hanging one is that the certification process, which again, for anybody watching who has no clue what that is, basically when you want to release something on consoles, you send that to either Microsoft, Sony, or whoever, and you ask them basically, hey, is this good enough to be released here?
And most of the time, they'll say no.
And then you have to figure out why and make all the corrections that are necessary.
And it's pretty tough.
It's pretty tough because submitting to certification is like a box of chocolates.
You never know what you're going to get.
And usually you get like some very unexpected stuff and we tried to prepare very hard actually Fishlabs was also extremely helpful this time around again Honestly, I felt really bad This is this is some good Laurie.
Hopefully they're watching but I felt really bad during the first submission and
because we did a pass with external certification QA to see how bad, like what's the damage, right?
Like where are we at?
And we got a list of like a hundred and something bugs.
And we had like, I think we had,
almost like 110 bucks on on our jira um and they fixed them in like a week and a half uh with like three people
Jason
three people yeah i
Uzu
think alex k was like the the biggest uh person that we were like all whipping super hard
Emmet
oh man
Uzu
sorry alex yeah
Emmet
metaphorically
Uzu
yeah metaphorically we could have done it
Like for real, but I don't think anybody would allow
Jason
it.
I'm not sure labor law allows for that.
Uzu
In the EU it does.
Yeah, definitely not in
Jason
Europe.
Uzu
But they did an amazing job with the turnaround for that.
Almost everything was like super clutch.
Even honestly, as usual, last week, a lot of the very important stuff got done.
But I'm very happy with how things turned out, I think, overall.
Again, Giuseppe was extremely helpful during all of this, Jens, Alex, Zimmerman as well.
But to be honest, the entire team at Fish Labs has been working very hard.
I think something that has not been mentioned too much, which I'm stealing whatever you have next, because this is a very good thing that I wanted to mention.
The rebindable controls.
Jason
Oh, yes.
I
Uzu
feel like that's super understated in videos and everything because, to be honest, it's very hard to showcase.
How do you put this in a trailer?
Jason
I touched on it in the video before last.
That's huge.
I feel like a lot of games on console and period don't necessarily allow you to rebind the controls.
It's really cool that we were able to do that.
Uzu
Usually you get the presets like type A, B, C or something and you just switch a few keys around.
I guess the collaboration that you guys did with them as well led into
uh, pushing them towards the direction like, okay, you know what we need to, if we're going to do this, let's do it all the way.
And, uh, we actually added a pretty extensive menu.
Of course, I think there's still a few, uh, couple like interactions that are a bit tricky to remind or that are not remindable, but like 90% of the game is remindable now.
And, um, again, hopefully this also enables a lot of people who have like accessibility concerns or issues in general to finally enjoy the game.
Um,
But, yeah, I think it's a big feature.
It required a lot of testing from everyone's side.
And, yeah, hopefully people enjoy it.
Emmet
Nice.
There's some good hype for that.
Q&A: When do we get the AI girlfriend?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4327
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Emmet
There's also one guy asking, when do we get the AI girlfriend?
I don't know what to do
Jason
with that.
We got Ada, yeah.
Q&A: Was that the Taco Bell alert?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4333
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Topics
Jason
See, someone talking about Taco Bell in chat.
That sounds really good.
Taco Bell?
Yeah.
Never eaten there.
You never had Taco Bell?
No.
Well, they're coming out with a new item recently.
Wait,
Emmet
who are you shilling for?
You heard the bell.
Jason
That's so weird.
It doesn't exist in Sweden.
I mean, there's probably one.
I mean, we have one in Stockholm.
Really?
Yeah.
Yeah, you can try the new Crunchwrap Gordita Crunch.
Jason, stop promoting other companies.
Uzu
I mean, I see the desire to get a sponsor, though.
When you grabbed the Oatly, you were like, does anybody want some milk?
Jason
You know, times are getting...
Things are a little rough.
I'm trying to do my part to make sure we can keep the lights on.
I respect the hustle.
Would you like some coffee?
Thank you.
You
Uzu
can
Jason
do that.
Uzu
I'll take the milk just like that.
You can pour it in my water.
Jason
No, please.
Q&A: What was the anecdote about Randomisation?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4394
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Topics
Jason
No, please.
I remember from last year, during the 1.1 stream,
Uzu
Here it comes.
Jason
You had a bit of an anecdote about the game mode randomization settings.
Uzu
Well, the anecdote was that I teased that there was a very highly requested feature by me from like day zero that kind of never made it in because of reasons.
And it was finally coming over.
And I don't think anybody actually guessed it correctly from what I saw.
But yeah, it is Game Moms.
And I saw, my God, of course, I tried to memorize the name of the guy on Reddit who beat the hardest settings, and I forgot it.
Oh,
Jason
no.
Uzu
Yeah.
I mean,
Jason
it's crazy.
The requirements are like 50,000, 250,000, like crazy numbers.
I put that in thinking, oh, this is too high.
No one's going to do this.
No, we have some crazy people on the subreddit.
Uzu
yeah but uh when i saw that post i was like this is this is exactly what i wanted to see um because i i really like um like roguelikes and especially the the the main um motivation i guess like what kept me um fueled to keep proposing this over the years was the uh castlevania symphony of the night randomizers um there's a bunch of streamers that i really like i know people also do the link to the past randomizers and stuff yes
But the communities for those games are great.
Actually using the randomizer is amazing.
I really love the Symphony of the Night one.
And with Satisfactory, I think there's so many things.
A lot of the map is unexplored because of min-maxing and stuff.
So I always wanted something that could incentivize people to play in a different way than the usual way.
uh or to just like you know have more fun with like different settings and uh i'm very happy that the one person who made that post on reddit actually was using a flight mode though uh so it wasn't completely horrendous of an experience okay
Emmet
all right all right i've got like two thoughts on that uh two thoughts in general first one was about game modes which is i remember sending a picture to you i like it was like the marketing team's like a marketing call
which was like an early version of game modes that was in grass fields where you have three nodes and it was like iron uranium iron and sending that screenshot through and be like this is the shit we want this is what we really wanted from this feature
Uzu
that's awesome yeah exactly
Emmet
the second thing is just because you're referencing people who are posting externally the truck thing this is for the guy on youtube who says fix fucking trucks on every video
Uzu
Yeah, Natro got it.
It was Grolem who made the post.
So shout-outs for actually enduring the experience.
I mean, he said that he loved it.
He said, like, I enjoyed every minute of it.
Jason
It's a little sadistic.
Uzu
Masochistic?
Yeah, but I respect it.
I respect it.
Because, yeah, I also intend to play with the randomizers and stuff on my own.
I haven't because things have been insanely busy over here.
But yeah, it was kind of like a self-wishlist feature that I really, really wanted.
When you test this game for, like, nine years, you kind of get, like, so used of the same exact, like, routes for everything, you know?
Like, when I do, like, smoke testing, I've seen grass fields that are specific to Iron Oats, like, a million times by now.
Just a little bit of variety, you know, makes my day.
It's the spice of life.
Yeah, exactly, exactly.
Jason
And you really can play most of the game in a very contained area.
I mean, that's usually what I do in my playthroughs.
And I think multipliers are a great way to get you across the entire map.
Uzu
Yeah.
Emmet
I remember testing the presets.
Like, I did a level of extensive testing just to see how close... Like, because we don't have any...
There's no biases whatsoever.
It is completely random.
Like, you do...
even if you do like a basic resource bridge or whatever like it will still be completely random where on the map those resources appear and just going in like loading grass fields and just testing every single resource just to see how close they are and I like hit Kateria and I'm like oh 10,000 meters away
Uzu
that's okay
Emmet
they'll figure it out they know how to walk
Uzu
Yeah, if anything with game modes, I think there's a lot of funny ideas that I'm not going to spoil, actually, right now, because I still believe they'll happen, right?
Right, Emmett?
Emmet
We have a platform now to add more game modes.
Right, Emmett?
Right, Emmett?
Have Lucina Basher over there.
We've talked about some cool ideas for them.
Uzu
Yeah.
So Grolin would have to do another playthrough with the new ideas on top.
Jason
Do it for Grolin.
Yeah.
Uzu
Can we get a hashtag?
Q&A: How many gigabytes is the Update?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4697
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Jason
Someone asked how much gigabyte is the update?
Do you know?
More than one?
More than one?
Less than...
It's at least one.
At least one gigabyte.
Q&A: Bugs or "Advanced Build Techniques"?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4707
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Topics
Uzu
I don't know why you are instigating their dog with advanced build techniques.
What do you mean?
Bugs or
Jason
advanced build techniques?
Uzu
I mean, I like both.
What do you mean?
I don't get it.
Q&A: If there were any other Game Mode, what would it be?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4721
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Emmet
Wait, while we're here, if we had one request for any other game mode, what would it be?
I'm asking the chat that.
If you want any other game mode added, what would you want added?
Fucking
Uzu
Doug.
Can you guys start by asking daisy chaining to be available from the start as not a game mode, just as a feature.
Don't type golf, you're wasting your time.
Jason
I already made that joke today, come on.
Can you, like, low gravity mode or something?
Like, is that one?
It would be nice.
Sonic mode?
Just turn into Sonic?
Hyper speed?
satisfactory racing um
Uzu
i mean technically we already have car tracing with the with the executive ladder
Emmet
yeah like naughty dog used to always do they did like crash bandicoot one to three then crash team racing and then did it jack and daxter one to three and then crash it or jack x it would be they do it do like the fourth game is the racing game
Uzu
so we're missing uh satisfactory bash right the party game
Emmet
oh yeah obviously
Uzu
Yeah, that's what we
Emmet
need.
Q&A (Part 3)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4933
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Q&A: Why did CSS rework Vehicle Paths?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=4933
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Jason
Well, anyway, I wanted to ask you guys, why
Gab
did we rework vehicle padding?
I mean, to be honest, it was just kind of a shame because the old vehicle system was just kind of a...
It was kind of crap.
It was kind of crap and it's a shame because vehicles are cool, like tractors and trucks.
It's fun to see them move around.
They add a lot of life to the factory.
We just wanted more players to use them, I guess, because a lot of players would just kind of skip over them because they're just annoying to deal with and unreliable.
Yeah.
Did you guys
Jason
use vehicles before the change?
Nikita
I had, like, one vehicle running when I had coal in, like, Tier 3.
I run it.
And then I built a factory over it.
It was just, like, you know, one of the dinosaur fossils under the factory.
There's one poor vehicle.
Ancient civilizations.
Yeah, yeah.
There's, like, one station not connected to anything anymore and one vehicle stuck on it.
That was my vehicles before we were at work.
Jason
That's so sad.
But now they can actually join the production line proper.
Nikita
Yeah.
Now you can actually build some cool stuff with them.
So yeah, I've been using them more.
Jason
Awesome.
Awesome.
Differences between the different Path types
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5010
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Q&A: What are the differences between the different Path types?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5010
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Jason
Awesome.
Can you talk about the differences between the different path types and what that means?
Because in the video and in the patch notes, we do describe that there's a universal one, and then we have a whole bunch of specific ones for each type of vehicle.
What is the difference between them?
Gab
Well, I mean, the reasoning is that each vehicle has a different size, turn radius, and just like how steep they can move, like how steep the surfaces they can move on can be, and a bunch of specific limitations based on their shape and size.
So we kind of had to make separate vehicle paths in order for each vehicle to have like their own easiest build.
Yeah, I guess the easiest path you can possibly build for them.
Yeah, it's...
Nikita
Sorry.
Yeah, continue,
Gab
Gabriel.
I mean, the universal one is kind of a compromise because I guess it takes the worst out of all of them.
But we chose to...
not make the factory cart part of it because the factory cart is so incredibly like restrictive that it would make the uh the universal part very difficult to build so yeah we opted to like split them up like that uh you can still automate the factory cart
Q&A: Why would you automate a Factory Cart?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5088
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Jason
Why would you automate a factory cart?
Gab
It's free, first of all.
It's free.
It's cool.
Jason
It
Nikita
looks nice.
That's one of the reasons.
And yeah, it has one slot for free.
So that's the real value.
I
Jason
know, that's kind of a bang for your buck.
I guess it's kind of like a toy railroad track going around the rim of your childhood bedroom or something.
Did anyone actually have that?
I feel like that was like a kid in movie thing.
Gab
I mean, I
Jason
guess we can...
Nikita
Factory cards are safe, I think, in quite a few places.
And it looks pretty cool.
So there's definitely use cases.
And I've been told by a few people that factory cards bring some life to a factory because we just zoom around.
It looks like something is happening all the time.
Some people have also been saying that we've been using them like this with no stations, which is a use case that we don't really support anymore, which is a bit unfortunate, but there are still plans to maybe address this in the future, because we have seen quite a few people say that they like this specific aspect of old vehicles brought back.
Jason
Yeah, I mean, I think that that would be the way going forward, right?
Like,
There would probably never be a world where the old system can work perfectly as it did alongside a new system, but maybe there are some things to take from how the old functioned and incorporate into the new system.
That's good.
Jason, Gab, Nikita Talk: Community Challenge (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5176
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Jason
That's good.
Gab
You know, maybe this is the time to announce a community challenge.
A community challenge?
Yeah, a community challenge.
I came up with this on the spot.
So you're not allowed to connect machines to machines anymore.
You can connect machines to truck stations.
So all of your logistics are going to be handled by factory cart only.
And the winner of this gets... What can you offer?
Jason
uh i'm sorry how do we know how do we know when you've won i mean i guess you you
Gab
finish you finish the game with this with no cheats and uh
Jason
so you you use factory carts as all of your belts as all of your belts basically
Gab
yeah like you have machine to belt to truck station but then truck station to truck station two belts to machine but no machine to machine that's not allowed
Nikita
i like it we could call it the captain of industry of a challenge
Gab
yes okay
Jason
That's evil.
Gab
That is...
Jason
That's... That's fucked.
I
Gab
mean, I've seen some crazy people in the chat today.
Somebody will do it.
Jason
Okay.
Someone has already done a karts only run.
Gab
Yeah.
See, there's Andrew there.
Jason
Of course, Andrew.
Yeah.
Okay.
This might be a challenge for Andrew, but, you know, we can make this a... We can just make this a bounty.
If...
If someone does this with visual proof, and I want sweeps, I want beautiful cinematics of all of your factory cards delivering to all of your different factories, I will get you a voucher for our merch shop.
Nikita
You have to add some complexity.
Maybe I don't know.
It has to be a selfie.
It has to be uploaded as a TikTok.
Jason
It has to be.
I just have to see it.
Whether you post it on the subreddit and you tag me or you send it to my DMs, you could mail like a USB drive here.
And I would likely open that, but maybe not on a work computer.
um yeah i will get you a no not five percent off 100 off for like how much is 1600 microsoft points worth
it's
Jason
like
Gab
20 bucks i'm gonna guess it's like 16 euros
Jason
yeah yeah so it'll be enough it'll be enough to get something yeah i'll have to talk to lenis and see what see what i'm allowed to see what i'm allowed to do we'll figure it out but yeah you can get some merch um
Cool.
Cool, cool, cool.
Q&A: Where does the programming of the new system ends and when the visual aesthetics come in?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5337
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Jason
um something i find interesting with the new vehicle system is that the old one was you know physics based so it had a lot of like funny wonky uh but this one has like faked physics so that is involved more in like the visuals behind things so i'm curious where the like programming functionality of this ends and the visual like aesthetics kind of come in
Nikita
Well, I can answer from the programming side.
From the programming side, vehicles have a very basic physics implementation, in a sense that vehicles know where we roughly should ride, and they try to stay close to the ground.
So that's basically all the programming implementation does.
But all the inertia-related physics, this is all faked and it doesn't really affect how the paths...
There's still some movement that's derived from the path, but a lot of inertia is based purely on the movement and is basically purely visual.
And I think Gabriele mostly worked on this from the visual side.
Gab
Yeah, I mean, basically what we're doing is just reading some data such as like the velocity of the movement, the velocity of the rotational changes.
We're looking at like the suspension, like where it's angled.
And yeah, we're just faking inertia mostly and acceleration and deceleration behaviors.
It's pretty much it, yeah.
Because without this, they would basically just look exactly like trains.
So just following the path exactly.
Jason
Is this something that you are just like feeling out?
Like you're just in Pi, in Editor, and you're like tweaking settings to like, oh, like when it takes a turn, I'm like having it kind of tilt this much this way.
Like that feels right versus that's like way too low.
And that's like, you know, like during motorcycle races where they like are basically...
Gab
Yeah, there was a lot of trial and error in this because the hardest part of this honestly was trying to figure out what players could possibly be doing with this, so trying every scenario could come up with.
I'm sure there's going to be a bunch that we never tried that are going to be completely broken and stuff.
But for the most part, it was kind of difficult to figure out every possible scenario that the tracks could go through.
Because initially, something that was missing, which is going to be very hard to demonstrate here, but when a track would navigate a path that was slanted this way,
they wouldn't like follow the inclination of the terrain for example and they would just be straight and one wheel was up and the other one was way down.
We
Nikita
would basically try to adjust the length of suspension on per wheel basis.
This is kind of done on programming side because like I said programming does very basic
simulation of where the wheel should be but it doesn't do like any kind of like realistic simulation it just the only intent is to give Gabriel some data to work in because you know you could for example say okay so if I put the wheel there that means the ground is roughly there and we can do more stuff with it and we can fake out more suspension
And there's still a few funny issues with suspension.
Namely, for example, right now, if you compare it with manual driving versus automated driving, you can see that the tractors look like they're crouching.
Like, the suspension is compressed for no reason.
And this is something that I have seen for a while, and it will be nice to get addressed.
But ultimately, it's not really gameplay impacting, so we did not have time to get this for 1.2.
But in the future, it will be nice, too.
uncrouch them and they can go a little bit further away from the ground.
Jason
They just got some crazy suspension on these on these vehicles.
Nikita
They look so cute like we're like yeah it's
Jason
kind of like a it's kind of like a spider almost.
It's creeping up on you.
Jason, Gab, Nikita Talk: Community Challenge (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5585
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Jason
It's creeping up on you.
Linus
I just got a text saying that someone has already completed the challenge and sent you a DM on Discord Jason.
Jason
Well
Gab
on experimental.
Someone completed the challenge?
With the new
Jason
system.
Not with this system.
No, no, no way.
It's more
Gab
impressive,
Jason
honestly.
If it was on experimental, I'll think about it.
Q&A: Why does Jason not simply eat the other five?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5617
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Jason
Someone asked, why does Jason, the largest host, simply not eat the other five?
What are you...
i had lunch man i'm not hungry dang i might have just got s'mores prop tart free merch without him even without them just even knowing what's that noise rain yeah it's raining outside it's cozy you sure you guys don't want some coffee
Jason, Gab, Nikita Talk: Fanta
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5640
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Jason
i had lunch man i'm not hungry dang i might have just got s'mores prop tart free merch without him even without them just even knowing what's that noise rain yeah it's raining outside it's cozy you sure you guys don't want some coffee
I mean, you got your Fanta, which, you know, it's a new recipe, but the same old flavor.
Gab
Is it a new recipe?
Where did
Jason
you see
Gab
that?
Nikita
It's been a while, but I'm surprised that Uzo didn't explain this on his segment, because he used to really like the Fanta, but since we started adding 50% aspartame to it, it's kind of fell off on the tier list for him.
That's so sad.
It is pretty sad, and it's kind of funny, because for me, for example, I like the new 50% flavor more.
Jason
I love aspartame.
Same.
I think it's yummy.
It's so good.
Nikita
Yeah.
I just take some pills with it every day.
Yeah.
It's so nice.
Keeps you going.
Jason
Yeah.
Have you seen Fanta in the US?
Nikita
It's life changing.
Jason
It's crazy looking though.
It's like neon orange.
Nikita
I mean, you can go to like Hemiquel and get some and import it from the US.
And it is, like I said, it is life changing.
It's so nice.
Unfortunately, it's only nice until you look at the calories and then it's not as nice.
But if you just don't look at calories, it's really, really
Jason
nice.
That's a good rule of thumb, I think.
If you don't look at the calories, things taste a lot better.
Q&A: What's the process Gab & Nikita use for debugging?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5758
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Jason
I am curious, when you guys are debugging, are you typically just using the gym level, or do you take it into the game map fairly often?
Gab
I mean, for me, I try to use the test map as often as possible because it's just faster to load and just performs better.
The actual world in engine is way heavier than on the build that you guys are playing.
so if we can avoid using that I mean it's just faster but sometimes you have to like we had to use that a lot for vehicles to just see how well they would behave on terrain and stuff like that but yeah when possible the test map is my go-to
Nikita
Yeah, same for me.
Ultimately, what Gabriel said, test level is much more lightweight.
For example, the time between, you can get from editor, from hitting start to editor to pi in around a minute on test map.
For main level it takes quite a bit longer, over two minutes probably, maybe even three minutes.
And there's some performance overhead related to moving around the map.
Because Unreal has a system called one file per actor, which basically lets people work on the world without conflicts, which is super nice for development.
But the problem is it's not very good for runtime, so when you load the world in the editor, Unreal has to gather all these small files, collect them together, make something that it can use in runtime, and basically present it to you.
When we make a build, that is done on our machines once, and then you guys enjoy the packaged build, and then you don't need to worry about this.
But when you launch the editor, because people can touch these files all the time,
Like there's no any kind of cash or any kind of like fast
way to get them.
Unreal really has to do it from scratch every single time, which takes a lot of time.
And the main level also has a lot, and I mean a lot of materials, a lot of textures, which takes some time to load, because again, this is a bit slower in the editor.
And we've been doing a lot of work for optimization of editor performance lately, and it's been getting better, I would say, compared to how it was when we first upgraded to Unreal Engine 5.
uh during update 8 and now it's much much better but um it's still not as lightweight as the test map
Jason
Yeah.
And for context, the test map is basically just like a very small like section.
It's like a flat plane with like some random assets and it's like kind of just a gym for devs to test things out and make sure they're working.
Nikita
Yeah.
Funnily enough, we actually have this map in the shipment built as a debug in 8.
So you can find it.
It's there, but there's nothing there.
It's literally just a plane with a few nodes and a few trees.
Gab
I think it even showed up in one video, right?
The test map?
Yeah, because I think we had like, oh, select the starting biome.
And then there was like the other button, like the warning sign or
Jason
something.
Yeah, I think Ben got mad at me for that.
Yeah.
Some people thought that might have been like a new map or something, but no, that's just so people can open the test map.
Nikita
It's just an entry.
We don't really use it because in the editor, you just open the editor with a test map.
But if you're in a build, it's convenient to be able to just go on a test map.
But usually you don't need to because again, in the build, it's very fast to just go to regular level.
Jason
I usually build most of our cinematic shots in the test map first, and then I parent it all to a null in the sequencer, and then I just drag it to wherever I need to in the persistent level.
Smart.
Yeah.
Hair
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5997
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Q&A: What's Nikita's hair care routine?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=5997
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Topics
Jason
Yeah.
People are asking about your hair care routine, Nikita.
Do you have
Nikita
one?
Honestly, it doesn't really, I mean,
Let's put it this way.
It involves putting more effort than I would like to put.
And honestly, I've been quiet for a while thinking about cutting it because ultimately, depending on your hair type, some people get to do very little with their hair.
And some people have to do a lot.
And I unfortunately fall into an unfortunate category where you have to do a lot to make it not look like shit.
And right now, I still don't think it looks that great.
But anyway, yeah, I've been talking to a lot of people over the years.
For example, with a lot of my friends who have long hair, like, oh, I just wash it once per 10 years, and it looks amazing.
I'm like, how?
Explain?
Teach me.
Jason
Their hair's got to smell crazy.
Nikita
Yeah, like, I'm like, how do you do it?
If I don't take care of it, like, every, like, two days, it just looks horrible.
Like, it really sucks.
But no, it's just shampooing condition.
There's really no secret to it.
Gab
Cool.
Q&A: Does the Pioneer have hair?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=6068
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Jason
Does our pioneer have hair?
Probably not.
That doesn't seem very efficient.
I feel like that would be, that wouldn't be a very, you have to shampoo and cut it.
That's not, probably not.
The
Gab
helmet
Jason
stays on.
The helmet stays on.
Outro
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=6086
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Transcription omitted.
Q&A: Were there any challenges that got resolved with the new Vehicle Paths?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=6107
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Jason
Well,
Emmet
I'm not sure I have
Jason
more questions for you regarding, specifically regarding vehicle paths.
I guess, like, were there any challenges?
I mean, you touched on, obviously, like, the terrain, like, kind of causing the vehicles to crouch, but, like, things that got resolved, maybe any, like, blaring things?
Nikita
Yeah, we had a lot of very funny bugs with the system.
Yeah.
Because there's a few cases where the old system... Basically, because we're out of early access and we have put a lot of effort into trying to not break people's safes, we have to handle the legacy safes very well.
And one of the big things that we had to do for vehicle rework is to answer the question, okay, what happens to the legacy paths?
And as people might have seen, the legacy paths mostly work, but...
We look a little bit funky and we might float because ultimately we're not subject to some of the restrictions that the new system can have.
And ultimately it's a very interesting problem that we had to solve because the new system basically requires you to have a lot of data about how the vehicle moves around the path.
and it uses that data to do a lot of interesting things.
For example, it uses that data to calculate how the path should look, it uses the data to calculate the climb angle to adjust to fuel consumption, and a lot of other things.
But for legacy paths, this data is not available, because back in the time, old vehicle paths, if you guys have seen them, they used to be just... visually, they would look to you like nodes that point in one direction,
But in the backend, we would basically, in runtime, make a spline.
A spline is like a curved line that connects all of them.
And when you're far away from vehicles, basically, vehicles are honestly very interesting from an optimization perspective as well.
We have two modes.
One mode is called the real mode, and one mode is called the simulated mode.
And the simulated mode basically is when you're far away from them, and they just follow that spline.
And if you look at vehicles right now, it's very similar.
They also follow the path spline without doing fancy things that Gabriel does, for example.
But the old vehicles, they try to be really smart about it.
So the real mode will try to do real vehicle physics and not just...
follow the spline.
So, you know, when it worked, it would look amazing.
The vehicles would really do a vehicle.
There's no faking.
It's real vehicle physics.
But on the other hand, it was really difficult to write after pilot code for them and also predict how we're going to move.
Because ultimately, vehicle physics is unfortunately not reliable and not...
deterministic or stable.
So, for example, I think if a lot of people remember how old vehicles were, there's a common case where you try to, for example, build a bridge and make a path that turns on the bridge, and you would try to drive as slowly as possible to make sure that if a vehicle doesn't fall over, it looks like it works, and then you let it drive, and it flies into it and falls over.
And then eventually with ghosting it goes back, but...
Basically some of the vehicle issues with physics were kind of very difficult to solve and as a player you really had no choice but to go for basically extremely, extremely overblown paths that are really far from corners, really far, far from each other to make sure that vehicles do not fumble the path following.
And the new system basically lets you do such paths more consistently and handles them well.
So, for example, a lot of people have been making highways, a lot of vehicles next to each other, or making some very steep angles where vehicles can, for example, climb or go down.
And it's very nice because ultimately this is something that the old system was really, really difficult to...
implement with.
But I kind of lost the tangent, sorry.
I wanted to know the
Jason
differences.
Super interesting.
Gab,
Gab
what about you?
I just wanted to mention something that kind of just comes with the new system, accidentally-ish, which is the fact that you can now reasonably build temporary paths for your vehicles.
Because I feel like earlier, the amount of effort it took to record something kind of forced you to build the highway for real and make it look nice.
well now you can just build like kind of some random path and then just replace it later and you don't need to re record anything and it just it will just work again and that's like one of my favorite like new features like you don't have to commit into spending like a few hours building a highway you can just build a random path and replace it later when you want to
Jason
yeah i agree i think i think that's a nice it's a
Gab
nice
Jason
quality of life update
Nikita
Yeah.
It's also kind of interesting because this forced us to do some very interesting calculation and physics and math to support this case.
Because if you look at trains, for example, while right now, if your path is valid, it looks like vehicles work like trains.
but while you build it you realize that we have much more restrictions right because for example you cannot build them floating in the air and there's no railway buildable that you can build the paths they don't provide physical support for vehicles they project to the ground and they're one of the very few buildings in the game that do this probably the only building in the game that does it
um and as such we for example have to be you have to be able to build them over the ground terrain you have to be able to build them in caves which was a really big challenge uh basically there's a lot of very challenging terrain and we kind of had to find the balance between uh letting the people build in a terrain that looks like it shouldn't be allowed to be built in and um keeping the restrictions somewhat consistent to make sure that the vehicles don't look too silly
it's basically it was an interesting challenge to seek balance between these two and i think right now where the paths are fairly strict but not strict to an extent where you cannot build in some areas yeah which was the case during the early work on the vehicles
Gab
Yeah, it was a lot of back and forth into me or somebody else just sending Nikita pictures of, hey, look, you can't do this.
And then we had to do so much work to allow very small niche scenarios.
Initially, you weren't even able to go across dunes in the dune desert because the tip was too sharp.
Nikita
Yeah, we also have a lot of very funny vehicle shapes.
For example, if you look at the truck, truck has the most silly shape ever because it has wheels in the front like this.
And it has a lot like a very big chunk of trunk body sticking on the back, which means that, for example, if you try to climb a 45 degree ramp like this, the truck would lose contact in the middle wheels because it's going to basically get like hit the ground with the back because the back is sticking out so much.
And we basically had to do a special case, a lot of these things to let people build a path.
Although it doesn't really make sense because the truck as a vehicle doesn't make sense by design.
Jason
God, it's just so much trial and error, especially with a map as big as Satisfactory.
Nikita
It's also really funny because, you know, Gabriel would send me a case like this, yeah?
I'll fix the case, and then I find out that two of our cases broke as a result of this
Jason
fix.
Nikita
It's like, oh, you cannot build a vehicle like this.
Okay, you can build it now.
Oh, but now you cannot build it like this.
Okay, fixed.
Oh, but now you cannot build it at all.
Oh, it's so
Jason
messy.
Nikita
Yeah, making the vehicles work with terrain was probably one of the biggest challenges we have had to face.
But I'm really happy with the result.
Jason
Yeah.
And obviously, you know, if you guys encounter any funky things in-game, go ahead and make a ticket on our questions in questions.satisfactory.com, I believe.
And we can investigate internally.
But yeah, it is 4.30.
Q&A (Part 4)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7081
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Q&A: What is something the Sound & VFX team have done that people might not have noticed?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7081
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Jason
Yes.
Oh, Doug asked a great question.
What is one thing you guys have done that nobody really noticed, which is talking to sound and VFX?
Calen
I guess I found a way to make some rain splashes land on the water, because Unreal is weird and wacky.
So I had to figure that out.
Jason
And that's different than just the rain splashes landing on the ground?
Yep.
Because the ground is interpreted as like a landscape?
Calen
Yeah, and it has like a distance field and stuff that I could look for and spawn on.
So we get some nice flashes where we expect them.
That's
Ben
cool.
I think that the surface type for the audio is also quite unique, right?
Sacha
Yeah.
I'm not sure how, yeah, I'm not sure what people notice or not with sound.
Usually people don't notice sound unless it works.
Professionals, everybody.
Jason
Fucking hell.
I'm waiting for that.
Sacha
Sorry.
Calen
Mic drop.
Mic
Sacha
drop, yeah.
Yeah, people don't notice sounds, I guess, unless they're good.
So it's a bit like, yeah, exactly, or missing.
But yeah, maybe like, yeah, if...
depending on the surface you're staying on, the rain will sound different.
So you can hear it clearly when you're standing, it's raining and you're standing in the water, it will sound watery, but it's also like if there's more grass or more dirt or concrete or metal, it will also change.
And so maybe that's something that people won't notice right away, but hopefully they can feel it and stuff.
Um, yeah.
Calen
And also the droplets is always around your local player.
It's not like out in the world.
So we recycle the droplets based on like cube around the player.
So when you go forward, the droplet behind you is gonna spawn in front of you.
So it keeps recycling.
And that's how we optimize that thing.
Q&A: How does the wetness work with the different materials?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7217
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Jason
What about materials in the world getting wet?
So like foundations.
How does that work?
Ben
So they don't actually get wet.
We don't do any material work for that.
It's a post-processing effect.
So we made a change in the engine to inject the wetness before the lighting is done.
So basically how a deferred renderer works is you render the depth of the whole scene.
From there you figure out what's relevant for the view.
based on that you do all the colors, how the light should react to that, and after that you would normally do the lighting.
But we take the height information we get from the factory and from the world, and from there we can calculate which pixels should be wet, which should be dry, and we inject that in between the lighting.
But that's how we approach that.
Jason
So in layman's terms, it's magic.
Ben
Smokes and mirrors.
Smokes
Calen
and
Ben
mirrors.
Like always.
Calen
And it goes well together with everything, like the post processing and the effects and the sound.
It's just coming together nicely.
Favourite Weather states
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7285
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Q&A: What's your favourite Weather states?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7285
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Jason
We have a number of different states that are coming with this update.
Do you guys have a favorite that
Do you guys have a favorite weather state that has been coming to the game?
Or that is going to come into the game?
Sacha
Mine is thunderstorm because there's all of the effects.
No,
Calen
but most of them are like cranked to the max and the thunder is looking great.
In my opinion.
Ben
I agree, I always play with the extreme weather conditions because it's nice, fresh, after working on this game for seven, eight years.
Sacha
It's cozy.
It's like wind and stuff.
There's new wind in the game, so even with the sound, there's new wind sounds, basically.
Q&A: Do you use foley ?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7337
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Sacha
Someone asked if we use Foley.
So for rain and stuff, it's a mixture of recorded stuff and sound libraries.
So I did record a bunch of rain when it was rainy that I used for some materials like metal and stuff.
But obviously, I can't go around and record the rain in all the areas all the time and stuff.
So it's a mixture of both.
But I think, yeah, usually Foley is more satisfying.
It's more unique.
And you can often, if you...
if you know what you have to do you get there somewhat faster like recording good metal rain or whatever is faster than like searching for all the bad metal rain sounds in my library that don't quite fit and stuff so um yeah that question is drawn now someone was
Calen
asking someone was asking about the footsteps
How do you record
Sacha
the rain sounds in the desert?
Q&A: Can the thunder be dangerous?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7399
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Sacha
Can the thunder be dangerous?
Ben
That's a good question for your ears.
Maybe for
Calen
your eyes and ears, yeah.
It's really impactful.
Sacha
And there's no rain in the desert.
Did you just make an
Jason
America reference?
No, I'm
Sacha
just saying words.
Did you go through the desert on a horse with no name?
No.
It
Jason
felt good to get out of the rain.
Yeah.
Sacha
I can't remember my name or whatever the lyrics are.
I can't remember no name or whatever.
Q&A: What was the development process like with the new Weather System?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7435
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Jason
What was the development process like, in terms of length, going back and forth?
Sasha, were you coming in at the end, or were you jumping in for sound on early iterations of the weather?
from each of your perspective?
How was
Sacha
it?
For me, it was all throughout the process.
Obviously, at the end, there's always things that come together, so it can get a bit hectic, like, ah, now we're figuring out.
Back and forth.
Yeah, exactly.
There's always more iterations, like right at the tail end and stuff, but that's kind of normal.
But for this, I was like, I knew it was going to be rain in the game, so every time there was a rainy day, I was recording rain, pretty much.
That was it.
And thinking about the system and stuff.
But yeah.
So all throughout.
Calen
Yeah, I feel like as soon as I was done with some sort of version of the rain, we just talked.
And you just kept going instantly.
Ben
It was really a lot of back and forth because first the region or the service system was made by you and Michel.
And that was kind of a core to feel the rain.
But then me and Fille were mainly working on the effects.
And then Gabriele, he was early on the stream, he did the effects on the trees for the wind.
So he redid all the foliage again.
Good job, Gab.
Second time to get like the wind into all the foliage, grass, trees, everything.
And some of the special trees in the grass fields got extra treatment because they have like vines hanging from it that were not nicely animated before, but now they were.
Weather and the GPU
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7546
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Q&A: How much strain does the Weather add on the GPU? (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7546
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Calen
How much strain does the weather add on your GPU?
Jason
That would be a good time, a good chance to talk about maybe some optimizations that have been done.
Ben
So from a VFX standpoint, we had mist on the initial release, which we disabled because that did tank performance quite a bit.
And
Calen
you did barely see them.
Yeah.
So it didn't make any sense to keep them.
Ben
So when it was heavy rain, we would have some missed planes nearby the player, but that caused a lot of performance loss.
So we disabled it, nobody complained yet, so nobody noticed the difference.
Nobody noticed, yeah.
Except for your GPU, really, really didn't like it.
So that's one of the things.
Other than that, to capture the height data for the rain occlusion, so the rain would not fall through foundations, etc.,
We actually make that data around the player alone.
And it's imagine like 2D sprites.
It's like a really simplified version of the foundation.
It's a plane with a texture on there that we render down.
So that's why it can run relatively unnoticed.
There should not be a massive difference between having rain on and rain off, luckily enough.
That's cool.
Calen
Good job.
Jason
Thank you.
You guys know the saying where like the best VFX is VFX that you don't even realize is VFX?
That's kind of like a little bit here where it's, you know, you don't even notice the optimizations because everything's just
Calen
working.
Smoothly.
Q&A: Do you need a high spec computer since 1.1?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7638
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Jason
Gab?
Gab's in chat instigated.
Calen
He's behind you.
Ben
I see a question about do you need a high spec computer since 1.1?
In theory, you should not need a higher spec computer.
We did quite some optimizations.
Unreal Engine did some optimizations with 5.6.
And we also did quite some RAM optimizations that rolled out with the initial experimental we did for the engine upgrades.
1.1.3, I think it was.
Jason
Did you just say 1.3?
Ben
1.1.3.
Oh, 1.1.
Calm down, Jason.
So it should run better than 1.1.
Q&A: How much strain does the Weather add on the GPU? (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7680
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Sacha
I guess there's one piece of optimization like with audio that we did like we reused a lot of the bubble stuff that we talked about in the YouTube video to detect whether you're inside or outside.
So that's we were just reusing stuff and then you get some little points of rain.
So if you're around metal or leaves in the forest, you will hear some drip drops.
And those are like there's maximum three voices or three sounds that can be specialized.
But it's all the same one sound just being repositioned.
It's called multi positioning.
And so you don't use like three different assets.
It's just the same assets being moved around or kept and just panned around.
Nikita
As a performer.
Sacha
As a performer, indeed.
Calen
So if you're next to factories and a bush, you'll hear both?
Sacha
You'll hear both, yeah.
What I mean is that let's say you have three bushes around you and they all have some drip drops of vegetation, it won't be three different actual sounds.
It will be the same sound, just panned differently, and you will feel like it's...
It's a common technique in game audio in general to optimize stuff.
Like if you have a game with a bunch of
torches or something and there's like you won't use like a thousand torch sounds you'll use the same sound and just move it around so yeah i can go and notice yeah good job
Unreal Engine 6
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7769
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Q&A: Is there anything we can look forward to when Unreal Engine 6 comes out?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7769
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Topics
Jason
So, I don't know if you guys saw, but Rocket League announced Unreal Engine 6 just the other week.
It took an engine upgrade to get weather back and satisfactory.
Is there anything we can look forward to when UE6 comes out?
A
Ben
lot of pain.
I already scared production off with that one joke during one of the planning sessions like so under six when we're gonna plan it in but they didn't like
Emmet
to do
Ben
we can't promise golf Emmett
Jason
I mean I think you know with you e6 maybe we can actually make it rain puppies and kittens
Ben
no well that could be we can do this already
Jason
I've just been informed that we do not have kittens in the game, but perhaps with UE6 we can add kittens to the game.
Calen
Cat VFX.
Cat VFX.
Jason
Car soccer?
That's a copyright infringement.
Q&A: Do companies have to upgrade Engines? (Part 1)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7839
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Jason
That's a copyright infringement.
Do companies have to upgrade engines?
No, you do not.
You could release a game in UE3 if you wanted to.
Ben
it's uh it's easier to stay up to date because you have like the sdks for console that are easier to update well epic updates it for you and then you just have to take their update um and a lot of like backwards compatibility stuff it's for example if you want to release on on modern uh hardware it's unreal free will not run on the latest playstation uh without uh
Implementing the whole PlayStation API yourself and that's gonna be extreme waste of time if you don't have an army of engineers.
That's the main reason why to stay up to date.
And less GPU crashes and that kind of shenanigans.
Q&A: Satisfactory in VR?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7889
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Topics
Jason
Someone dropped your full government asking for Satisfactory in VR.
I made a great tutorial.
I'll answer for Ben.
You can go on our YouTube shorts.
I made a really good tutorial about how to play Satisfactory in VR.
Ben
Approved.
Jason
That idea actually came from you.
It's
Ben
just a prank, man.
Q&A: Do companies have to upgrade Engines? (Part 2)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7913
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Sacha
I think with the updates it's like, I don't know, an old engine, an older engine with like good artists and good engineers will make a better game than a newer engine.
But as well, like the tech is not everything and, you know, in things.
So it's not like...
more better it's not just like immediately just more better it's so much more nuances and stuff and caveats that you don't see into your upgrade and you're like ah
Ben
it's it's often the long patch notes that you care about instead of the big mega lights yeah like that yeah exactly it's like oh bug fix and this really specific thing that we used oh nice yeah yeah
Muted (Part 7)
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7953
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Transcription omitted.
Community FYI: Thank you for fixing Signs and Billboards
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=7970
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Topics
Jason
Thank you for fixing sign and billboards rendering in 1.2.
Is that you, Ben?
Oh, Jesus.
I caused that
Ben
problem, and I fixed that problem.
That's classic.
Basically, what we tried to do was reduce memory overhead for consoles, because the Xbox S
was struggling as it always does uh so i basically scale down signs when you don't look at them and they would scale up once you look at them but i didn't cap how many could become relevant at the same time so it was certainly pumping a gigabyte into the video cart and then it got sad
Jason
Do you have an attenuation radius or something?
Ben
Actually I use the renderer so I ask how long has it been since we looked at the sign and if it's been long then we mark them as relevant and otherwise we put them in a pool of relevant signs and now we allow 5 or 10 per frame to be updated so we don't choke the GPU.
Jason
Well...
Sacha
It sounds like they're making it so that when you close your eyes, the universe disappears.
Basically.
It's like things only exist if I open my eyes or look at them.
Jason
That's a philosophy, isn't it?
There's an actual school of thought.
Outro
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=8056
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Transcription omitted.
Q&A: Is Vilhelm a viking?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=8084
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Topics
Jason
Someone wants Vili to take off his shirt.
That's crazy.
Sacha
People are saying, like, are you a Viking?
Are you a Viking?
Blah, blah, blah.
I
Calen
am.
Do
Sacha
you have an axe?
Q&A: Can we have the thunderstorm on at all times?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=8128
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Calen
Someone wanted to have Thunderstorm on at all times.
Jason
Thunderstorm's on at all times.
In theory, you could
Ben
make a preset for that, yeah.
Noted.
Noted.
Jason
Right now we have several presets that basically just, it's kind of like the weather channel.
You know, that just increases the chances of certain weather events and how extreme they are.
Q&A: Does 1.2 launch the same time on GeForce Now?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=8152
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Topics
Jason
We'll start the same time on GeForce Now.
Ben
Probably.
I think this was from the main branch, so that should work that way.
No, Andrew, you're not going to have all signs at all the time.
Q&A: Perma-day?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=8187
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Ben
I saw another question about Permaday.
With the game modes, initially we talked about world settings too.
Currently the only world settings we have is the weather.
But that's stuff that's somewhere in the backlog for maybe one day, TM.
But we'll see whenever that comes.
Q&A: No Manta mode?
https://www.youtube.com/watch?v=iG2A88c8Fd4&t=8206
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Ben
We also saw the request for no Manta mode, because some people hate the Manta.
But let's see what we do with that.
Jason
I think people just don't like that the Manta clips through their factories.
Yeah.
Yeah.
Sacha
You can also mute it in the settings.
Calen
You can build around it.
Sacha
You can mute the Manta?
Really?
Yeah.
Well, I think, no, it's in the creature slider.
I think you'll mute it on the creature's
Ben
pageant.
Unless suddenly Stinger jumps in behind because you can't hear him.
Yeah, yeah, exactly.
Sacha
Like, great.
Oi, oi, oi.
I can add that, though, the slider.
We can just mute the Manta.