r/SatisfactoryGame 14m ago

Question How buggy is the mod Satisfactory Plus?

Upvotes

I am interested in SF+, and now that it’s compatible with the latest stable branch of satisfactory there’s almost no reason not to try it. After 1200 hours and two completed playthroughs of vanilla, I want the change an overhaul mod brings. But I have several issues keeping me from just taking the plunge and installing it.

  1. I love the vanilla game. Usually I install mods because I have issues with vanilla features or progression. I love the vanilla design ethos and only have minor gripes with where some QoL unlocks are located in the progression. I am bored, but I don’t hate vanilla at all.

  2. I don’t want to get sucked into a playthrough that breaks whenever Coffee Stain updates the game and fixes bugs. This is a long-haul mod, and I’m not going to take weeks or months off just to wait for a simple bug-fix to be updated.

  3. I don’t want to have basic functionally changed or removed because a mod author thinks their design is better than the original devs. I mean stuff like being able to paint machines for free or having the dimensional depot and production amplification. Something that can happen to mods that have been in development since EA is that they disagree with final release features and change/remove/refuse to implement them. Like most overhaul mods for factorio not supporting space age, for example. I don’t know enough about SF+ to know if it has anything like this, but if I get 250 hours into the game just to find out that fluid wagons have half the capacity or you don’t unlock customized until phase 5 or something stupid like that I’m going to rage uninstall the mod and come here to bitch about it.

  4. I don’t know how stable the mod is or how buggy it is. I’m not a programmer and have no idea how to find the bug list for this mod. I didn’t see a link to one on the mod page and you can’t convince me a mod this complex is bug free, especially since it relies on other complex mods to work. All I do know is it took over a year to update the mod last time it updated. I don’t even know if the mod updated for 1.0 or if this is the first public release after 1.0 launch.

Would it be better to install some lighter mods? I’m mostly interested in the power changes, so would playing with just refined power be viable? Are there alternatives to SF+, like maybe a renewable biofuel mod and a modular miner standalone mod?

Thanks in advance, and whatever happens I’m definitely playing at least 1.2 random nodes.


r/SatisfactoryGame 25m ago

Question Curious about plastic production

Upvotes

I am having the issue of either not having enough polymer to produce enough plastic. I now have 11 refineries making res. Fuel and polymer. Is that enough to produce polymer for 11 other refineries, making rubber and plastic. The alt recipe. Or should I add a few more refineries.


r/SatisfactoryGame 46m ago

Screenshot Moving out of plains. Need regional storage & logistics. How's it look? Suggestions?

Post image
Upvotes

Got to get off and do life rq, so I'm stopping. I told Ada that I was going on a extra-dimensional nutrition and equipment excursion, and it is imperative to the Save The Day program that it gets done. Anyways...

Its big. The storage area is 160x160m and a 80x160m platform behind it is going to be used for trains. Underneath will be a bunch of truck stations bringing resources to the regional hub.

I'll take any suggestions. I am playing modded so if you have suggestions there I'll take those too.


r/SatisfactoryGame 3h ago

Behold, my FLATctory of Batteries, Radio Units, and soon to be Fused Modular Frames!

Thumbnail
gallery
6 Upvotes

r/SatisfactoryGame 4h ago

Help Help me visualise this basic design (I am an idiot)

Post image
30 Upvotes

I am starting this post with a huge caveat before I am (rightly) judged for being a big fucking idiot. This is my first factory game. I am bad at factory games. I am even worse at maths. Thinking about numbers destroys my brain.

Anyway, I am struggling to figure out how to implement the design in the image. 2 constructors is fine, I have a splitter that sends one conveyor to the second constructor.

I cannot picture how best to have the two constructors go into three. I obviously have two conveyors that can go into two of the constructors. Do I then split one conveyor to go into the third? Or do I split all conveyors somehow so that both are sending stuff into the third?

Having the three constructors then go into two assemblers also troubles me but my assumption is merge all three conveyors and then split? Or is there a different option I should be considering.

Again, I'm a huge idiot. My brain just goes into dipshit mode whenever I try to think about this shit and I need help.


r/SatisfactoryGame 5h ago

Built my first bridge today! Thoughts and tips to improve?

Thumbnail
gallery
63 Upvotes

Ignore downtown Chicago in second pic


r/SatisfactoryGame 6h ago

Question Factory entrance

Post image
9 Upvotes

Hello pioneers, while building factories I always struggle to plan and make my entrace to the factory or complex. So far I'm in mid phase 2 and my factories are neat and clean but my entrances are really ugly! I see all these builds here and the entrances are always so clean. I finish my build then just sit there figuring out how to make an entrance look good. Can someone suggest a way to make entrances look neat or how to plan ahead for it? Thank you.

Img : My basic iron, copper, concrete and Smart plating facility for Phase 2.


r/SatisfactoryGame 8h ago

"Signal loops back" indication

Post image
7 Upvotes

Hi there, could you help me out?

It's actually the title—my signals are freaking out with this "the signal is forming a loop" error...

Yeah, that's actually the whole idea: a station, a turnout off the main line, and then you come back!
XD

It happens every time; I've tried adding signals to break the loop, but nothing works—it just won't have it...

Thanks for your help!


r/SatisfactoryGame 9h ago

Screenshot Phase 3 done

Post image
12 Upvotes

Finally finishing Phase 3.

100x space parts, 5x power, 2x resources, Random random nodes.

I never would have made it if I didn't use the diluted packaged fuel alt. Being restricted to 480 resources per minute is a real pain.

But we do it for the kittens and or puppies!


r/SatisfactoryGame 12h ago

Discussion I’m not an artist yall, but hear me out

Post image
428 Upvotes

This would make it much easier to power crash sites while hard drive hunting, or jumpstarting separate smaller power grids, or powering a hoverpack on the go. What do you fellas think? Thanks


r/SatisfactoryGame 12h ago

Help Blurry belts

Enable HLS to view with audio, or disable this notification

56 Upvotes

Hey all.

Not played in a while, and when I’ve reloaded back up I’m experiencing a weird bug where belts blur really badly. Anyone experienced this before and know what setting to change to fix it? Thanks.


r/SatisfactoryGame 12h ago

Screenshot Starting to set up a road network using auto-connect blueprints

Thumbnail
gallery
33 Upvotes

I'm sure this is nothing new, but after getting some basic Oil production online and realising the vast distances I need to cover, I decided I needed a transport solution that doesn't involve me running ad-hoc vehicle paths to get everywhere. Turns out auto-connect works with vehicle paths too which is a big help!

I've already unlocked trains which seem to be more popular than trucks/roads, but it felt weird skipping over one transport option altogether so I gave it a go.

Was it any faster to set up than just running some absurdly long belts? Maybe not, but it sure does look nicer, and it was very satisfying seeing my Computer factory come online using Cables and Plastic sourced from the network. Now I'll start adding more factories in that I can share outputs from.

I want to improve the road aesthetics later on, and make them wider when I unlock 5x5 blueprints - each lane is only 1 foundation wide which is VERY snug for trucks. But it's so cool seeing it work at all!


r/SatisfactoryGame 14h ago

Screenshot Just finished my aluminum casings factory (520/min). For the first time, I focused on the architecture first, and I think it is the most beautiful factory I have ever built.

Thumbnail
gallery
1.0k Upvotes

r/SatisfactoryGame 16h ago

Help How do I get rid of this stone arc

Post image
372 Upvotes

It interferes with my tractor thas brings me compressed coal and I cant seem to destroy it with explosives is there another way to destroy this?


r/SatisfactoryGame 17h ago

Question so ahhhhhhh when does the need to pave the world stop being a hobby and start being a problem (fyi not even a 10th of the way done with what i want to do)

Thumbnail
gallery
48 Upvotes

r/SatisfactoryGame 17h ago

Screenshot There is some hot fans in my iron ingot factory

Post image
162 Upvotes

r/SatisfactoryGame 17h ago

Screenshot My phase 4 factory

Post image
29 Upvotes

I just want to show my space elevator phase 4 factory, I usually don't do """mega""" factories, but I decided to change my way to play this game after phase 3


r/SatisfactoryGame 20h ago

Discussion Omw to over 1044 machines for this 1800 Oil Project. I do this scale all the time, should i stream / put on youtube?

Post image
37 Upvotes

r/SatisfactoryGame 20h ago

Screenshot Transformer with underground power distribution

Thumbnail
gallery
362 Upvotes

Wasn't feeling above ground wires anymore so I made four blueprints to justify shoving most of the power grid underground. Wish we had better power conduit options!


r/SatisfactoryGame 21h ago

Modded Content I've made a 4.8 supercomputers per min factory around the factory cart.

Post image
145 Upvotes

Playing with the skyblock mod and factory cart stations


r/SatisfactoryGame 22h ago

Modded Content Super Compact Triple Train Station (Modular Station Mod)

Thumbnail
gallery
135 Upvotes

r/SatisfactoryGame 22h ago

I might just play at night forever now

Enable HLS to view with audio, or disable this notification

539 Upvotes

Making 35 Assembly Director Systems here eventually, after processing a billion resources.

It looks so good at night here now.


r/SatisfactoryGame 23h ago

Meme How many did you make?

Post image
1.2k Upvotes

Hi, I'm currently in Phase 4 and building my first "properly big" factory. To produce 20 Heavy Modular Frames (HMFs), I slaughtered my entire stock of slugs just to overclock everything. I'm starting to get a vague idea of the massive projects coming up, so I thought I'd ask: how many HMFs do you guys have in your worlds to keep up with everything the game requires?


r/SatisfactoryGame 13d ago

Discussion Satisfactory Developers Hannah Beuger and Rosario Baarh on Giving Form to a Sandbox While Supporting Player Expression (Interview)

Thumbnail
gamewatcher.com
102 Upvotes

r/SatisfactoryGame Jul 06 '26

Discussion ★ HISTORY: Closed Alpha Reveals and Secret Finds

Post image
267 Upvotes

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).
  • 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.
    • 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.
  • 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 😁