Answering SATISFACTORY Questions

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Coffee Stain Studios

Coffee Stain Studios

Күн бұрын

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@InfamousBananaGoblin
@InfamousBananaGoblin Жыл бұрын
i'm sure the satisfactory community was dying to hear the answer to that "two trains" question. glad someone had the courage to ask
@vencam9498
@vencam9498 Жыл бұрын
"There's a lot of questions, I'll try to answer as many as I can." *Whips out whiteboard*
@steveviper9693
@steveviper9693 Жыл бұрын
Glad I'm not the only one
@aresivrc1800
@aresivrc1800 Жыл бұрын
I have watched Snut and Jace for a while now and they have always been fun, but I havent laughed so hard in a while about Snut answering that particular questions while keeping a straight face and whipping out a whiteboard 😂😄
@cmdrsesslaine8701
@cmdrsesslaine8701 Жыл бұрын
I for one will rest soundly in my bed this evening knowing that that thorny issue has finally been addressed.
@Pumkin932
@Pumkin932 Жыл бұрын
I don't recall that question being in the video, however my brain did black out at one point in the video, giving me lucid nightmares before becoming conscious again after a few minutes. I guess that's where said question was.
@killerkartoffl
@killerkartoffl Жыл бұрын
"We want the game to be somewhat ready for a 1.0 state" also Coffee Stain: *Early acces is more fun and polished than most 70$+ AAA games 2years after launch*
@PanagiotisPolitis-bl9xj
@PanagiotisPolitis-bl9xj Жыл бұрын
If nobody told me I wouldn't know this was in early access
@Louis13XIII
@Louis13XIII Жыл бұрын
We are looking at you CyberBug2077
@lucimon97
@lucimon97 Жыл бұрын
"polished" *doubt*
@PanagiotisPolitis-bl9xj
@PanagiotisPolitis-bl9xj Жыл бұрын
@@lucimon97 I love being able to clip into everything
@aresivrc1800
@aresivrc1800 Жыл бұрын
This... so much this! Love you @Coffeestain
@Zoiyya
@Zoiyya Жыл бұрын
VERY important question for the next video!!! What about the toilet in the HUB we had since first release? When can we finally use it? We've been holding it in for 4 1/2 years now...
@dfrom3589
@dfrom3589 Жыл бұрын
Yep, that thingy comes also into my mind (after 200 other imprortant ideas ) So we can flush pipes, but not the toilet ! We play with 4 people and the toilet is a messy, stinky location now.
@thomasengweiler7924
@thomasengweiler7924 Жыл бұрын
True! i want to use and flush the toilette, maybe a recycling system? 😇
@ecogent
@ecogent Жыл бұрын
I had to go to Death Stranding to relieve myself...
@vincewilson1
@vincewilson1 Жыл бұрын
It doesn't work because Jeff Bezos did the plumbing!
@CyclesAreSingularities
@CyclesAreSingularities Жыл бұрын
@@thomasengweiler7924 Poop Processing Unit
@LostMyGoatsAgain
@LostMyGoatsAgain Жыл бұрын
30 minutes of you answering questions and solving math problems is an amazing way to spend the evening!
@SavageDarknessGames
@SavageDarknessGames Жыл бұрын
And that was some solid mafs
@TetraTimboman
@TetraTimboman Жыл бұрын
I paused and worked it out myself. Did get a little bit sloppy but I did get the same answer 36min on my own.
@MrBillclintin
@MrBillclintin Жыл бұрын
Remember they are experts in optimization
@Herculepoirot314
@Herculepoirot314 Жыл бұрын
I really respect the honesty of being able to say "we could do that but our time is better spent elsewhere," like about flipping machines. Too often devs will claim something is impossible because they're unwilling to say that it's just not the best use of resources, so I appreciate the forthright communication. Also the train bit was hilarious. Excellent video as always!
@b4rs629
@b4rs629 10 ай бұрын
Reminds of when EA claimed it was impossible to give us an Offline mode for Simcity 2013 yet they eventually gave it to us.
@rameking1
@rameking1 Жыл бұрын
I think it would be fair to update the node positions to the world grid with 1.0 release. People will be starting new games to experience the story. There will literally never he a better time for such a major world-breaking change. As long as the node id doesnt change, old worlds will still work outside of looking odd.
@Br3ttM
@Br3ttM Жыл бұрын
I'd be fine just having it snap vertically, to the nearest meter, so I can put foundations under it without clipping.
@Shaded
@Shaded Жыл бұрын
New game? Never! 😂 Also I would be perfectly fine with them moving the nodes, just a minor pain to fix. Also we are still in EA, so such changes should be expected
@ПараллельнаяВселенная-й3п
@ПараллельнаяВселенная-й3п Жыл бұрын
Totally agree
@nikelsad
@nikelsad Жыл бұрын
They could shift them for a new saves. And for the existing saves they could add an option to fix that if a player wants to...
@Zaphnochs
@Zaphnochs Жыл бұрын
I was going to suggest exactly this. :)
@YawgmothWasRight
@YawgmothWasRight Жыл бұрын
The fact that changing 'coal' to 'Coal' was a genuinely hard task is a really great example of how perceived difficulty can be completely different from real difficulty in essentially anything IT-related
@Starfool06
@Starfool06 Жыл бұрын
Yes. I also really felt that. As nowadays things are so complex that no one really programs everything on a game (or whatever application) from A to Z by themselves you sometimes encounter those "what the heck happens here?"-moments that you really don't understand. In every other context everything is fine but in one particular area there's something different; usually something caused by a completely unrelated library or something. On one hand you understand the problem and the techniques behind it better after you finally found the cause. But on the other hand you might never need it again :D
@DasHeino2010
@DasHeino2010 Жыл бұрын
I am a 1 week beginner in HTML and CSS and I just spend 2 hours searching for an error that was just a typo in the end! I swear if I dont type carefully it will kill me XD Could I use Life proofreading from Chat GPT??? ^^
@TheDonut1111
@TheDonut1111 Жыл бұрын
"Cant you just flip the switch?"
@Starfool06
@Starfool06 Жыл бұрын
@@DasHeino2010 Welcome to hell. Web development is a b**** ;) But before firing canon balls on little birds you could use a suitable editor and maybe some plugins that check your syntax. VSCode is perfect for Webdev.
@CyclesAreSingularities
@CyclesAreSingularities Жыл бұрын
@@DasHeino2010 It can give you tips and it can usually help you out if you ask questions about how you need to syntax things. but other than that it can't magically find what's wrong and fix it. I there's compilers that have build-in autocomplete, which is very nice because you can avoid typos by letting it generate whatever you want to call. it also helps you work faster cause you only have to type like 10% as much.
@jamespearson3216
@jamespearson3216 Жыл бұрын
In order to avoid z-fighting and allowing us to have roads, foundations that are rounded, 90, 45, 30 degree would be a huge QOL.
@Wootguy238
@Wootguy238 Жыл бұрын
Fax
@brianjnemec
@brianjnemec Жыл бұрын
Can I make a suggestion (hoping this might get seen). Have rotation adjust the Z height slightly. Imagine rotating by 10 degrees shifts the height up by say 1cm. This would basically be a free way to fix Z fighting.
@NoobMicesters
@NoobMicesters Жыл бұрын
​@@brianjnemecthis is also currently how to stop Z fighting in game, its really finicky, and takes ages per foundation, by stacking various items etc, and you can place your foundations just a few pixels higher or lower
@Keldor314
@Keldor314 Жыл бұрын
@@brianjnemec This could even be baked into a vertex shader. Each object is assigned a random tiny offset at creation and is moved toward the camera by this amount. This way, the already small visual impact becomes even smaller.
@flybywire5866
@flybywire5866 Жыл бұрын
Use another (x) material for the foundation. The flickering happens only with the original foundations.
@RC386spectre
@RC386spectre Жыл бұрын
I appreciate the "no base defense" commitment - I feel like it's nice to keep Satisfactory a relaxing environment without combat
@Starfool06
@Starfool06 Жыл бұрын
Well, since the last creature updates I wouldn't say "without combat" too loud. The times I died by the big hogs or the big big spiders increased a lot :D ... but it's still a good balance I'd say.
@RC386spectre
@RC386spectre Жыл бұрын
@Starfool06 true, I meant more like once you build in an area, you don't have to worry about standing there for hours while scrolling the Wiki
@Yama_1291
@Yama_1291 Жыл бұрын
I for one don't care if moving nodes to the grid would brake my factory. Nodes being on the grid just makes sense to me and feels like it would be better in the long run.
@marcusmues
@marcusmues Жыл бұрын
My thoughts exactly - I think it would make more sense, and the nodes are (from my experience) close enough to a grid square that shifting them slightly shouldn't be too hard to rebuild and reconnect.
@logan758
@logan758 Жыл бұрын
yea, they shouldn’t prioritize players existing worlds, rather do whats better for the game during 1.0
@JoshuaGanoTyraxLightning
@JoshuaGanoTyraxLightning Жыл бұрын
Remember that time when a whole section of a Coast got rebuilt and we were given advance warning so we could know to evacuate from there then rebuild after the new completion? I can't think of any reason why that woulda not worked and why it couldn't just be done again.
@dheibeljr
@dheibeljr Жыл бұрын
I can't stand when the output belt isn't on grid and I'm too lazy to do the "fixes" so I'd love node's being on grid.
@the_rabidsquirel
@the_rabidsquirel Жыл бұрын
Definite +1 to this. At this point I'm waiting for 1.0, where I'll no doubt drop a few hundred more hours into the game easily. Even if I were actively playing, I wouldn't mind going around fixing all the things that broke because it's a change I'd absolutely love to see.
@pietje32
@pietje32 Жыл бұрын
Yes to curved walls please :) Also diagonal walls. Actually, any available foundation should have walls that attach correctly.
@-Gorby-
@-Gorby- Жыл бұрын
I don't think we need VR for this game, I don't want to actually shit my pants while fighting spiders
@rremnar
@rremnar Жыл бұрын
🤣
@Starfool06
@Starfool06 Жыл бұрын
I already do without XD ... at least with the new bigger ones. They are so effin fast and I am not sure if it were 3 or 4 magazines I put into them before they died... that's actually challenging now; I actually died sometimes. That's new to me.
@mayhare55555
@mayhare55555 Жыл бұрын
Then don't fight the spiders. Fight the cats
@qrcus
@qrcus Жыл бұрын
xDD@@mayhare55555
@gilles111
@gilles111 Жыл бұрын
Seeing a spitter in VR isn't something you'd really enjoy I guess...
@Jonnyme84
@Jonnyme84 Жыл бұрын
15:04 Thank you for answering my question. I'm so happy to be included in a Satisfactory video!
@Hornswroggle
@Hornswroggle Жыл бұрын
It was a really great question to get answered. Thank you 😊
@BossSev38
@BossSev38 Жыл бұрын
Snow in DLC - Satisfactory Below Zero
@ThatsPerty
@ThatsPerty Жыл бұрын
bro is explaining math better than my math teacher XD I hate math, but damn breh, he makes it look simple
@b4rs629
@b4rs629 10 ай бұрын
For real. I had different math teachers from changing schools & every time the other teacher would have their own way of teaching that it broke my previous understanding on how do said problem.
@Midrealm_DM
@Midrealm_DM Жыл бұрын
Yes - diagonal walls please DLC idea - You could have additional worlds with different biomes. Not only new Biomes, but new maps/worlds.
@paulelderson934
@paulelderson934 Жыл бұрын
They very probably will not do multiple maps.
@InjectTheWaste
@InjectTheWaste Жыл бұрын
@@paulelderson934 while its not likely they will, it would be a perfect opportunity for DLC, most of the game development hasn't been around the world itself, its the systems. the world has had a lot of changes because they weren't 100% satisfied with it but ultimately once the game is complete, making a new world is probably only as difficult as update 8 or any of the larger updates. For people that have played the game over the last 6 years having to redo the discovery phase is is an enormous boon. not to mention how much easier world gen is becoming with AI assistance, no longer placing each individual asset will make it potentially easier. But i would also completely understand if they dont want to make another world after working on this one for as long as they have.
@Oxibase
@Oxibase 11 ай бұрын
I would absolutely pay for new maps.
@b4rs629
@b4rs629 10 ай бұрын
@@Oxibase Same I haven't discovered most of the map & I'm 400hrs in... I still want a new map.
@kinet1q
@kinet1q Жыл бұрын
21:32 I suggest you just allow to put a splitter directly onto a miner, like you did with conveyor lifts, and then you could connect multiple conveyors to use the full capacity.
@BL33NB
@BL33NB Жыл бұрын
It's either that or just even faster conveyors lol
@Zoiyya
@Zoiyya Жыл бұрын
I hope the Mk3 miner gets a 2nd output. Would be great to use the full possible output and maybe even set the % for each output.
@shanesloth4419
@shanesloth4419 Жыл бұрын
the fact there's a solution (coming?) that we cant get told has really intrigued me, if it was a second output i feel like theyd just say so? but then again, outside of a 2nd output the only other solution i can think of off the top of my head is faster/configurable belt speeds (like maybe mk5 can have a max throughput to match the output of a OC'd mk3 miner), but again, if it was faster belts couldnt it be said? i guess configurable belt approach is a little more "lets keep this under wraps" but idk? EXCITING nonetheless
@tylerlevi7630
@tylerlevi7630 Жыл бұрын
That's when I usually used the modded conveyors. There's 1 that's not super op, but it allows you to use the full capacity of the miner. I think it's called a tier 6. Although there are ones that go like 3000 plus lol
@alexandreman8601
@alexandreman8601 Жыл бұрын
​@@shanesloth4419maybe we'll be able to snap splitters and mergers to inputs and outputs of machines
@ultmateragnarok8376
@ultmateragnarok8376 Жыл бұрын
Or even just the ability to attach a splitter directly to its output, if some issue prevents double outputs.
@deciett
@deciett Жыл бұрын
@@shanesloth4419 I figure if it were just an additional tier of belts or an additional output they would say it. I assume it's a new big feature. Maybe logistics drones or something else that serves as a high tech replacement that has greater throughput?
@Carl-187
@Carl-187 Жыл бұрын
I’m so glad somebody asked the two trains questions! I found the answer Satisfactory.
@vincewilson1
@vincewilson1 Жыл бұрын
Yawn!
@blitze3244
@blitze3244 Жыл бұрын
Love your good communication with the community! Thank you 😊
@CommentPositionInformer
@CommentPositionInformer Жыл бұрын
Genuine question: About the nodes and world grid thing, can you make it so only maps *created* using the new update will have the new Node alignments? Like, using a version check during the Save creation process? If it was possible, then it wouldn't break existing saves. But Idk about game design to know if it is.
@vincentschumann937
@vincentschumann937 Жыл бұрын
Not very likely as it would restrict future development, kinda the reason why i stopped playing till 1.0
@shanesloth4419
@shanesloth4419 Жыл бұрын
it's not like they haven't moved nodes in the past and broken older saves. you also shouldn't update during early access / experimental without first reading what's changed and what can break. i updated to u8 experimental straight away cus id just started a fresh save and hadn't used any changed nodes (iirc there was a nitrogen gas node that moved? maybe that was between 6->7 though, i cant remember lmao) and nothing i had would break from updating.
@CommentPositionInformer
@CommentPositionInformer Жыл бұрын
@@shanesloth4419 Yes, they have moved one or two nodes. But aligning nodes to the world grid? They would need to move basically *every* node. This wouldn't break down one factory or two, or even a chain. It would shut down every factory in the entire world. Nearly the entire world would need to be made from scratch, meaning that making a new saving would be essentially mandatory.
@shanesloth4419
@shanesloth4419 Жыл бұрын
@@CommentPositionInformer yeah exactly, it's why i lean toward "new update, new save" (not that i stick to this always, as said i hadn't done much in the save so felt comfy updating to experimental). but at 1.0 you should be starting a fresh new save in my opinion, and that would also be the best and most ideal time to -if wanted- fix up the nodes to the world-grid. heck it shouldn't even be an option to continue using an old save in 1.0.0 imo, there's a lot changed and getting a fresh experience (imo) would be IDEAL. and it would also mean they can make breaking changes, such as aligning nodes to world grid, to improve the quality of life where previously they could not. personally, a game in early access should be treated with caution, your saves should not be assumed to be able to transfer to a newer version. though i do understand the want to allow players continue their saves and not make them start from scratch each time the game gets a major update. swings and roundabouts, yknow?
@vincewilson1
@vincewilson1 Жыл бұрын
@@CommentPositionInformer No. The player would just need to delete and rebuild every miner and part of the belt. A pita but understandable from an EA perspective.
@jobber3500
@jobber3500 Жыл бұрын
Coffeestain: “We’re never adding green energy” Also Coffeestain: Nuclear Power and Geothermal power
@CommentPositionInformer
@CommentPositionInformer Жыл бұрын
Technically Geothermal is not a viable large scale source of energy, so you are still forced to use non-green. And Nuclear isn't green. It uses a non-renewable fuel and produces toxic waste.
@LiLBitsDK
@LiLBitsDK Жыл бұрын
@@CommentPositionInformer it isn't toxic it's just slightly radioactive
@icedragon769
@icedragon769 Жыл бұрын
Real life nuclear is pretty green, Satisfactory nuclear definitely isn't, and they definitely had to break some laws of physics to make that happen (waste is somehow *more* energetic than fuel???)
@uss_belfast3693
@uss_belfast3693 Жыл бұрын
@@CommentPositionInformer what colour is the power rods? green looks like green energy to me
@Koushakur
@Koushakur Жыл бұрын
IRL Nuclear is _extremely_ green even. Like seriously, a chernobyl-scale incident could happen _every year_ and it would _still_ be a lot better for the planet and everything living on it than fossil fuels. The pollution from the burning of fossil fuels are THAT absurdly bad.
@JavierSalcedoC
@JavierSalcedoC Жыл бұрын
Satisfactory and Factorio are definitely complementary in my book (with Dyson Sphere Program making it a love triangle) I can imagine how many here are flipping out for train bridges
@gmoneyuw768
@gmoneyuw768 Жыл бұрын
Lol taking the time to work out a train problem😂
@caxx8777
@caxx8777 Жыл бұрын
Even worse... I think he actually solved it!?!
@Cheesebread42
@Cheesebread42 Жыл бұрын
Thanks Snutt helps a lot!
@somanyteapots
@somanyteapots Жыл бұрын
Right at the end I was totally expecting a sudden closeup of Snutt just saying "NO!" Love you guys.
@Aiphiae
@Aiphiae 9 ай бұрын
Definitely align the mining nodes with the world grid. I spent *HOURS* trying to figure out what I was doing wrong with my builds that was preventing my conveyors to line up properly. I had no idea it was an issue with the compatibility between the nodes and world grid.
@user-qt7co9tb6z
@user-qt7co9tb6z Жыл бұрын
What I want more than ever is being able to choose how much of x item is to be loaded onto a train/truck. Currently there is no good solution to load multiple items in the same cart/truck without it becoming out of balance over time. By regulating the amount of a certain item being loaded, so that we could always have a 50/50 split of items or whatever ratio we'd like, it would solve this issue without having to result to programmable splitters to filter the excess out to a resource sink.
@Starfool06
@Starfool06 Жыл бұрын
I already suggested something like a programmable merger to be able to have ratios and to avoid blockages near machines before there was the sink in the game. But answers to that were things like there's enough space to get around those problems and that it also is kind of the learning process how to avoid such situations. As your idea is somewhat the same I don't think we'll see that. I just recently finished all goals without needing this functionality. Of course it might make things easier / more efficient, but then the game might be much less challenging. ;)
@user-qt7co9tb6z
@user-qt7co9tb6z Жыл бұрын
​@@Starfool06Yeah I also suggested those at some point and also to set amount of items in programmable splitters etc. I have a mod which functions as a ratio splitter/merger, but this was more about saving space and items that have to exist in the world, rather than being less challenging. The need to have a whole cargo/truck station for each item you want to move that's not on a belt just feels excessive. I'm already scared enough of hitting the object limit at some point xD
@Starfool06
@Starfool06 Жыл бұрын
@@user-qt7co9tb6z Oh, don't worry about the object limit, if you play "normal" ;) I think people who hit that do really intense / absurd stuff. A few Truckstations won't do much.
@T33K3SS3LCH3N
@T33K3SS3LCH3N Жыл бұрын
14:10 I'd like to propose that you gather "non-priority changes that we want, but haven't introduced yet to spare peoples' saves" as one big package and release them all in one go. Maybe for the 1.0 release. This way you do get these (very much wanted) changes out, while people who continue on old saves only have to do one base rework, and many old players will probably start a new one anyway around that time. That would also fit the Beacon Removal topic. 21:00 It would be nice to bump up the blueprint designer just a little bit to make refineries workable. Piping up refineries is very tedious work in the late game.
@ngraner421
@ngraner421 Жыл бұрын
You did the train meeting algebra. That is hilarious.
@jonasholm-mw5bn
@jonasholm-mw5bn Жыл бұрын
27:37 oh yeah, the lights in the game are all quite big. It’s always a bit of a problem to find one that fit right inside. It could be good if it was the same size as a foundation. It could also be cool if there was a either ceilings or foundations with build in light
@TheMostUt
@TheMostUt Жыл бұрын
A few things I would like to hit on: Hard no to logic, I understand the difficulty, but I think a SIMPLE power logic system could help with power balancing early/mid-game. I thought I had gone insane when I dropped a beacon and it just disappeared, I totally forgot about the map markers. I would like to see small wall lights, and the big floodlights with variable housing angles. Really that's it. Everything else is perfect as is, and def keep up the hard work!
@yournamethere123
@yournamethere123 9 ай бұрын
As someone new to Satisfactory and Coffee Stain Studios as a whole, your games are a breath of fresh air in a very stagnant environment of modern gaming.
@jamonster123
@jamonster123 Жыл бұрын
Always love a Coffee Stain video :)
@xk445g
@xk445g Жыл бұрын
I think the solution to the Tier 3 Miners is that the faster belts will be made with S.A.M. Ore in some regard.
@maxastro
@maxastro Жыл бұрын
From the way he was cagey about it I suspect it's something entirely new, not just faster belts. Like perhaps SAM ore unlocks a "belt" that instantaneously transports items from one side to the other.
@dewetskywalker
@dewetskywalker Жыл бұрын
He did say that the story will have almost nothing to do with regular progression, so I doubt it
@maxastro
@maxastro Жыл бұрын
@@dewetskywalker No, he said that it would be optional. He also outright said that the solution involves S.A.M. ore in some way.
@thomasbourchier8715
@thomasbourchier8715 10 ай бұрын
I’d guess before 1.0 release there’s going to be another tier revealed.
@Neo-vz8nh
@Neo-vz8nh 8 ай бұрын
There won't be MK6 belts due to engine limitation. The solution will be something new,
@fluffykitten077
@fluffykitten077 Жыл бұрын
I really wish the blueprint designer was a lot bigger. The most frustrating thing in playing this game sometimes is when you want to try out a new design idea and realise that moving your base will take tons of time. Feels like work sometimes. I compare this game to programming a bit but the nice thing with programming is that you can easily move, replace, adjust the layers you have easily (if you've designed your program with layers in mind). Replacing a "layer" in your factory can feel like a titanic affair sometimes.
@ПараллельнаяВселенная-й3п
@ПараллельнаяВселенная-й3п Жыл бұрын
About Z-flickering: you can make it simple just how you already made in blueprints - special mode when you build in two steps, first one is grey build when you can move left, right, up and down and second one - final build. Sorry, English is not my first language, I hope you will get what I suggested
@Sloppy_Sloppy
@Sloppy_Sloppy Жыл бұрын
Love y’all, looking forwards towards the final launch!❤
@meneermankepoot
@meneermankepoot Жыл бұрын
About the z fighting, it would for example be very helpful if you could select a foundation and select an option like "priority foundation". Basically offsetting the selected foundation up by a small amount (slight ledges no one will see are far less of a problem than the flickering). I have to do it with pillars and catwalks all the time, which gets quite tedious. This might have been what you meant when you said that you tried to add a sort of fix for it, but that materials are different so it was hard. I get that this wouldnt really work with the edges of the ficsit and metal grid foundations. But if asphalt, concrete and polished concrete would have this feature that would already be huge
@leroy203
@leroy203 Жыл бұрын
Are you going to change it so fluid train wagons can hold the same amount of fluid as a cargo wagon full of packaged fluids?
@СашаВойнов-ч9з
@СашаВойнов-ч9з Жыл бұрын
Yes! This is logic and necessary!! And we also need liquid storages to be able to store more liquid then regular storages can store packaged liquid
@Serhii_Diemientieiev
@Serhii_Diemientieiev Жыл бұрын
It should have more than normal car
@6Twisted
@6Twisted 11 ай бұрын
Interplanetary DLC? Being able to board a rocket at the end of the game to a new world with new animals, plants and gravity would be cool. You could have dry worlds with rare water, uranium rich worlds ect.
@leotheliongames
@leotheliongames 11 ай бұрын
It’d be cool if this happened, they added planetary shipping, so you could ship products or materials to the main planet
@ppunion
@ppunion 11 ай бұрын
My question for the community managers at coffee stain: Have you weighed the developers and made sure that they weigh more than a duck? Because the devs being witches is pretty much my only theory on how they are delivering this much content for so little money!
@EisenloweCR
@EisenloweCR Жыл бұрын
Green energy is my only point of conflict, I know the reasons behind but honestly I think there should be an option to do it, FicsIt is all about efficiency and if green energy can boost and make the factory better, we should be able to use those resources. Anyway, thats what mods do.
@NightCabbage
@NightCabbage Жыл бұрын
I think it would be pretty fair to move/align the nodes to the world grid for the 1.0 release :) If 1.0 can't include breaking changes, what can lol
@Psydefective
@Psydefective Жыл бұрын
When you launch 1.0, you can also launch 0.99, with the main difference being that you aligned nodes to world grid. That solid version launch is a great time to do something like that, because it would force a total rebuild, but it would also allow someone to use all the 1.0 features except the moved nodes to show off their pre-release factory in pristine form, or even add in all their favorite new launch features to it. Then let players choose what version to launch. You can remove beacons and make other such changes too, the 1.0 release is a good time to break factories and force a rebuild.
@skavi2182
@skavi2182 Жыл бұрын
Watched the whole vid hoping for priority mergers. I'm gonna write you guys a freaking book about the need for them.
@Allthegoodhandlesaretakenlmao
@Allthegoodhandlesaretakenlmao Жыл бұрын
You can make one with smart splitters and balancers, but it’s a huge pain to make, so I would totally want that
@lionllew6601
@lionllew6601 Жыл бұрын
Imagine making a game about managing resources and not including any logic or reasonable way to *manage* resouces (beyond a smart splitter)
@b4rs629
@b4rs629 10 ай бұрын
@@lionllew6601 Even the smart splitter barely works. I tried stacking up 5 smarter splitters vertically to make thing look nice, but all it did was cause more issues fixing it cuz one resource would stop the others from going. I went back to spaghetti.
@TheDartFrog
@TheDartFrog Жыл бұрын
"we don't really have any interest in implementing VR" I'm not crying.. it's just the onions..
@reallyanotheruser7290
@reallyanotheruser7290 Жыл бұрын
Maybe you can implement VR after 1.0. I think its gonna be really interesting, because right now its kinda hard to tell the scale of everything in the game
@icedragon769
@icedragon769 Жыл бұрын
The player character is 1.85 inches tall. Hope that helps with your sense of scale!
@JulianF06
@JulianF06 Жыл бұрын
That would be great, but im afraid of the jumpscares Form the spiders xD
@group555_
@group555_ Жыл бұрын
22:59 just do what minecraft did with the old slabs, you replace the recipe but keep in everything related to the old one. now you just can't select it anymore. so only legacy saves that already had them can use them. all the old set ups keep working and any new factories will use the beaconless one
@R33F3RMONSTER
@R33F3RMONSTER Жыл бұрын
This is one of the greatest games ever made and it's not even finished yet! Keep up the amazing work Coffee Stain team!
@K162KingPin
@K162KingPin Жыл бұрын
21:00 We still need a much larger blueprint designer, even if you wanted to limit the number of parts that can go it it, simply for making roads and trains. I mean, it should at least be big enough to make a 4 way intersection for a train. This doesn't require a lot of part but is game changing in actually building train networks. Currently using a mod for this, can't imagine what it would hurt or take away from the game if it was vanilla.
@domm1677
@domm1677 Жыл бұрын
But once the trains cross non will ever reach its destination, except player resets them
@SpiralingOut23
@SpiralingOut23 Жыл бұрын
I LOVE that you guys are making the game YOU want to make and not letting fans (toxic or not) determine what you guys are making.
@kathwow4697
@kathwow4697 Жыл бұрын
Here's an question when will Satisfactory be fully able to operate on the steam deck (verified?
@roby2336
@roby2336 Жыл бұрын
And will there be achievements?
@raf444
@raf444 Жыл бұрын
about the lighting, even with lumen off, I've always feel like the lights are WAY to spot-lighty, even a huge light array only lights inside a factory on a very specific cone and everything else is dark, feels really weird, I think an easy fix for this would simply to increase the cone of light that comes out of every light a LOT (say double? testing needed), light would feel more realistic then iluminating a wider area
@Danderfluf
@Danderfluf Жыл бұрын
This! And some smaller lights more suited for smaller hallways and small rooms would be nice. The current lights are a tad too big in a lot of scenarios.
@raf444
@raf444 Жыл бұрын
@@Danderfluf it's too big AND with way too little coverage IMO, actually not even gonna complain about the size, as longe as it lights up the room well
@jonatansexdoer96
@jonatansexdoer96 Жыл бұрын
Might as well align the nodes to world grid for 1.0 release assuming you're planning other breaking changes for 1.0
@smstnitc
@smstnitc Жыл бұрын
I think it would be awesome after 1.0 if you added new biomes over time to expand the map
@Xix1326
@Xix1326 10 ай бұрын
The evolution of these sub-genres of games is a lot of fun. We see the Dwarf Fortress -> Rimworld -> Stranded: Alien Dawn as the ASCII -> 2D -> 3D family tree. I don't know if there's a game that inspired Factorio, but this is definitely the Factorio -> Satisfactory family tree. I guess going to VR would be the next step in each sub-genre, but since I don't actually have 2 working eyes, the current implementations of VR don't work for me any better than the 3D glasses of the '50s did. If you don't have 2 properly working eyes (i.e., the optic nerves fuse correctly in the brain) then you don't actually see in 3 dimensions. There are many cues as to how far away stuf is so I don't bounce off walls (usually). I can't really notice much difference until I try and do stuf like VR (or hitting a ball with a stick), which requires binocular vision.
@grixx1979
@grixx1979 Жыл бұрын
I love the up front communication from Coffee Stain's team. I just wanted to say thank you all for keeping us updated it means a lot.
@dragonzord6615
@dragonzord6615 Жыл бұрын
The way that you interact with your community is the best part about the game. Don't get me wrong, i fuckin love satisfactory. But the way you treat your customers like people is so refreshing.
@slowsteadysqueeze4246
@slowsteadysqueeze4246 Жыл бұрын
To further the light question: I'd really like to see a smaller light to put in stairwells and smaller spaces etc. I don't have room for the big lights and don't necessarily want to use sign panels as lights.
@raf444
@raf444 Жыл бұрын
you know what would be REALLY cool and useful? A belt thoughput counter, for instance plop it down in a belt and it counts how many itens/min travelled in the last say... 5 or 10 minutes (maybe ajustable?) that would be really useful to easily know how many spare itens we have overflowing out of a production line for instance and other aplications
@dillonmann2557
@dillonmann2557 Жыл бұрын
You guys are the reason I have energy to wake up. Please keep making this game better!
@dillonmann2557
@dillonmann2557 Жыл бұрын
also where can i buy that sweater?
@kyberwanderer
@kyberwanderer Жыл бұрын
I have a bit different solution for the maths question: It can also be expressed as that train X is 1.5 times faster. And add up 1.5x speed + x speed = 2.5x speed. And longest travel time is 90 minutes. And 90 divided by 2.5 = 36. (Or 1.5 hours divided by 2.5 = 0.6 hours. But that then needs converting.) In short: meeting time = longest travel time / the sum of the "speed ratio parts" Distance then becomes relevant only when the trains depart at different times. In example, question above adds "A is Paris and B is London, in different timezones. Times mentioned are local times." That would mean that train X takes 2 hours, while train Y takes 30 minutes and departs an hour later. That can be simplified, using A1 (point train X has reached when train Y departs), and London time. So at 4 PM (GMT) train X is at A1 (with one hour left to travel), and train Y is at B (with 15 minutes to reach A1). And just fill in the formula, and 60 minutes divided by 5, means they meet at 4:12 PM (GMT). Or as expanded formula: meeting time = longest travel time / the sum of the "speed ratio parts" * sub-distance travelled. That is, in case of the Paris-London example, train X will have covered half the distance when train Y departs. So, 120 minutes divided by 5 and then multiplied by 0.5d = 12. (Or 2 hours divided by 5 and * 0.5d = 0.2 hours). And voila, any such question should now be covered. :)
@jperezmobile
@jperezmobile Жыл бұрын
VR would be a great experience
@JohnReidIT
@JohnReidIT Жыл бұрын
I would really enjoy this, too!
@pinkytheslime1512
@pinkytheslime1512 Жыл бұрын
Resource on worldgrid fix idea: just a a bit of jiggle room so miners can snap to them off-centre
@thoriandragontamer1411
@thoriandragontamer1411 Жыл бұрын
You answered the math question- what a boss! You guys continue to be awesome!! lol Edit: I am sad that the rain is gone. No, I didn't notice it/forgot about it until you mentioned- however I'm very much looking forward to it! It's a very nice touch for the game. :D
@An1mat0rz
@An1mat0rz Жыл бұрын
For 1.0 you could force new saves to implement the new story elements as well as fixing the assets misaligned to the world grid like nodes
@ShadowDrakken
@ShadowDrakken Жыл бұрын
you should look into mesh merging to fix the z-fighting
@highdefinist9697
@highdefinist9697 Жыл бұрын
For dynamic geometry, on a huge scale, with an unbounded number of simultaneous intersections, without significantly impacting performance, even on low end PCs which can barely run Satisfactory as it is, including situations where the player is rapidly constructing or deconstructing a large amount of objects simultaneously? No thank you, I would rather have them spend their developer resources on other things.
@ShadowDrakken
@ShadowDrakken Жыл бұрын
@@highdefinist9697 merging meshes should HELP performance, not hurt it. You're simplifying the geometry, making it easier on the system. You would still track the existence of both objects, you'd just visibly throw out the parts of the mesh that intersect.
@highdefinist9697
@highdefinist9697 Жыл бұрын
@@ShadowDrakken The problem is that "merging meshes" is not exactly free in terms of performance. So, if you want to merge hundreds of objects per second, each of which has thousands of vertices, and an unknown number of intersecting planes, then that is really only possible if you spend an enormous effort on optimizing the underlying algorithm. The memory consumption of storing the corresponding tens of millions or hundreds of millions of vertices for a large factory would also be large. And what about savegames? Do you want to recompute everything when loading the game? That will lead to very long load times, even if your algorithm can process millions of vertices per second. Or do you store it in the savegame? Then it will be hundreds of megabytes or even gigabytes for a very large factory - is that worth it? And what about multiplayer? And how do you implement it in Unreal? Is it compatible with Lumen? And Nanite? And all shaders? What about animated geometry? What about vertex shaders? Really, the problem is quite substantial. Not unsolvable, of course, but far far larger than what they should attempt.
@ShadowDrakken
@ShadowDrakken Жыл бұрын
@@highdefinist9697 you act like Minecraft and hundred of other games, not all of which are grid based, don't already do it XD
@highdefinist9697
@highdefinist9697 Жыл бұрын
@@ShadowDrakken As far as I am aware, Minecraft does not have this technology. Do you have a source?
@Warp9pnt9
@Warp9pnt9 Жыл бұрын
Blueprint designers need to be 6 and 8 foundations, in a mk.2 and mk.3 variety. These would help greatly when making larger road, train, power, and bus segments, as well as some of the more complex aluminum refinery and manufacturer and blender configurations. SF+ mod included such sizes and it worked beautifully. Please add bigger BPDs. And also horizontal nudging in 0.5m increments and vertical nudging in 0.5 and 1m increments at the very least. The game would feel whole and complete with these features. I might even forget about golf, it'd be that good.
@danielh.9010
@danielh.9010 Жыл бұрын
I agree! I've played with SF+ mod as well, and building 50 or even 100 solution heaters (+ turbines + pipes + power cables + co2 and steam chimneys) took days even with mk. 3 sized blueprints!
@powerthrucontrol
@powerthrucontrol Жыл бұрын
I missed the rain.
@Tomyironmane
@Tomyironmane 11 ай бұрын
-We noticed the rain... or lack thereof... I wasn't sure if it was on your end or a graphics problem since you started upping the minimum spec. -Adding lights might be compulsory with the way the new engine has re-done the way light works in game, it's pitch black in the bowels of my factory now and the current lights don't always fit. In a pinch, build a sign, set it to a solid color, and turn up the emission to the max. This would be a way better solution if it was possible to ceiling or floor mount them.
@jamonster123
@jamonster123 Жыл бұрын
Just add golf already XD
@rremnar
@rremnar Жыл бұрын
There are already survival elements in the game. You eat to keep your health up. You die if a monster hits you enough times, or you fall into the infinite beneath, or fall and eat dirt. There are medicine items that completely restores your health. However, there is no hunger, nor thirst. There is no sleeping (but not many survival games have this). So to add a full feature for survival, is just adding hunger and thirst. There really is nothing else you could add to add the "survival" tag to it. You start off gathering basic materials like you do in a survival game, you fight monsters which are a threat when you explore.
@hellix8547
@hellix8547 11 ай бұрын
Wo ist Update 8? Wo ist Update 8? Wo ist Update 8? Where's Update 8? Where's Update 8? Where's Update 8?
@MrDavidMoyer
@MrDavidMoyer Жыл бұрын
Regarding the blueprints... I'm still playing update 7 cuz I dont' have a big enough hard drive to have TWO copies of the game going. So I'm not sure if you changed it in Update 8 or not. But I feel like the current size of the blueprints is okay for the early game when players are still learning what all the buildings do and experimenting with different factory designs. But I also think it would be nice to maybe have a "Blueprint Mk2" that is 50% longer and 50% wider, preferably also 50% taller, for when we want to build bigger chunks of our factories repetitively, but still won't let us "copy/paste" entire factories. Then we have two options we can utilize for different situations: the smaller blueprint machine when we just need a couple of constructors or the corner of a wall; and then the bigger version for when we want to build a block with a few refineries in it.
@AkuTenshiiZero
@AkuTenshiiZero 11 ай бұрын
This game is the reason why I don't buy early access anymore. 4 years, what a mess.
@rolanddeschain3405
@rolanddeschain3405 11 ай бұрын
But! But with what fervor the developers released the first updates... apparently, Jace's departure is connected with problems in the company.
@rolanddeschain3405
@rolanddeschain3405 11 ай бұрын
And in this case, nodding towards Factorio is fundamentally wrong - already at the early access stage they had an essentially complete conceptual game.
@elijahcruz8895
@elijahcruz8895 9 ай бұрын
An idea I thought up for the flickering: Let's say a user placed a foundation, then they place another one that happens to overlap the first. You could check when they place it if they are overlapping, and then determine the points of the model which happen to be overlapping for each part. Then, give priority vision to the last one placed by taking the older foundation and either shrinking just that spot on the model, or you could mark that part of the model as like a "not visible" (in my brain I see this similar to how FPS games like Valorant would do it). My brain can't explain this idea that easily, but this is kinda how I fixed a similar issue in Unity.
@TheLeftCulprit
@TheLeftCulprit Жыл бұрын
The lack of half foundation walls, curved/slanted foundations with at least 45 degree, but preferably 15,30,45 and 60 would be incredible for the architecture sandbox. My building concepts are often running into hurdles due to the lack of these pieces. Plus having the ability to curve your roads and paths without tweaking for 30 minutes would be nice QoL. Oh, and maybe 4+ more pices for integrating the half pipes/rounded parts back into the foundation grid to give more freedom with implementing round geometry to buildings. The sandbox is already so good that the lack these things really stands out.
@theastronomiczero3324
@theastronomiczero3324 Жыл бұрын
Will Satisfactory continue to be updated after 1.0?
@thzockt
@thzockt Жыл бұрын
Math with Snutt. Really funny, how he is concentrated the entire time
@puntherline
@puntherline 10 ай бұрын
About the z-fighting issue... You don't need to add a variance in height. The easiest way to get rid of it should be to have the drawable of every foundation at a slight angle on all 3 axes, eg. 0.5° tilted on x, y and z. That way, two foundations will have to be placed in exactly the same location with the same heading in game in order for z-fighting to occur. This eliminates the need for adding a random height offset. Since the collision model won't be touched at all, snapping 100,000 foundations in a row won't accumulate variances, meaning they'll be perfectly straight.
@group555_
@group555_ Жыл бұрын
8:33 I would love the option in the build gun to just select an object and give it render priority over anything close to it. we already do this with some build tricks but having it build in would be very nice.
@Summers07
@Summers07 Жыл бұрын
Can we have a feature in the programmable splitter where you can set a specific rate of material in a specific direction. Machine A needs 35 per min Machine B needs 15 per min Both machines are using a split belt
@WackoMcGoose
@WackoMcGoose Жыл бұрын
Possible idea for the nodes-to-world-grid thing: In Trackmania, the physics are completely deterministic and rarely get changed after the release of a game in the series. Replay files have a "version number" in them so on rare cases they _do_ have to tamper with the physics engine (hello ice update), there's essentially two versions in the game code, and replays are done with whichever version of the physics engine is specified in the replay file, but all new replays are created with whatever the latest version is, essentially backwards compatibility for old replays only but everything new is forced to use the latest version. Satisfactory could do the same, old saves will retain the _logical_ position of the resource nodes while new saves will use the new grid-aligned version. The world model would still be the same, so old saves using the old node positions wouldn't _visually_ align anymore (only by a few meters I assume, less than one foundation size), but they would continue to be functional with existing factories, while new saves would use the new positions that align with the updated world model.
@italixgaming915
@italixgaming915 Жыл бұрын
Optimised solution of the train problem: It takes 1h for train X to cross the distance between A and B and 1.5h for train Y. Which means that train X is 1.5 time faster than train Y. Then when both trains meet, the distance crossed by train X will be 1.5 time the distance crossed by train Y. Which means that the distance between A and B is 2.5 times greater than the distance between B and the point where the trains cross each other. Since it takes 1.5 hour for train Y to move from B to A, it takes 2.5 times less to move from B to the crossing point. This time is then equal to 1.5/2.5=6/10h or 36 min. So it's 4:36 PM when the trains cross each other.
@kentslocum
@kentslocum Жыл бұрын
I'm so happy that the Satisfactory dev team is willing to take a stand against feature creep. They understand that this game can't be everything to everyone, and thus they are able to focus on the core of the game.
@willie9899
@willie9899 Жыл бұрын
I love how golf is still a topic. I can't wait to build minigolf courses!
@Cyiel568
@Cyiel568 Жыл бұрын
Rounded foundations : YES ! I want them ! Making roads is a pain in the ass and it's always when i start to need to do long distance transportation it starts to frustrate me so much i'm giving up every time because i don't have fun but more than that i have the impression to loose my times.
@vasistaavinashbehara847
@vasistaavinashbehara847 Жыл бұрын
about that train question: easy way of doing it : lets assume time taken by train 1 from a to b is t1 lets assume time taken by train 2 from b to a is t2 time after they meet = (t1*t2)/(t1+t2) = 60*90/(60+90) = 5400/150 = 36 mins
@Heathenfidel
@Heathenfidel Жыл бұрын
The thing where it tells you how to open your inventory and equip your starting weapon should come first, before it tells you to deconstruct the landing pod. I managed to run off, find an iron deposit, mine the iron deposit, come back to the landing pod, deconstruct the landing pod, and get killed by a hog without being told that I have a weapon that I need to equip. Also, the blueprint thingy needs to be at least twice as big as it is. 64x64x64. I want to blueprint two rows of buildings with a splitter chain in between them and merger chains along the sides. All buildings are too big for that except maybe the smelter and foundry. Some building don't even fit in there at all. You can't put even one coal generator, nuclear power plant, or particle accelerator in there.
@MastaSmoke420
@MastaSmoke420 Жыл бұрын
I don't use the blueprint designer, I've never felt like it helped me at all at its current size. Maybe I'm not good enough yet but that still makes it useless to me. Edit: Oh, I have 140 hrs I guess I just don't know how to use it.
@Wootguy238
@Wootguy238 Жыл бұрын
It's fun trying to make things as compact as possible
@yohanncousseau9281
@yohanncousseau9281 Жыл бұрын
I am at 115hours and i use them sometimes, when i want to make product in mass, like 20 constructors that craft the same thing. They are not as usefull/easy to create, as in factorio but can help when you are tired to do the same thing again and again.
@MastaSmoke420
@MastaSmoke420 Жыл бұрын
@@Wootguy238 I had some fun with that but I never felt like I could make a decent one size fits all blueprint for any mats. Then you get frustrated and go back to playing after wasting a bunch of hours lol.
@MastaSmoke420
@MastaSmoke420 Жыл бұрын
@@yohanncousseau9281I never could quite figure out a good blueprint that I could easily place over and over. It always seemed there was some kind of constraint that stopped them from being useful. It also doesn't help that precisely placing them without a hoverpack is a nightmare.
@Wootguy238
@Wootguy238 Жыл бұрын
@@MastaSmoke420 I dedicate a play session to messing around in the designer while watching KZbin lol. I have a blueprint for a even 1-to-5 conveyor system, but it is in 3 parts sadly due to size. But it helps a toooon
@BruceNJeffAreMyFlies
@BruceNJeffAreMyFlies Жыл бұрын
Remove all the hard coded nodes and replace them with an object that has a location value and a property allowing it to be backward compatible. Check on first load, after update, if a miner is placed where each node was. If there is a miner placed down, place the new object where the old node was; If there is no miner then place the object in the new location. Set a flag on the object if it is placed where an old node was, triggering the replacement of the node once the miner is removed. Boom. Nodes are now aligned to the grid without messing up old saves. (I'd actually really like an explanation for why this isn't an easy solution. I trust that these professional developers would have done it if it really were this easy, but I'm still learning so I don't understand the concern.)
@micbln8967
@micbln8967 Жыл бұрын
the "no vr" made me really sad, never played a game which is more suitable for vr. but watching snutt solving a math problem made me forget it instantly.
@zaphod4245
@zaphod4245 Жыл бұрын
4:55 I thought he was about to say "If you want a more in depth factory game.....go play Factorio" 💀
@aircraftcarrierwo-class
@aircraftcarrierwo-class Жыл бұрын
Regarding lights: I would really like a ceiling light that fits in the footprint of a single foundation, or even 1/4th of a single foundation. IE: The footprint of a Large Pillar at the largest, or Small Pillar at the smallest. I would also like a wall light that sticks out and points down and is fairly small. If you clip a street light so that the head pokes through a wall, that's kinda what I mean. Something you can put over doors -- that doesn't block the door or have to come out at an angle.
@yuryd.
@yuryd. Жыл бұрын
"They have solution for Miner Mk3" but he forgot to say how long we would have to suffer waiting for the implementation of the solution
@timokampwerth1996
@timokampwerth1996 11 ай бұрын
Can we get back to the weekly updates? In the last 4 and a half months you got only 4 Videos out, one of them was just showing of the wiki. Many are still working when you do the devstreams and given how religiously you're purging the vods on twitch, watching them later often isn't an option. Jace did such an amazing job curating the community, don't let all that effort go to waste please. And i say Jace on purpose because in the last few months we've seen what we get when you do it. Weekly updates turned into monthy ones and the community highlights and Q&A turned into a let's play.
@jonwatte4293
@jonwatte4293 Жыл бұрын
Please just stabilize, finish the story, bug soak, and ship it. I can't wait another 7 years!
@TechExpanse
@TechExpanse 9 ай бұрын
me: breaths snutt: no, we don't have plants for that.
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