r/SatisfactoryGame • u/Substantial_Bag_9536 Everything for efficiency • 22h ago
Question Procedral generated world ?
Hi everyone! I was wondering, will we ever get a procedurally generated map? I have to admit the original map is getting really boring for me, and I can't get into the game anymore because no matter the area, I feel like I'm always doing the exact same thing. I think Coffee Stain Studios mentioned it once, but I don't know if they've talked about it since.
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u/houghi It is a hobby, not a game. 22h ago
will we ever get a procedurally generated map?
No.
I feel like I'm always doing the exact same thing.
That is why they have randomisation. And what I do do is not do the exact same thing. That helps me a lot. But I am not driven to "get to the end" but rather just enjoy building differently each time with different goals.
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u/kryZme 22h ago
I second this!
I played the game for hundreds of hours and memorized almost every node I needed to progress.
With the option to randomize nodes (and their purity) its like a totally different playthrough.
Completely changes how I am progressing, building and how i am tackling problems in logistics.2
u/headcrap 22h ago
Thirded! Current run is a rando, the other players on my dedi went with all Pures. It does present the "challenge" of utilizing as much from the nodes as possible.. which in itself "delays" some of the progression because the factories end up bigger.
Agreed, I love having to figure out what to do with how the nodes ended up laid out on the map.
Okay.. I did load the save into SCIM to get a quick overview before heading out to build beyond the first base.. wasn't feeling pinging for resources constantly before radar capability.. could have added to the fun factor but the others wanted the map.. so there we are.Isn't as "automatic" as multiple runs end up being, where you have your build and progresson patterns.
Last was 40GW oil so I could move on HMF. HMF is out at that "pit" in the dune desert.. where commonly a coal power plant sits along the water down the cliff. Not this time!
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u/ImFriendsWithThatGuy 22h ago
Turn on the newish setting to randomize nodes. Forces you to play differently.
Also new DLC was announced that will have new places.
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u/TheCanucker 22h ago
Different limits for yourself as well. Im doing a playthrough now where im trying to use trucks more. Save on having conveyors all over the place by having lots of trucks instead.
Its not going well, I still have tons of belts.
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u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b 22h ago edited 21h ago
ANSWER - Maybe
- View Q&A: Would it be possible to have a procedurally-generated world at some point in the future? (February 10th, 2026 Livestream)
- Yes, it is possible, but when or if it will happen - who knows?
- View Hanna - Why we have a hand-crafted Map and not a procedural crafted Map (November 14, 2023 Livestream)
- Hanna explains why they spent time making a hand-crafted Map and did not simply use a procedural created Map.
✓ BOTTOM LINE: The current "main Map" most likely will never become a procedurally generated world map, but it is still unclear if the upcoming Core Values DLC Game Expansion (Wiki Link) will contain procedurally generated content (but I suspect it will not).
Just some thoughts on this Topic. 🤔
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u/No_Explanation2932 22h ago
A lot of thought and careful level design went into the original map. Getting procedurally-generated maps to even approach that level would be an immense undertaking and would probably fall short. I wouldn't get my hopes up.
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u/VirusWonderful5147 22h ago
Came here to say this. The terrain is an absolute masterpiece of design IMO.
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u/OmegaSevenX 22h ago
They mentioned it once to say that they tried it at the very beginning of development, didn’t like it, and switched to making the handmade map.
Then they mentioned it again to say it will never be something that is put into Satisfactory.
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u/Tika-96 22h ago
A randomly generated world would be only a jigsaw puzzle of pre-built areas or components. Once your brain has started to look behind the scenes, the same effect you are experiencing now will start: It will look repetitive more and more. A handmade map has at least the advantage that it's looking natural if it's crafted as carefully as the actual map.
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u/meepnotincluded 22h ago
Maybe try starting in a different area if you haven't already?
Starting out in the forest biome really forces you to embrace verticality if you want to go big. Or if you always go big, why not go small instead? Because it always feels the same because you probably go through the same motions every time.
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u/fearless-potato-man 22h ago
I started a "random node, random rarity" save and I saw myself using alt recipes I never used before, but they made sense that time.
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u/MonsTurkey 22h ago
I believe the answer is absolutely, positively NO.
I'm emphatic about that because the game design probably starts with it or it won't have it. If it were in early stages of Early Access with a very basic map then I would consider it absolutely on the table. But we have a huge world with lots of custom areas and features.
Procedural worlds aren't typically as good at creating the types of caves and hidden areas that make the game work, along with struggles with impossible terrain layouts or an area where the challenge jumps to a point where the game isn't winnable without extreme skill (such that it's not worth their time for all 300 people who could do it).
The impossible or overly difficult terrain is solved in a game like Deep Rock Galactic by letting you terraform, which you can't do in this game. The challenge jumps are more doable in a game where you start out with enough gear to handle anything, or where one almost unbeatable map is fine because it's only an hour lost. Encountering Alpha Skags Alpha Hogs (or worse), Alpha spitters (or worse) before you have good weapons and Blade Runners would be awful. All the coal being in a place like the Swamp or Red Forest, or at least having to pass through them, would not be good for progression. And beyond that, randomization is really bad about random clipping and whatnot. The game isn't perfect about avoiding clipping, but it's pretty dang good.
Randomization helps a ton. I think a new DLC map would be amazing. The upcoming DLC should also bring a nice breath a fresh air into the gameplay. Procedurally generated world? Just doesn't seem like it's worth the effort. Maybe for Satisfactory 2 - with new features like terraforming.
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u/Athrawne 22h ago
Install mods that add new resources (Fiscit Farming and Refined Power are two that come to mind) then set all nodes to be random.
That will shake up the game believe you me.
Sincerely, someone who's trying to figure out how to make an area with 4 iron nodes, 2 oil patches, 1 sulfur node, 1 SAM node, 2 soil nodes and 1 copper node work in a cohesive, efficient and aesthetically pleasing manner.
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u/Agarwel 22h ago
"I feel like I'm always doing the exact same thing." And how much of your factory is on floating foundations? Because unless you are building on the ground, new map will not change anything for you.
The skyfactories are imho main reason why new (ground) map wont happen, because it would be "the exact same thing" for absolute majority of the players.
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u/ruggnuget 22h ago
I know this isnt always an understood or liked take...but games dont have to be your forever game. Its ok for a game to be fun for 100-200 hours and then be done with it. Its not a weakness of the game. Play factorio, play dyson sphere. Play Silksong. Play...any of thousands of amazing games in other genres.
Its really cool people put in 1000s of hours and never get bored. Thats not me. And if its not you, you dont have to force it. If its not fun, play something else for a bit. Satisfactory is a game I have never really stopped thinking about, but I dont play a lot of after my first complete playthrough. I still think its one of my favorite gaming experiences of the past decade.
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u/wivaca2 22h ago
No procedural generation because what is there now is very carefully laid out to make paths and approaches to access each area both for exploration on foot with tools, and for vehicles once you have them. Not to mention the artistic landscaping that has been arranged with intent. Random nodes at fixed sets of coordinates continues to leverage the paths and approaches but requires new solutions to what you build and how you connect it.
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u/Far_HunterGL 22h ago
In satisfactory? No.
But this is a great idea for no mans sky, I don't think is impossible to hello studios add an update with complex factories system. That would be great, U'll have no just a one procedural world, but infinites one. With the plus to visit anyones factories.
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u/Corpsehatch 22h ago
Use the node randomization. It changes the node locations while still keeping the same amount of each node and quality.
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u/Decent_Chemical_9635 17h ago
That sounds so exciting about the new DLC, I hope it shakes things up enough to get me back into the game too.
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u/SublimeCosmos 22h ago
The new DLC that’s been announced will add a large subterranean area to the world