I played Satisfactory for a while. Got a little past oil extraction and power generation. I think I was doing it wrong, though. I only made one actual factory, like with a floor and such, and it was one of those little templates you can design and make several of. Most of the stuff I built was just scattered about the map with miners and constructors and smelters just laying about everywhere and conveyer belts connecting them. It felt disorganized and, well, unsatisfying. The transport tube (the futurama style one) was fun, but most of the rest of it just felt like work. That and the fact that there was no provided reason to do any of it caused me to just lose interest after a while. I think the Christmas gift construction tree, where the last item required like 10,000 gifts collected was kind of discouraging too.
What keeps you motivated to improve, rebuild, and progress in the game? And what am I missing?
Nothing is ever 100% safe. Risk assessment is a big part of federal regulations. (See refs at JSTOR and NCBI) One of the key questions is what is the cost/benefit balance for a product. Kitchen knives are hazardous, but it’s very hard to cook without them, so they balance heavier on the benefit side despite the risks. Radithor is all risk and no benefit, so it was an easy decision to ban it.
The point ContrarianTrail was making is that there is some risk in nearly everything. People have died as a result of garden tools, cars, house pets, shaving, buckets, toothpicks, baseball, etc. Here’s a list. The part he left out is the cost/benefit analysis. I prefer pull cords on my blinds, and I find the new regulations annoying. But I guess some federal agency decided they aren’t so useful that it’s worth the risk to children. And it would be selfish to be all upset about it if it saves some child’s life.