Hi Pioneers! Hello again everyone, Todays patch is a localization update so everyone can have the latest professional and community translations for Satisfactory If theres any big issues you think we should address or we might be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day and it will be great to read all your feedback after we come back from vacation Once again, thank you for all your support, were super grateful to have such a dedicated community and were happy youre enjoying our game, thank you so much for your nominations in the Steam Awards 2024! If you would like to read more about that, please check out this other post: https://store.steampowered.com/news/app/526870/view/512944432186655982 We hope everyone has a nice winter break and holiday season Merry FICS*MAS and a happy new year <3 NEW
- Improved HUB
- Updated community translated languages with the latest translations
[ 2024-12-20 11:40:41 CET ] [ Original post ]
What's up, Pioneers! We are stoked to announce that Satisfactory has been nominated for the Steam Awards in two categories: Better With Friends and Most Innovative Gameplay! Thank you to everyone for casting your nominations our way! Your passion and creativity have helped shape Satisfactory into the game it is today. Better With Friends: Whether you're building massive factories or exploring the vast alien landscapes, everything is more fun with friends. Especially friends that put nuclear nobelisks on you when you log out. Most Innovative Gameplay: From the intricate factory designs to the complex logistics systems, Satisfactory strives for innovating the spaghetti simulation genre. We are incredibly grateful for your continued support and enthusiasm. If you love Satisfactory as much as we do, please consider voting for us in these categories. And if you don't want to that's cool too. Thanks community, helps a lot!
[ 2024-12-19 18:00:51 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Todays patch is potentially the last patch before we go out for FICS*MAS vacations and winter holidays at our office We wanted to do a last patch with some important fixes as weve noticed that some pioneers are still getting soft locked from the FICS*MAS calendar progression, so you can now handcraft the FICS*MAS Data Cartridges in the Workshop once youve unlocked them in case you ever lose them As always, if this patch brought any unexpected issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day and even if we dont address them right now, we will definitely look through your feedback after everyone is back :) See you all again soon, thank you for your incredible support and for being a fantastic community, hope everyone has a nice winter break and holiday season Merry FICS*MAS <3 FICSMAS
- Added hand craftable FICSMAS Data Cartridge recipes
- After unlocking a FICSMAS Data Cartridge in the Calendar, you will also receive a recipe to be able to craft them in the Workshop in case you happen to lose them
- Increased the ADA Gift pickup message chance to make up for them no longer repeating after playing once
- Added a scroll bar to the Server Options in the Server Manager to prevent the Disable Seasonal Events option from flowing out of the UI and displaying over the description text
- Updated community translated languages with the latest translations
[ 2024-12-09 18:44:13 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, today we have a patch with a some heavily requested changes and some internal fixes to future FICS*MAS content that youll get to see over the next few days Those fixes are omitted from here as to not spoil the surprises for all the new pioneers even if you have already seen some of the content from previous years :) If with this patch we happened to introduce any new issues or you think there is something important we are forgetting please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day! See you all again soon <3 GAMEPLAY
- ADAs messages after picking up presents will now only play one time each
- Always show options that are marked as "Hidden in Game" or "Hidden in Main Menu" in Server Manager Server Options tab, regardless of whether the dedicated server has a save loaded or not.
- This allows for toggling options like Disable Seasonal Events on servers that are already running, Please note that this setting requires a server restart to take effect
- Updated community translated languages with the latest translations
[ 2024-12-05 19:36:06 CET ] [ Original post ]
Hi Pioneers!
It's once again that time of the year, and after seeing the overwhelmingly positive reaction from all of you over our 1.0 release, we wanted to give you all something special before we started to go on vacation for the holidays.
So, keeping with the holiday spirit, we decided to give FICS*MAS a bit of the 1.0 treatment which means all the previously released FICS*MAS content should now be looking and playing better than ever ! What this boils down to is that there are new surprises for all of you to unlock, explore and enjoy!
If you would like to see a small teaser of what FICS*MAS is, take a look at this video from our community managers:
[previewyoutube=7l7vnV1yUV8;full][/previewyoutube]
The FICS*MAS event will be available in the 1.0 and Experimental versions of the game from December 1st 2024, until January 18th 2025! As always, we want to make sure no one feels pressured to rush their FICS*MAS projects while also dealing with work or the holidays in real life. By letting the event run into mid-January, there should be plenty of time to enjoy all of FICS*MAS even if you pick it up for the first time by the end of December as everything in the Calendar can be unlocked retroactively until the last day of FICS*MAS.
For this year, weve also done gameplay updates to the Calendar and MAM FICS*MAS Research Tree to make it easier to progress and prevent soft-locking by losing items, as well as some rebalancing to FICS*MAS-related build costs and item stacks to make setting up the production line more fun.
As for the Calendar, like always, you'll be able to unlock new goodies daily that are crucial for your Pioneering needs as you progress through it. The updates weve done to it will be revealed when the day is right for it, quite literally. Whats December without some of that sweet, sweet waiting game?
We could talk in more detail about the new stuff included in this year's FICS*MAS, but considering the nature of the event, we feel like that would be spoiling much of the fun.. So if you want to find out more, download the latest update and check the Calendar in the HUB to get started!
Also!
In case you missed our previous post; with the FICS*MAS update we're also releasing bunch of fixes and optimizations, as well as answering some requests like the ability to copy paste settings on Generators and Extractors. These changes are more general and here to stay, unrelated to FICS*MAS, so if you're curious about those you can read more the changes here:
1.0 Fixes v1.0.1.0 Patch Notes
But that's not all!, Today we have a few highly requested fixes as well:
GAMEPLAY
- Reverted the snapping changes when building on the sides of Pillars to allow free placement again
- Potential fix for a crash when replacing holograms with another (I.e. Replacing Pipe Hologram with a Hypertube)
- Fixed a crash when Upgrading Power Poles or splitting a Wire from a Power Pole or Wall Outlets
- Fixed incorrect title in Network Errors
- Updated community translated languages with the latest translations
- Updated credits
[ 2024-12-03 19:29:06 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, heres a big patch with some important fixes that we didnt want to hold off until later Some highlights are the fix for a crash on startup for lower spec GPUs which required using the -dx11 command on launch, this should no longer be necessary to do. Other inclusions are the much requested copy paste setting also working on Generators and Extractors now and some more tweaks to the Clearance Boxes Theres a lot of crash fixes and some bug fixes like Frame Windows not allowing snapping, as well as plenty of performance optimizations as well as some more options requested by our modding community. This patch also includes a new setting called Voice Chat Detection in the options menu under Audio, this is a setting for Audio Attenuation so you can choose whether external applications or microphone input can lower the in-game volume so everything is easier to hear. And weve also updated the community translations, so Thai language is now added back into the game. With a big patch like this, theres some room for unexpected issues so if we introduced anything new please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day! See you all again very soon <3 GAMEPLAY
- Copy pasting settings now works on Generators and Extractors
- Clearance Boxes (White Outlines) no longer show up for lightweight buildables (Foundations/Walls) which are built inside of a Blueprint designer
- Clearance Box for the Blueprint designer no longer shows if youre building inside of it
- Fixed a crash related to Upscalers on lower spec GPUs when using FXAA (CompilePipelineStateTask::CompilePSO)
- This was the crash on startup that would require using -dx11 as a launch option for a workaround, using this command to avoid this crash should no longer be necessary
- Fixed a crash in Multiplayer when entering a vehicle with another player already inside of it
- Fixed Creature Spawners not being visible on Radar Towers
- Fixed Creature Spawners being loaded causing performance hitches
- Fixed build mode status carrying over when sampling in Multiplayer, meaning you would sample an entire blueprint when trying to only sample a part of it in some scenarios
- Fixed Customizer Quick Switch not working for Clients in Multiplayer
- Fixed a crash when a player attempts to pause the boombox music before being loaded in all the way. Also safeguarded against other input crashes with the boombox
- Fixed a Crash when there is a Failure to open Save game and blueprint files for reading
- Fixed white boxes appearing in the compass when Train Stations would be built from Blueprints in some scenarios
- Fixed Frame Windows not allowing other buildings to snap to them
- Fixed hard drives being voided from drop pods if they are left there and the game is saved and reloaded
- Fixed Wires not being upgradable
- Fixed issue where MK6 belts would sometimes not transport the proper amount as displayed in the UI and end up clogging
- Fixed crash on shutdown related to WWise
- Fixed performance issues in huge factories related to Wwise voice starvation
- Fixed Power Pole wire splitting dismantling highlight displaying for everyone, it should now only show for the player that is building the hologram
- Fixed a few places where the Ocean was clipping
- Tweaked the customizer logic for Conveyor belts and Pipelines
- Updated Physics of the Cables on the Constructor
- Optimizations to the Buildable Subsystem and Tick System
- Voice Chat Detection (Volume attenuation) is a new setting under Options > Audio
- This setting will reduce the game-volume when input from other applications or from your microphone is detected, full explanation is on the in-game tooltips in the options menu
- The following command line ini overrides are now allowed
- (-CustomConfig= and -ini:Config:[Section]:Value=)
- Fixed FFGDynamicStruct missing a NetSerializer
- Fix for Compass displaying labels in Right-To-Left languages as Left-To-Right
- Updated community translated languages with the latest translations
- Updated language completion rates
- The following languages are now partially translated by community, the percentage number represents how much is translated so far
- Thai 72%
- There are languages missing
- I Can't Switch supported Languages (workaround available)
- Plugin Error on launch
- Mouse sensitivity feeling sluggish with V-Sync turned on
- Players starting at tier 2 on Dedicated Servers
[ 2024-11-28 15:04:40 CET ] [ Original post ]
Hi Pioneers! Hello everyone, Heres a patch to solve a crash related to Gas Pillars that weve noticed might be preventing some of you from continuing to play the game With this hopefully there shouldnt be any other blocker issues lingering but if were forgetting something, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day! Thanks everyone for your support, hope you continue enjoying our game <3 BUGFIXES
- Fixed a crash related to Gas Pillar Clouds due to removal of Gas Pillars
[ 2024-11-14 16:35:26 CET ] [ Original post ]
Hi Pioneers! This week we pushed a patch that contained a pretty chonky issue, namely that a lot of stuff on the map respawned. This hotfix will address this issue, however, if youve saved your game since this last patch (1.0.0.5) then your save file will still have most items respawned. I.e. this hotfix will not revert the damage done from the last patch if youve already saved over it (sowee!). Weve also resolved the issues related to the customizer with this hotfix! If we happened to introduce any new issues or missed anything important, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day! Sorry for the inconvenience last patch caused and hopefully we should be good for now! Thank you for your patience! BUGFIXES
- Fixed so that items dont respawn when loading save files created in 1.0.0.4
- Fixed issues where the customizer would incorrectly apply customization
[ 2024-11-07 10:53:00 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, this is potentially our last patch for a few weeks before we go back into focusing on working on more content so we included a bunch of highly requested fixes in it! Some notable examples are re-adding the Clearance visualization boxes on Buildings to be on by default, which now has also an option to turn it off for those who dont want them, Gas Pillar smoke effect lingering should now properly be fixed for all Gas Pillars in the world, Updates to the community created translations including 3 more languages reaching 100% completion and plenty more crash and bug fixes! If we happened to introduce any new issues or missed anything important, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day! Hope you all have a great time and continue enjoying our game, thank you so much for your support <3 GAMEPLAY
- Re-added the clearance visualization boxes on Buildings
- Can now be enabled in the Options menu > Gameplay > General > Show Clearance
- Optimized the Lightweight Subsystem, this improves a bug where hovering over big blueprint holograms over existing buildables would drastically lower performance until the hologram was closed
- Fixed a bug where taming enough Lizard Doggos would make other creatures disappear
- Added Equip/Unequip sounds for the Jetpack
- Fixed a bug where it was possible to merge a Pipeline or a Conveyor Belt into itself by using a Pipeline Junction or Splitter/Merger, which would cause duplications
- Fix for Pipelines losing connection to Pipeline Floor Holes when Upgrading/Downgrading them
- Fixed a bug where Nudging would stop working for the player Hosting the session in Multiplayer
- Fixed a bug where leaving a session without respawning would result in them losing their inventory when rejoining
- Fixed Power Pole Clearance
- Fixed players not being able to mine resource deposits inside of the Spore Flower Gas
- Fixed not being able to sample buildings sometimes after saving and reloading a session
- Fixed a rare Crash in Multiplayer when someone in the session enters a Vehicle
- Fixed Blueprint Designer Storage Container not properly displaying
- Potential fix for a crash in the Circuit Subsystem
- Fixed crashes related to dismantling some parts of a Blueprint, mostly affecting Conveyor Belts, Pipelines and Railways
- Fixed a bug where loading a blueprint in a designer would load it in all the previously interacted designers
- Fixed a crash related to Blueprint connections when exiting or loading a save
- All of the remaining smoke effect lingering from Gas Pillars should now be fixed
- Fixed Efficiency first (Unlock All Milestones) achievement not unlocking correctly on Epic Games Launcher
- Fixed Ascend/Descend inputs getting stuck when opening a menu while using the Hoverpack
- Fixed Locomotives moving on railways displaying incorrectly in multiplayer in some scenarios
- Fixed Drone Stations displaying incorrect names in the UI and incorrectly allowing duplicate names for stations
- Fixed Train Signals disconnecting from the track when placing them in Multiplayer
- Fix for crashes related to Blueprint connection issues in in Multiplayer
- Fix FSimpleBuildingInfo not being exported, preventing FGBuildable.h linking correctly for modders because of its use in FORCEINLINE'd function.
- Fix FactoryGame.h using Microsoft-specific extension by pre-declaring ENetMode enum without underlying type, making the file inclusion break in certain cases for modders.
- Fix UFGBlueprintFunctionLibrary::BreakDynamicStruct not returning true when the struct type matches the parameter type, preventing new Item States from being usable from Blueprints for modders.
- Added API for working with the new Lightweight Buildable Subsystem for modders
- Fixed Advanced Game Settings being activated unintentionally transferring from the current save to another when starting a new session through the Server Manager
- Updated community translated languages with the latest translations
- The following languages are now fully translated
- Arabic -
- Latvian - Latvieu Valoda
- Norwegian - Norsk
- Please note that for languages to be reimported into the game, they need to reach at least 50% completion, if you want to help out check out info on our Discord.
- Try disabling upscaling
- If you really want to use upscaling, try using something other than FSR
- If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
- Force DirectX 11 as the rendering API through the launch command: -dx11
[ 2024-11-04 15:59:08 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Today we have another patch with a pretty sizeable amount of bugfixes and other polish including several crash and bug fixes, multiplayer interaction fixes, many UI, Visual and Audio fixes, and more! Given the amount of fixes in this patch, please let us know over at our QA Site if we might have introduced any new issues https://questions.satisfactorygame.com/ We read your posts every day, so also let us know if theres anything important that hasnt been addressed already See you all again soon, Its amazing to see so many of you still enjoying our game every day and it means a lot to all of us <3 BUGFIXES
- Potential fix for a rare crash when dismantling a drone at the end of its takeoff sequence
- Fixed a bug where the Object Scanner menu would open when pinging
- Fix for some buildables disappearing in very old saves (Around Update 2)
- This fix is not retroactive, this means if you have overwritten a save with missing buildings after playing the 1.0 version, those buildings will remain missing. This only prevents buildables disappearing on old saves that are loaded/re-saved from this patch onwards. Were sorry for the inconvenience, this was a very complicated issue.
- Fix for items placed inside the Toilet not showing up properly in Multiplayer
- Fixed the Drop Pod at the start sequence not being visible when walking too far away from it in multiplayer
- Fixed Nobelisks getting stuck in the air around the area of a recently destroyed Gas Pillar or Destructible Rock
- Fixed a bug where connecting a Pipeline Junction, Pipeline Pump or Valve to a Pipeline connected to a Pipeline Floor Hole would make it lose connection to the Pipeline Floor Hole
- Fixed Power Poles and Power Tower not being properly customizable in Multiplayer
- Fix for Blueprints not showing up or being unusable in sessions that ended with a period/fullstop
- Fixed not being able to upgrade/replace Walls with CTRL+LMB in Multiplayer
- Fixed a bug where the build mode would be displayed as N/A after sampling a Conveyor belt while in Dismantle mode in Multiplayer
- Fixed items not being interactable while being inside the Spore Flower Gas
- Fixed some buildables being sent to the center of the map when building them inside a Blueprint Designer in Multiplayer and Dedicated Servers
- Fixed items still refunding materials and clogging up the inventory when dismantling and using No Build Cost in Advanced Game Settings
- Fixed an uncommon issue where rebuilding Train Stations in the same spot could freeze the game
- Fixed Pipeline Pump sounds sometimes still playing after being dismantled
- Fixed Railway Block visualization, it should now work as intended again
- Fixed Trains rolling away in Multiplayer if entered from a steep slope
- Updated Pipeline Junction to be consistent in size
- Added Soft Clearance to Pipeline Junction
- Fixed the Blueprint designer not being able to be closed with ESC
- Fixed long text not properly scaling in some of the menus
- Fixed Auto Save text being cut off in some languages
- Added a prompt to warn about unsaved changes in Timetables for Trains when closing the menu
- Fixed measurement unit being missing in the Fluid Freight platform transfer rate
- Fixed issues with the focus and selection of the Hard Drive list
- Updated the Split Stack Slider to fix existing issues when splitting certain amounts
- Added a scroll bar to the HUB rewards (Used by Mods)
- Updated the text for the Server Restart Interval option to make it clearer to understand
- Removed double parenthesis and exclamation mark on the Not Enough space to Pick up Ore messages
- Fixed shadows on the Resource Scanner
- Fixed Gas from Gas Pillars not being removed in some areas even after destroying the Gas Pillars
- Fixed Dismantle effect when hovering not showing up correctly when aiming at Glass structures
- Fixed items in Conveyor Belts spinning when passing by the junction where two Conveyor Belt segments meet
- Disabled Frame Generation being on by default
- There is now a new option in the options menu to enable it again
- Disabled Mouse Smoothing being on by default
- Fixed up animation to pet the Lizard Doggo
- Fixed the Whoosh sound effect that would occasionally happen when traversing near previously picked up Somersloop
- Fixed a the Work bench crafting SFX not being in sync with the visuals
- Fixed ambient sounds of foliage rustling by the wind stacking up and being too loud in some areas
- Toned down the ambient sounds in Crater Lakes as it was a bit too loud and overwhelming
- Added equip/un-equip sounds for Blade Runners, Gas Mask and Parachute
- Lowered Coal-Powered Generator volume
- Fixed first time equip audio for the Xeno-Zapper continuing to play even if the animation has been cancelled by another action
- Fixed sounds for the Oil Refinery, Assembler, Converter and Manufacturer sometimes stacking and playing multiple times
- Added options menu sliders to adjust the volume for the Converter, Quantum Encoder and Alien Power Augmenter
- Updated all sub-drop downs in the Audio Settings to be sorted alphabetically
- Added a new slider in the options menu to adjust the volume of the Crafting Bench
- Fixed a bug where the Dimensional Depot would sometimes stop playing its idle sound effects
- Fixed Water Extractors sometimes giving Nuclear Waste in some locations
- Fixed some Slugs being out of bounds and unobtainable
- Fixed two Crash Site items that showed the incorrect item, they now show Silica as they should
- Fixed Iron Node under the terrain
- Fixed some underwater VFX not properly playing in the west coast of Rocky Desert
- Pushed back the World Map borders (North West Diagonal) so everyone can access their old bases again
- Fix for Dedicated Server failing to bind the Server API shutting down in some scenarios
- Updated community translated languages with the latest translations
- The following languages are now fully translated
- Ukranian - - Professionally translated by the Unloc localization studio
- The following languages are now partially translated by community, the percentage number represents how much is translated so far
- Esperanto 59%
- Finnish - Suomi - 53%
- Latvian - Latvieu valoda - 59%
- Norwegian - Norsk - 82%
- Romanian - Romn - 68%
- Please note that for languages to be reimported into the game, they need to reach at least 50% completion, if you want to help out check out info on our Discord.
- Try disabling upscaling
- If you really want to use upscaling, try using something other than FSR
- If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
- Force DirectX 11 as the rendering API through the launch command: -dx11
[ 2024-10-15 15:07:40 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, today we have a decently big patch with a LOT of bug and crash fixes, as well as other changes like updated community translations and more! There are still some issues were looking into addressing and investigating, so please continue to let us know your feedback regarding our 1.0 Release, it helps a lot If we happened to introduce any new issues with this patch or if there are other issues we may be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day See you all again soon, Were super happy to see you all still enjoying our game <3 BUGFIXES
- Fixed Early Access supporter pack not working for people who own the game on Epic Games Launcher
- Fixed Slide Jumping accidentally being slower than it did during Update 8
- Potential fix for a crash when obtaining the "New fear unlocked" achievement
- Fixed a rare crash when throwing a Nobelisk in multiplayer and unequipping the Detonator right after
- Fixed objects inside the poison clouds of Gas Pillars being uninteractable
- Fixed Blade Runners being visible in only one leg in Multiplayer
- Fixed a crash when dismantling a hypertube while someone is traveling through it
- Fixed a crash when joining a multiplayer game that had many offline pioneers in it
- Fixed Conveyor lifts not outputting items anymore when connected to a Conveyor Wall
- Fixed Blueprints being slightly offset compared to previous updates
- Fixed Cables sometimes getting the dismantle highlight stuck on them
- Fixed being able to Jump or Crouch while interacting with certain menus
- Fixed Conveyor Wall Mounts being able to snap to invalid buildables
- Fixed a crash when loading a save while a player was inside a Vehicle
- Fixed some customizations being skipped in Multiplayer when rapidly applying them
- Fixed Object Scanner not detecting Hard-Drives in some scenarios until saving and reloading near a crash site
- Fixed a crash on load in saves with corrupted Drones in them
- Fixed a soft lock in multiplayer when leaving a session during Objective 4 of the Onboarding tutorial
- Fixed multiple crashes that could happen when closing the game
- Fixed some visual issues with the Buildgun when deploying the Parachute
- Corrected the colors of Mk.5 Conveyor Belts
- Fixed some visual issues when looking upwards and crouching or sliding with some equipment
- Adjustments to the first time equip animation for the Xeno Basher
- Visual adjustments to the Blade Runners in first person
- Fixed the not being able to scroll in the Hard Drive list in the MAM after researching many Hard Drives
- Fixed Hide Static Key Shortcuts and Hide Dynamic Key Shortcuts options under User Interface not working
- Fixed "Press RMB to respawn" sometimes getting stuck on screen in multiplayer
- Fixed Network Quality and other settings
- Fixed shift click not refilling inventory slots if there was not enough space for the entire stack to fit
- Fixed Radar Towers being visible in the compass despite being turned off in the Map
- Fixed a bug where some parts of the map would always be engulfed in fog of war and show an incorrect shape
- Updated the Map
- Fixed a bug where collapsable lists in the Options Menu would sometimes be expanded when exiting and re-entering menus or using the search function
- Fixed issue where Train Station names wouldnt change in multiplayer until closing and reopening their UI
- Fixed Storage Container in the Blueprint Designer not showing an interact prompt
- Fixed not being able to write correct values on Valves in Multiplayer
- Fixes to the Alien Power Booster Attenuation on the laser when it's powered
- Added a Creature Volume Slider for passive creatures; Manta, Space Giraffe and Flightless Birds
- Fixed being able to swim outside of the water near some waterfalls
- Fixed Advanced Game Settings not being Reset when creating a new game in some scenarios
- Fixed Dedicated Server failing to bind the Server API shutting down the server
- Updated community translated languages with the latest translations
- The following languages are now fully translated by community
- Turkish - Trke
- Vietnamese - Ting Vit
- The following languages are now partially translated by community, the percentage number represents how much is translated so far
- Arabic - - %58
- Bulgarian 57%
- Czech etina 51%
- Hungarian Magyar 83%
- Please note that for languages to be reimported into the game, they need to reach at least 50% completion, If you want to help out check out info on our Discord.
- Fixed credits for all the LQA Testers
- Please make sure to exit Steam or the EGS launcher fully, or try verifying the game's files, and reattempt downloading the game.
- Please restart Steam and verify the game's files.
- These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese. A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more. A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.
- If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the %LOCALAPPDATA%\FactoryGame\Saved\Config folder to %LOCALAPPDATA%\FactoryGame\Saved\Old_Config, then launch the game.
- This is related to mods installed. Mods currently do not work with 1.0 so please make sure to disable or even delete all your mods, until they are updated!
- Users may experience the following Fatal Error when booting up the game: [File:C :\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal. This can be fixed by forcing DirectX 11 (dx11) as the rendering API via the launch command: -dx11 Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s Text information on how to set launch options: https://satisfactory.wiki.gg/wiki/Launch_arguments
- Try disabling upscaling
- If you really want to use upscaling, try using something other than FSR
- If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
- Force DirectX 11 as the rendering API through the launch command: -dx11
- Were currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.
- Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. Were currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.
[ 2024-09-25 09:54:50 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, We have been monitoring the issues some of you are having since we released and today we have a potential fix for one of the most prominent crashes with no workarounds that we have identified After this patch, crashes related to Conveyor Belts/Lifts (AFGConveyorItemSubsystem) should hopefully be solved for everyone This patch exclusively contains fixes for this issue, given its severity we didnt want to wait for these fixes to be out so everyone could enjoy playing through the weekend :) We have more fixes on the way for other issues being prepared and verified but in the meantime, Remember to upvote and post about any other bugs or issues in our QA Site https://questions.satisfactorygame.com/ We read your posts every day See you all again soon, we hope you all continue to enjoy our game <3 BUGFIXES
- Potential fix for a crash in saves with Conveyor Belts/Lifts (AFGConveyorItemSubsystem)
KNOWN ISSUES
[Installation] 1.0 doesnt download
- Please make sure to exit Steam or the EGS launcher fully, or try verifying the game's files, and reattempt downloading the game.
- Please restart Steam and verify the game's files.
- These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese. A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more. A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.
- If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the **%LOCALAPPDATA%\FactoryGame\Saved\Config* folder to **%LOCALAPPDATA%\FactoryGame\Saved\Old_Config*, then launch the game.
- This is related to mods installed. Mods currently do not work with 1.0 so please make sure to disable or even delete all your mods, until they are updated!
- Users may experience the following Fatal Error when booting up the game: [File: C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal. This can be fixed by forcing DirextX 11 (dx11) as the rendering API via the launch command: -dx11 Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s Text information on how to set launch options: https://www.pcgamingwiki.com/wiki/Glossary:Command_line_argument
- Everyone that has supported us during Early Access will receive some rewards upon starting up the game in 1.0, in the form of a new Helmet, Build Gun, and Trinket for said gun. These rewards currently dont appear on the EGS version of Satisfactory 1.0 - we know who you are and are currently working on getting this sorted! Thank you all so much for all the support!
- Try disabling upscaling
- If you really want to use upscaling, try using something other than FSR
- If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
- Force DirectX 11 as the rendering API through the launch command: -dx11
- Were currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.
- Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. Were currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.
[ 2024-09-19 17:28:12 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, we want to say thanks for such an amazing reception to our 1.0 release. It has been incredible for all of us, and we really appreciate your enthusiasm With that said, we have noticed that some of you are having issues that might prevent you from playing, so here are some fixes that will hopefully allow you to enjoy the game as well If there are other problems that you still think need to be addressed, please let us know over at our QA Site https://questions.satisfactorygame.com/ Your posts have been extremely helpful so far and we read them all every day Most of the team is taking a small break this Friday and Monday to recharge our batteries after the release, so we might take a bit more time to prepare the next set of fixes In the meantime, you can check our Known Issues section below for information and workarounds if youre still experiencing issues. We hope you all continue enjoying our game and have a lot of fun over the weekend. See you soon <3 BUG FIXES
- Fixed an issue where Coal Generators would stop working after interacting with them in some scenarios
- Fixed a crash when chainsawing certain foliage
- Please note that some foliage cannot be removed with the chainsaw currently, but it is removable by the Nobelisk
- Removed the remaining functionality to take high-res screenshots while using photo mode since it was previously broken and causing crashes
- Fixed two crashes related to AbstractInstance that could occur when joining specific saves in Multiplayer or Dedicated Servers
- Fixed several crashes related to both hosting and joining multiplayer sessions
- Removed the suggested driver version popup for AMD drivers
- Added a new tooltip on the Language selection menu
- Some community translated languages are missing due to new and rewritten content for 1.0 that hasnt had time to be translated yet. These will be added over time as more gets translated. If youd like to help with translations, please join our Discord!
- Fix for Dedicated Server Manager/HTTP API not binding to the correct bind address when there is only one network adapter in the system or multihome active, resulting in Server Manager not working.
KNOWN ISSUES
[Installation] 1.0 doesnt download
- Please make sure to exit Steam or the EGS launcher fully, or try verifying the game's files, and reattempt downloading the game.
- Please restart Steam and verify the game's files.
- These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese. A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more. A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.
- If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the **%LOCALAPPDATA%\FactoryGame\Saved\Config* folder to **%LOCALAPPDATA%\FactoryGame\Saved\Old_Config*, then launch the game.
- This is related to mods installed. Mods currently do not work with 1.0 so please make sure to disable or even delete all your mods, until they are updated!
- Users may experience the following Fatal Error when booting up the game: [File: C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal. This can be fixed by forcing DirectX 11 (dx11) as the rendering API via the launch command: -dx11 Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s Text information on how to set launch options: https://www.pcgamingwiki.com/wiki/Glossary:Command_line_argument
- Everyone that has supported us during Early Access will receive some rewards upon starting up the game in 1.0, in the form of a new Helmet, Build Gun, and Trinket for said gun. These rewards currently dont appear on the EGS version of Satisfactory 1.0 - we know who you are and are currently working on getting this sorted! Thank you all so much for all the support!
- Try disabling upscaling
- If you really want to use upscaling, try using something other than FSR
- If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
- Force DirectX 11 as the rendering API through the launch command: -dx11
- Were currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.
- Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. Were currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.
[ 2024-09-12 16:08:24 CET ] [ Original post ]
Hi Pioneers! Our Early Access journey has come to an end, and what a journey its been, after more than 5 years of adding features, fixing bugs, and improving the game with your feedback, we are happy to finally release the 1.0 version of Satisfactory! We are sending 1.0 off with MANY new features and changes, so grab some snacks and get ready to go through the patch notes while you are downloading the update :) As always, if you encounter some issues with this new release, please let us know over at our QA Site https://questions.satisfactorygame.com/ We always appreciate your feedback, and well try to address any new issues ASAP. Thank you so much to all of you for your support so far, it has been invaluable for us <3
TIER 9
The final Phase of Project Assembly, Phase 5 is now available, meaning players can finally complete Project Assembly and Save the Day (and finish the game). Phase 5 grants access to Tier 9, featuring 5 new end game Milestones with new buildings, resources, production lines, and crazy sci-fi features that push FICSIT technology to the limit. If you would like to see the new additions in motion, please check out our teaser video on them: [previewyoutube=KBgxQh5jEq4;full]https://youtu.be/KBgxQh5jEq4 [/previewyoutube] There are new buildings, production lines and features to play around with, these include:
CONVERTER
This building utilizes Strange Alien Matter, aka S.A.M., to enable matter conversion and transmutation. It can be used to convert one raw resource into another, for example Limestone into Iron and Copper into Caterium, allowing players to put resource nodes to good use that might have been neglected otherwise. It is also used for various processes essential for the development of other Tier 9 technology, such as the production of the synthetic metal Ficsite and the generation of Excited Photonic Matter.
QUANTUM ENCODER
The most high-tech production building in the game. The Quantum Encoder is used to produce the most complex parts, down to the quantum level, such as Superposition Oscillators and Neural-Quantum Processors. The Quantum Encoder requires Excited Photonic Matter to operate and produces Dark Matter Residue as a byproduct.
CONVEYOR BELTS/LIFTS MK.6
This is the final and fastest conveyor belt in the game, it can transport up to 1200 items per minute (up from 780 from Mk.5). This should be particularly exciting for those who want to utilize their Pure Node Overclocked Mk.3 Miners to their full capacity without being bottlenecked by Mk.5 Belts, or if you just like seeing items be transported as fast as possible.
BLUEPRINT DESIGNER MK.2 & MK.3
You wanted bigger Blueprint Designers... so here they are. Since Update 7 the Blueprint Designer has been available in Tier 4, with a size of 4x4 foundations (or 32x32x32 meters). With Satisfactory 1.0, you will also be able to unlock the Blueprint Designer Mk.2 (5x5 or 40m3) in Tier 6 and the Blueprint Designer Mk.3 (6x6 or 48m3) in Tier 9. The size increases greatly expand the use cases and options available with Blueprints.
FICSONIUM
Ficsonium is a new nuclear resource unlocked in Tier 9 that can be used to power Nuclear Power Plants. It uses Plutonium Waste for its production, and unlike Uranium and Plutonium it does not generate its own waste. This means you will finally be able to get rid of all your nuclear waste, at the cost of setting up this highly demanding and extremely radioactive production line.
PORTALS
Portals can be used by pioneers to allow near-instant travel between factories, but space-time travel does come with a cost, namely in the form of Singularity Cells and massive amounts of power.
MAM
This time bringing a long-awaited use to the Mercer Spheres, Somersloops and SAM! With the new Alien Technology research in the MAM, you can unlock new goodies such as:
DIMENSIONAL DEPOT
A favorite feature of ours, the Dimensional Depot allows you to use alien technology to upload resources to another dimension, which allows resources to be used at any time while building and crafting! Both Mercer Spheres and S.A.M. are required to unlock and build the Dimensional Depot, as well as upgrade its storage and upload speed capacities in the MAM.
ALIEN POWER AUGMENTER
This building uses Somersloops to amplify the power produced on a power grid. The more total power that is being produced on the grid, the more power will be generated by the Power Augmenter. You can also boost this further with Alien Power Matrices created with the Quantum Encoder.
ALIEN PRODUCTION AMPLIFIER
As an alternative to the Power Augmenter, Somersloops can also be used to boost production by inserting them into a production building. This greatly boosts the resource output of that building without requiring any additional resource supply, but instead significantly increasing the power consumption.
HUB
The HUB has now gotten a finalized version. In here you will be able to find a much cozier place to relax after some factory building (and also do your business). It also contains a brand-new locker you can interact with to finally access some highly requested features:
PIONEER COSMETICS
You can now change the appearance of your pioneer to your liking. These changes all work in Multiplayer/Dedicated Servers so you can give your own personal touch to your multiplayer sessions.
HELMET & BUILDGUN SKINS AND TRINKETS
Several helmet options are now available to customize your pioneers appearance, along with different skins for the Build Gun and even various Build Gun trinket choices.
CHARACTER COLORING
Your pioneers colors can now be fully customized, allowing your suit to look exactly the way you want it. These changes apply to equipment as well!
FACTORY COSMETICS
Of course, we didnt forget about the looks of the factories themselves, so now you have a new set of buildings and new customizer options to really make your factory shine. They can all be found in the AWESOME SHOP.
AWESOME SHOP
Steel Framed Windows This pack in the AWESOME Shop now includes 3 new types of windows in addition to the existing ones:
- Honeycomb Frame Window
- Triple Frame Window
- Angled Frame Window
- Tarp Construction Fence
- Construction Fence
- Low Barrier
- High Barrier
- Unpainted
- Copper
- Chrome
- Carbon Steel
- Caterium
BALANCING
Milestones changes
- The Jetpack Milestone can now be unlocked at the start of Tier 5, no longer requiring Oil resources.
- Trains can now be unlocked without needing Heavy Modular Frames or Computers.
- Train Signals now have their own Milestone.
- Fuel Generator now has its own Milestone and no longer requires Heavy Modular Frames or Computers to unlock.
- Some Milestone costs between Tier 3 and 8 have been slightly adjusted to improve progression flow.
- Control System Development has been added to Tier 7, featuring the Blender, Radio Control Unit and Supercomputer.
- The cost for unlocking Phase 4 has been reduced, hopefully allowing pioneers to reach Phase 5 before the heat death of the universe.
- Computers no longer require screws and the cost of the remaining three components has been reduced, simplifying initial Computer production.
- All alternative Computer recipes, and all recipes using computers, were adjusted to reflect the base recipe changes.
- The Encased Industrial Beam now uses fewer Steel Beams but more Concrete.
- The Heavy Modular Frame recipe got its number shuffled a bit to make for a cleaner production line.
- The Magnetic Field Generator no longer requires Batteries and is now produced in the Assembler instead of the Manufacturer.
- Strange Alien Matter, Reanimated SAM, and SAM Fluctuators are now available via MAM Alien Technology research and Tier 9.
- Tier 9 introduces 10 new production parts, including Diamonds, Super-position Oscillators, and Ficsonium.
- Three new Project Parts are also available in Tier 9 to help complete Project Assembly.
- Rocket Fuel and Ionized Fuel are new fuel types available in the MAM.
- Synthetic Power Shards allow the creation and automation of Power Shard, without the need for grinding innocent lifeforms into crystals. This recipe can be unlocked in the MAM after reaching Tier 9.
- New alternative recipes are available for various Tier 9 parts.
- Several underperforming alternative recipes have been adjusted for better viability.
- Several new alternative recipes are available for underrepresented parts.
- Various alternative recipes were added and rebalanced for raw resource refinements.
- The Uranium Fuel Unit now requires Rotors instead of Beacons, which have been removed.
- The alternative Portable Miner recipe, Automated Miner, has been overhauled to only required Steel Pipes and Iron Plates.
- Can now use almost all fuel types, instead of only batteries.
- The speed of the Drones is different per fuel type, with better fuel providing higher speed.
- Biomass Burners now have a Conveyer Belt input port.
- Fuel Generators now produce 250 MW instead of the previous 150 MW.
- Programmable Splitters and Geothermal Generators no longer require Supercomputers to be unlocked or built.
- The Gas Mask is now available in the MAM Mycelia, instead of Tier 5.
- Each Hard Drive now only gives two Alternative Recipe options instead of three.
- Each Hard Drive can be rerolled once, to show two different Alternative Recipe options.
- After scanning, the Hard Drive selection is saved in a separate tab in the MAM, so you no longer must make a choice right away and can even scan more Hard Drive while you think it over.
QUALITY OF LIFE
Straight conveyor belts
- You can know build 90 turn conveyor belts in a straight shape, instead of the usual curved. Just change the build mode when building conveyor belts, available from the start, no unlocking required :)
- You can now hold CTRL when building Railways to make perfectly straight lines with them as well, instead of the usual curves.
- You can now place signals freely at any point of the railway, instead of only at set spots.
- While dismantling, you can also now change the build mode to completely dismantle all parts of a blueprint, instead of only a single element from it at a time.
BUILD SYSTEM
Clearance
- Weve updated the clearance of all buildings so they should have old issues resolved and be easier to place next to each other now.
- Guidelines
- There are now two types of guidelines when holding CTRL.
- Solid color
- You will see these when aligning a building from the sides.
- Gradient
- You will see this when snapping buildables from an input or output.
NARRATIVE
There is now narrative and lore in the game. We implemented this in a way which wont be intrusive for existing players since Satisfactory is still a factory building game at its core, but there should still be a lot of interesting lore to dive into for those who were looking for more details about FICSIT, A.D.A., Project Assembly and more! If you would like to hear even more details regarding the narrative, please check out this video: [previewyoutube=899Owtx-vz8;full][/previewyoutube]
WORLD
We have done an extensive polish pass of all the areas and assets in the world, which is now fully completed and been given a lot of care an attention from all angles. This includes major polish for water, waterfalls, lakes, rivers and oceans getting a major overhaul. The world vista has been reworked and updated. All rewards, creatures, hazards and obstacles have been polished for every area. Previously unfinished areas like Jungle Spires, Southern Forest, Bamboo Fields, etc are now finalized. Every area in the world has been given ambience, sound and atmosphere polish and improvements. And lastly, Resource Nodes have received visual polish as well as significant changes to some placements. Various Nodes have been moved, changed, removed, and added to improve the overall experience and resource distribution across the world. This might require you to rebuild portions of your factory if you use the nodes which were removed or had their type or purity changed. If you would like to know a lot more of the specifics you can check out this video our CMs made about the changes: [previewyoutube=fkzumQ1A9Ms;full][/previewyoutube] There are also some detailed map diagrams with the changes that you can find in the description of the video.
PROGRESSION
If youre continuing a save from a long time, certain narrative elements might not trigger as they would in a new playthrough, you might also have to re-do certain things like Milestone unlocks given that messages have now switched around or fix-up your factories given the World and Balancing changes that have come with 1.0. You can continue your playthrough in its entirety in any old save (Even saves from our very first release in 2019 should be supported!) but you will miss out in some of these aspects. If you want to experience all the story elements properly, we recommend starting a new game from the beginning to get the full experience in its entirety.
ACHIEVEMENTS
Achievements are finally here as part of our 1.0 release, so you can enjoy doing some achievement hunting to try to complete them all. Please note that achievements are not retroactive and are only tracked from now on, so certain actions might have to be repeated to unlock some achievements, this could be yet another reason to make playing the game from the start worth it.
OPTIMIZATIONS
[previewyoutube=yIKjR5jVv9Y;full][/previewyoutube]
SAVE SYSTEM OPTIMIZATION
Saving and Autosaving should now take considerably less time than ever before. This should make it so the autosaving happening is a lot less disruptive and will be especially noticeable in big factories!
LIGHT WEIGHT INSTANCES - ACTORS
Weve optimized the way we handle how foundations and walls are handled so you should now be able to build foundations without having to sacrifice as much performance/loading times for it later on, your existing saves will also benefit from these changes which in some of the mega factories weve seen should be a very significant improvement.
CONVEYOR ITEM REPLICATION, SCALABILITY & RENDERING REWORK
There should now be some significant improvements in the look of items traveling on conveyor belts in Multiplayer, as well as some significant improvements in performance for big saves with a lot of conveyor belts.
TRAIN REPLICATION REWORK
Trains should now be a lot better to drive around when playing in Multiplayer, as well as watching them be self-driven there should be a significant decrease of rubber-banding overall thanks to all the improvements.
ONLINE INTEGRATION
There are many new settings that you can apply to a session. Now you can play singleplayer with all the multiplayer capabilities disabled. You can now play exclusively using Steam to connect, or exclusively use Epic Online Services, as well as choose to have Crossplay between both platforms. Account linking has also changed allowing more flexibility, as it can now be managed entirely from Epics website by logging into a linked account.
DEDICATED SERVERS
[previewyoutube=v8piXNQwcUw;full][/previewyoutube] They have been fully reworked and are now complete, they should also work better than ever. Weve resolved a lot of lingering issues with dedicated servers, and we plan to focus on addressing more issues that you might find from now on. The servers are now faster to download with a smaller size, and easier to install as they only use port 7777 UDP/TCP. We now correctly bind to IPv4 and IPv6 simultaneously, so you no longer need to use the multihome command line. You can now run it as windowed or as just console. Additionally, there is now TLS support for added security. Weve also improved the in-game UI/UX to tweak all the session settings or advanced game settings. Additional to the now-adjustable server settings, you can now also download a save from a server to continue playing locally if youre the server admin. We have added support for an HTTP API, so it is now possible to create applications to communicate with the dedicated server for those who are interested in developing tools for it :)
BUG FIXES
This time around, we have fixed such an overwhelmingly massive number of bugs since the last update, at the time of writing we have 3,312 bug tickets marked as fixed and 92,052 submits having been made in our build management system since the last public update (v0.8.3.3). To make the patch notes more enjoyable for everyone, instead of being 50+ pages of bug fixes which would drown the info about the other goodies, weve decided to keep the patch notes more focused on new content and major changes. This also gives us the opportunity to start fresh with knowing what you all care about for us to fix and for you to let us know if we forgot anything important (or broke it again, whoops). You can give us all your bug related feedback in our QA Site, we read it every day: https://questions.satisfactorygame.com/ Anything you post here will help us fix those issues in future patches!
[ 2024-09-10 15:12:08 CET ] [ Original post ]
Summer may soon be over, but for some of us, that end couldnt come any faster. In just over 2 weeks, what has been an 8-year long development process and 5-year journey through Early Access will end, and Satisfactory 1.0 will finally launch on September 10th. While this date does not mark the definitive end for the games development, it is certainly a colossal milestone for our team as much as for our community, and one worth celebrating fondly. Today, we want to dive into a few more details about what exactly it is well be celebrating, so without further ado: helmets on, Pioneers (as if you have a choice).
PHASE 5 AND TIER 9
If you skipped physics back in school, now is the time to catch up. The main attraction of 1.0 will be the endgame, and were thrilled to finally be able to share that it comes in the form of a brand new fifth phase and ninth tier with a heavy focus on Quantum Technology! While many parts from earlier tiers will be relevant in progressing through phase 5, a bunch of new items are being added on top, almost all of them as complex to craft as their names are hard to articulate. With all these new toys available to you, your goal will be to give the Space Elevator one last run for its money and finish Project Assembly once and for all. While we wont share the juiciest details with you just yet, phase 5 is aimed to feel like a natural progression path continuing from phase 4, in terms of gameplay and advancements in technology. Were also intending for it to add to the narrative beats coming in 1.0 (more on that very soon), through many of the phases ongoing visuals and the logic behind how some of the machines operate. And as the icing on an ever more power consuming cake, weve also addressed some recurring feedback regarding a few things in the game. Perhaps the Mk.3 Miner was never the issue? Finally, it is worth noting that with phase 5 introduced to the game, the no-longer-final phase 4 will have its requirements for completion relaxed. The previous requirements were placeholder and intentionally tuned to absurd numbers to deter people from completing it during Early Access, and that worked about as well as youd expect considering the players were dealing with. The new requirements will be as follows: 500 Assembly Director Systems, 500 Magnetic Field Generators, 250 Thermal Propulsion Rockets and 100 Nuclear Pasta. FICSIT is expecting pristine performance, Pioneer. [previewyoutube=KBgxQh5jEq4;full][/previewyoutube]
NARRATIVE
In fact, more on that right now! The narrative of Satisfactory has been cooking in the oven for a long time. After receiving the initial wave of feedback from our first playtests, it was clear that players wanted a purpose as to why they were building all their factories and committing industrial takeover. Over the course of Early Access, however, weve chosen to not include a work-in-progress story in the game at all, to not show our hand early and reveal spoiler-y elements of the world before they are fully complete. Keeping the story under wraps has also allowed us to rethink how we approach it whenever it grew too big or ambitious, and to reiterate on it whenever we felt like a different style of storytelling in Satisfactory made sense. So, lets talk about what does make sense: the goal of the implementation of Satisfactorys narrative is for it to be non-disruptive to the core gameplay loop, while leaving the world people have already gotten familiar with unchanged. Satisfactory is first and foremost a factory building game, and this narrative must fit that vision. Thus, there will not be any campaign mode to access from the main menu, nor a marked main scenario route to follow on your map etc., like players may expect from many other titles. There also wont be any cutscenes that outright stop player movement or agency. There will be an ending to the game to work towards, but it wont halt your building momentum or stop you from further progressing your factories in your session or save file - all gameplay elements will remain undisturbed. Being this secretive about Satisfactorys story for so many years has, naturally, also led to things changing about the narrative itself since its original conception. In fact, almost every detail weve teased about story specifics on various Socials has been changed. The broad strokes remain the same - Planet Massage-2(A-B) is still the same world youve come to know, and youre still a Pioneer working for FICSIT. FICSIT itself has changed a lot, however, and characters such as Caterina Parks and Steve are no longer part of the game. Really, the only familiar aspect of FICSIT remaining is ADA, Vocaloid and all, because were not interested in finding out how fast our office will be torn to shreds (rightfully) by you all if ADA is ever removed. Finally, Mercer Spheres and Somersloops, which weve labeled as story-related work-in-progress items in the past, will still have some connection to the narrative but their main purpose has been changed to also be related to factory building. If you plan on experiencing the story together with others in multiplayer, its important to know that expository advancements that happen by completing milestones, phases or research are session wide. However, there are triggers in the world that also provide nearby Pioneers with exposition, and these will only be experienced by players in close enough proximity to these triggers when they are well, triggered. If youre not in the vicinity of these points when someone else approaches them, you will not experience that piece of narrative until you trigger that same element yourself, so go get exploring! [previewyoutube=899Owtx-vz8;full][/previewyoutube]
ACHIEVEMENTS
Long requested, long awaited, long time coming, achievements will finally be a thing in Satisfactory as of 1.0! The list includes a healthy mix of achievements related to progression or milestones, with a nice chunk of exploratory ones and even a couple of memes thrown in as well. Make FICSIT raise their eyebrows - it may just be worth your time. A common question weve received is if achievements will retroactively unlock on your current saves. The short answer is that they will unfortunately not. The long answer is that since 1.0 adds or changes something in almost every progression stage in the game, itd quite frankly be very clunky and weird to attempt to spot where players have met the criteria for certain achievements, and if those criteria can be considered equal between Early Access and 1.0. On top of everything else that 1.0 alters in the game from its earliest stage, achievements could be yet another reason to make a replay of the game worth it!
ALT. RECIPES AND HARD DRIVES
Weve changed how the acquisition of alt. recipes works in 1.0. Before 1.0, the system was disruptive to gameplay by how the MAM was essentially blocked while you had recipes pending to choose from. It was also quite unintuitive for newer players who might not know what alt. recipes they shouldve been going after and annoying for veteran players with its random factors. In 1.0, there will be a separate tab in the MAM for hard drive research, where all drives youve acquired are listed. You can click between them as youve finished researching them, and thus freely hop between drives to inspect available alt. recipes without one drive blocking the next. On a certain drive, youll now have two recipes available instead of three, however youll be able to reroll the recipes shown to you once per drive, if neither of the initial recipes is a lucrative option. Rerolling a hard drive does render the first two recipes shown unavailable on that drive, however, so think carefully before hitting that button (at least I think its a button, it could be a lever)! Furthermore, all recipes shown when researching or rerolling a hard drive will be recipes relevant to your current progression - you will only be able to see recipes that you can utilize. The reward pool will thus increase as you work further through tiers and phases. The number of hard drives in the world will also still be bigger than the amount of alt. recipes in the game, so it will be possible to unlock every alt. recipe there is! Have fun hunting! [previewyoutube=oQEZC_tIoP8;full][/previewyoutube]
AND MORE YET TO COME
Do believe this simple Coffee Stainer when they say theres still more to come. In fact, some beans wont be spilled at all until the game is well in your own hands, but some processes just work best that way. A question was recently asked within the office - if you could go back to the start of development and relive it all, what would you do differently? Putting aside the one guy who wouldve escaped everything to move to the mountains with only a fishing pole in hand, the most compelling answer was well, nothing, really. While the development of Satisfactory has been fun, challenging and at times turbulent, it has more than anything been an incredible learning process. Weve been immensely proud of the game since its earliest stages, and weve trudged on with the deepest appreciation at how you all have received it. The rewards of this journey lie both in our personal growth and the fantastic people that have cared for our game along the way. The trust in our process since the beginning allowed the games core to form. The application of lessons learned have shaped its shell going forward. And throwing the ball to you alls court, and having it thrown back with added feedback, passion, critique, jokes and memes has allowed this game to come truly alive. Thus, I personally dont think its an overstatement to say that revisiting the development process is not worth it in any scenario, first and foremost because of the risk of losing the genuinely fantastic Community that has flourished in and around Satisfactory thanks to the exchanges weve had with yall with every iteration, misstep, goof and success weve experienced together. So again, truly, thank you all. If theres one thing you should take away from this spiel, here you go: 1.0 is our accomplishment.
[ 2024-08-26 15:11:52 CET ] [ Original post ]
Satisfactory is finally leaving Early Access and launching into 1.0 on September 10th!
[previewyoutube=febekpSoEbA;full][/previewyoutube] Players can look forward to plenty new features coming in 1.0, however, today we're happy to announce one of the most long awaited features, You will finally be able to flush the toilet in the HUB!!! Premium plumbing is now a reality, the HUBs once trivial toilet has been updated with an advanced flushing mechanism, providing an extra luxurious worker experience for pioneers. I'm sure this is all the news you need to be excited for 1.0 but there's of course much more content coming. Much of it has yet to be revealed but let's summarize some of the changes we've revealed so far coming in 1.0.
WORLD UPDATES
Several resource nodes have been added, altered, or removed on the world map, enabling new possibilities to tangle the most beautiful conveyor belt spaghetti to ever grace Planet MASSAGE-2(A-B)b. Even seasoned Pioneers may need to remove their helmets and scratch their heads over how to efficiently use all new resources available to them. The bulk of specifically node reductions have happened in the Northern Forest, to encourage expansion from there once players progress into the later phases of the game. On the same note, nodes have been sprinkled throughout the map, placed where it makes geographical sense and to achieve a more even spread of resources. The main materials addressed are Caterium, Sulfur and Quartz. On top of this, nodes of Iron, Copper, Limestone as well as water Geysers have received the sprinkle treatment across the map, to help the income of basic resources wherever you raise a factory. Coal has also seen changes, with a slew of it being added in close vicinity to The Abyss, while also being removed in a couple spots on the map. For full details on how resource nodes have changed, please refer to our node maps in the Satisfactory 1.0 Press Kit.
RECIPE UPDATES
1.0 also introduces changes made to recipe costs, to promote smoother transitions between phases and tiers especially later in the game, and to allow players to access tools, vehicles and other fun things for you to use while having fun working your bones off for FICSIT (just dont tell your boss you enjoy your job!). We want to allow players to explore more varied means of exploration, optimization and better quality of life as they progress through Project Assembly. In tiers 5 and 6, progress will no longer be gated by Heavy Modular Frames and Computers respectively - you can now progress through either tiers without these items. In the case of Heavy Modular Frames, manufacturing them becomes more relaxed by reducing the number of Encased Industrial Beams needed. Computers, meanwhile, no longer require Screws to be created, reducing the number of materials needed to manufacture them to three. A key takeaway from these example changes is that you may now unlock Trains without utilizing Heavy Modular Frames or Computers whatsoever! Another example of the relaxed requirements in the endgame is how players will interact with Supercomputers in 1.0, which will no longer be used to make Programmable Splitters or Geothermal Generators. Programmable Splitters will instead use AI Limiters, and Geothermal Generators will use Highspeed Connectors.
RESEARCH UPDATES
Like the relaxed Recipes, changes are being made in several MAM Research trees to not have players face a huge spike in complexity and effort when moving between adjacent Tiers. Relaxing the harsh wall introduced by Supercomputers even further, they are no longer part of the Caterium MAM Tree. For explorations sake, Gas Masks are now unlocked through the Mycelia MAM Tree instead of in Tier 5, and the Jetpack will be available upon entering Tier 5 rather than needing Oil Processing completed first
GENERATOR UPDATES
Power issues could be strong causes for friction up till now, especially early-game, which we also mean to address in 1.0. Firstly, Biomass Burners now have an input for Conveyor Belts, letting you automate everything yielded by your relentless planetary deforestation. The hope with this change is that people can spend more time designing and building early game factories without being stopped regularly by the need to refill Burners manually. Furthermore, in the late-game, Fuel Generators are seeing an increase in how much power they can produce, from 150MWh to 250MWh, or a roughly 67% increase. With this change, Fuel Generators will also consume proportionally more materials, but the additional power they provide should make them able to compete easier with Nuclear power now, which otherwise tends to overshadow the need for Fuel Generators.
FURTHER GAME OPTIMIZATION
Efforts to ensure a stable and consistent gaming experience with Satisfactory never cease. 1.0 has had a lot of time to simmer in UE5, and steps have been taken to further reduce stuttering, memory requirements, overly chunky computations and texture memory requirements. VRAM, DLSS/FSR, shadow rendering, level streaming, actors in the world and costs between different settings have all been optimized as well. Satisfactory has also been updated to support Unreal Engine 5.3. In more detail, up until 1.0, Foliage used to have hitboxes which checked for collisions with vehicles constantly. This leads to a lot of computations happening all the time, everywhere in your vicinity, which could make performance drop significantly. Especially on Dedicated Servers, where up to 12GB of RAM could be occupied with most of it being non-stop collision checks. To combat this, vehicles in the world no longer destroy Foliage as you drive through it, which not only saves a ton of computational effort, but frankly also looks a lot better in the actual game. If youre a fan of belts and pipes, computations for these now happen in clusters of belts and pipes in the same vicinity, rather than for every individual one. This helps performance in especially bigger factories, where belts and pipes are used just about everywhere. Were relying a lot more on your GPUs moving forwards for these computations of clusters, since GPUs are very fast and efficient even with more sizable calculations. Continuing, many buildables players can't interact with are being changed to Lightweight Actors, or data-only objects. These actors include foundations, railings and so on, and whats basically happening to them is that a lot of needless data is being trimmed off them, since these actors specifically were always meant to be aesthetic or non-interactable. Not loading all this extra, useless data for these actors will greatly help save, load and runtimes.
IMPROVED DEDICATED SERVERS
Dedicated Servers are being spruced up proper for 1.0 and will no longer be considered experimental. Moving forward, theyll be receiving a lot more frequent support in terms of bug-fixing and polishing, and weve also addressed many bugs that have been prevalent in Dedicated Servers for a while. First off, by having their distribution size decreased, Dedicated Servers will be a lot faster to download and install. The servers now only use a single port, for both UDP and TCP, namely port 7777, and they also bind properly to IPv4 and IPv6 simultaneously. The server exe-file can now be run as both a window and console application. Some benefits of the console application include improved logging and the ability to run scripts. Dedicated Servers now also support TLS, where you can create certificates manually or have it automated when booting up the server. When attempting to connect to any given server, youll then be prompted to insert the certificate to ensure the server is legitimate. When booting up a Dedicated Server, youll now be introduced to the Unreal console which more clearly displays important information about your server, such as server status or uptime. The main benefit of this console, however, is its built-in terminal which allows you to type in valid server commands in real time. Logging is also smooth in the Unreal console, with its own input box dedicated to logging and filtering. In 1.0, you will be able to set up Advanced Game Settings for Dedicated Servers in the actual games own main menu. On top of the usual settings, you also have new options for auto-save intervals, opting in to send game data to us or deciding your network quality, among other things. If you are the server admin, you may now also download the server save data directly from this menu. Furthermore, the server notifies all clients that it is about to save, letting users know that it may undergo heavy workloads etc. Finally, weve implemented support for an HTTP API which can handle HTTP request methods between the server and the client. This means it will be possible to develop external applications that can talk directly to the server and send HTTP requests to them directly. Documentations for this API will be released in the future, but we cannot wait to see how this makes your use of Dedicated Servers extend even further beyond what they currently are!
AND MUCH, MUCH MORE
Weve had players actively participating in our closed Beta for its runtime, and the feedback weve received has been very positive. This is reassuring, seeing as there are still many more changes and additions to the game in 1.0 that are quite wild, and honestly couldve swung the pendulum hard in any direction. While keeping dialogues open with testers, weve discussed the points theyve made together with our own thoughts and intentions, and made changes where it made sense, and keep on doing so. From the start, this project could not have been taken this far without all of you. So, seriously, thank you. For all the feedback, discussions, active daily chats about everything Satisfactory, hanging out, cheering us on, telling us off when weve done goofed, bearing with us when the goings been slow or silent, and last but certainly not least, playing the game. Knowing you all have been buzzing for Satisfactory for all this time has made the progress all the easier, and all the more fun. Make no mistake - this is as much your game as it is ours, and we wouldnt want it any other way. Stay tuned for more news related to 1.0 in the near future! We still have many exciting things to share with you all leading up the release in September! YouTube: youtube.com/@CoffeeStainStudios Twitter: twitter.com/satisfactoryAF/ Twitch: twitch.tv/coffeestainstudiosdevs Facebook: facebook.com/SatisfactoryGame TikTok: tiktok.com/@satisfactorygame Instagram: instagram.com/coffee_stain_studios Website: www.satisfactorygame.com
[ 2024-07-05 15:22:49 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, heres one more patch before we all go on vacation for the holiday season If theres any unexpected issues as a result of this patch or any issues that we might be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day We hope you all have a great time, Thank you for enjoying our game <3 BUG FIXES
- Fixed crash related to GPU Scene validate
- Fixed the shadow on the Reset Fuse lever being offset
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-12-12 16:32:47 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Today we are moving over the previous patch released on Experimental as well as introducing two new changes, Aside from some very long requested QOL like the Invert look option also working for Vehicles and Trains, now you can also remove offline players out of vehicles by entering them yourself, as well as fixing another top mentioned issue on QA Site with the MAM research resetting when you closed the menu. If you encounter any issues with this new update or if theres anything were forgetting from Update 8 as a whole, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day See you again soon everyone, Thank you for enjoying our game <3 New fixes: QOL
- You can now enter occupied vehicles and kick out the driver if the driver is offline
- Fixed pressing ESC to close the menu resetting MAM research, requiring you to spend additional time if you accidentally closed the menu
- Invert look option now also works on Vehicles and Trains
- Updated the description of the Maintain Y-Axis FOV Aspect Ratio option to indicate that it is broken
- Due to underlying system changes, this setting will be temporarily broken and will need some considerable rework from us in order to work again
- Potential fix to a crash related to ItemRegrow subsystem
- Fixed CTRL Key getting stuck when building
- Fixed bug where sampling buildings was not possible in some cases
- Potential fix for Blueprint Sampling sometimes not working after loading a save
- Fixed bug where Hand Mining would sometimes get stuck as client
- Fixed Conveyor belts resetting to default customization when the belt was split
- Fixed a bug where it was sometimes impossible to hand mine near Gas Pillars
- Potential fix for a crash that would happen when switching between upscalers
- Fixed Antialiasing always resetting to TAA
- Fixed a bug that led to players loading into sessions while only partially logged into EOS
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-11-28 21:10:54 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Today we have a patch for you with a bunch of fixes, This patch includes some very long requested QOL like the Invert look option also working for Vehicles and Trains, Crash and Bug Fixes and other goodies :) In order to not disturb the experience for those who are currently enjoying the Early Access version, these fixes will stay on Experimental over the weekend, but if everything is stable, they will make its way to the Early Access version early next week If you encounter any issues with this new update or if theres anything were forgetting from Update 8 as a whole, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day See you again soon everyone, have a nice weekend <3 QOL
- Invert look option now also works on Vehicles and Trains
- Updated the description of the Maintain Y-Axis FOV Aspect Ratio option to indicate that it is broken
- Due to underlying system changes, this setting will be temporarily broken and will need some considerable rework from us in order to work again
- Potential fix to a crash related to ItemRegrow subsystem
- Fixed CTRL Key getting stuck when building
- Fixed bug where sampling buildings was not possible in some cases
- Potential fix for Blueprint Sampling sometimes not working after loading a save
- Fixed bug where Hand Mining would sometimes get stuck as client
- Fixed Conveyor belts resetting to default customization when the belt was split
- Fixed a bug where it was sometimes impossible to hand mine near Gas Pillars
- Potential fix for a crash that would happen when switching between upscalers
- Fixed Antialiasing always resetting to TAA
- Fixed a bug that led to players loading into sessions while only partially logged into EOS
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-11-23 18:21:35 CET ] [ Original post ]
Hi Pioneers! Today Update 8 is now available on the Early Access version of Satisfactory for everyone to try out and have fun with it! This update showcases the combined efforts of the studio over more than a year worth of work with both Unreal Engine 5 and Update 8 as a whole, so there are a LOT of changes that have happened since Update 7 released on Early Access. Weve spent the last few months trying our best to stabilize as much as we can so you all can have a good experience when Update 8 releases on Early Access, with that being said, It never hurts to BACK UP YOUR SAVES :) If you are experiencing issues, want to give us some feedback, or just post any cool ideas you might have, please let us know over at our QA/Questions Site: https://questions.satisfactorygame.com/ We always enjoy reading all your comments after a big update like this Our community manager Snutt has prepared a new video for you all which goes over whats new in Update 8 so be sure to check it out [previewyoutube=BIZieuScBmE;full][/previewyoutube] If you have been following along through Experimental, everything in this patch notes will be already known to you, as this build has little or no changes from the latest Experimental from last week, but you can still give them a look as there might be a new thing or two you didnt know about However, If you havent been keeping up with the patch releases at all, there are a LOT of new things to go through, so grab a snack/drink and lets get started
Upgrading to Unreal Engine 5
With this come many reworks and updates of systems that should improve aspects of the game, Weve put a lot of effort into stabilising the game and performance before the Early Access release, but there might very well be things that weve missed. So again please back up your saves and let us know about any differences that you encounter while playing Update 8. Jace talked about the upgrade in depth in one of our earliest Update 8 videos check it out for more info! : https://youtu.be/dY__x2dq7Sk
World partitioning
With world partitioning in UE5 the level streaming should be much more flexible compared to the tile-based system we used before, reducing hitches that you will have encountered where these tiles used to intersect.
Vehicle physics & sound overhaul
With UE5 comes an all-new physics simulation called Chaos, weve reworked our vehicles to use this instead of our previous implementation. The manual driving of vehicles has been redone and we made improvements in feel and usage of the different vehicles. With this we also reworked all vehicle sounds, eliminating many issues and overall improving quality and consistency.
Enhanced Input System
A new system we switched to with Unreal Engine 5 is the Enhanced Input system. With this we implemented contextual key bindings in the options, allowing for much more granularity and control over your control scheme across different contexts like the build mode, driving vehicles, using equipment, etc.
Upscaling (DLSS, XeSS, FSR)
Added several upscalers for any hardware that supports them.
Anti-aliasing (TSR & FXAA)
We added a lightweight anti-aliasing method known as FXAA (Fast approximate anti-aliasing) which allows for better performance on lower end machines or for people that dont like the effect that the previous default anti-aliasing technique had. We also support TSR (Temporal Super Resolution) which is Epics implementation of upscaling technology combined with anti-aliasing. For user experience we added several presets: Performance, Balanced, Quality & Insanity.
Nanite
With Unreal Engine 5 comes Nanite, a new way of rendering complex meshes allowing for high visual quality. Due to complications we only decided to convert a part of our content to Nanite. Rocks, Cliffs and Conveyor items will be using Nanite for the time being.
Lumen
Lumen is a Global Illumination system that improves lighting and reflections. This new rendering feature will make the world and factory more grounded which can result in more intense & realistic scenes. We decided to have Lumen disabled by default even on the ultra-preset due to its high demand on the hardware. There are several scalability options to make Lumen perform well on most hardware. When using Lumen, we recommend running with an up-scaler enabled on the Performance preset and Lumen on Medium or High due to the minimum quality difference.
Blueprint improvements
There were a number of improvements youve requested and that we still wanted to make, which should significantly improve using them Jace talks a about the new features coming to Blueprints in this video: https://youtu.be/ZDN_b6TX5gg
Dismantling
Weve added a Blueprint dismantle mode that you can toggle with R by default while in the regular dismantle mode. With this you can dismantle an entire Blueprint at once!
Building
Blueprints now have a directional indicator in their hologram making it easier to place them in the correct rotation. We also implemented Quick Switch for Blueprints, allowing you to quickly toggle through Blueprints by pressing or holding E, without leaving the build mode.
Nudging
Weve also added a Nudge Mode for all buildables and Blueprints! Pressing the H key will lock the current hologram in place, so you can move around freely to check its placement from different directions. From there you are then able to nudge the hologram around to adjust the placement by using the arrow keys before building it. You can also hold CTRL when Nudging to move the building in half steps for easier fine tuning.
Changes to the world
We didnt make any changes to resource nodes this time around and any terrain changes weve done are minor, so your factories should be safe To get an overview on whats changed you can watch this video covering it in more detail: https://youtu.be/6X4jqMUtCwI
Visuals
Titan Forest and Red Jungle have received the most significant overhaul for their foliage, visual and sound effects, as well as lighting. Many areas have received more polish, those being the Abyss Cliffs, Rocky Desert, Grass Fields, Northern Forest, Dune Desert, Eastern Dune Forest, Spire Coast, and some of the caves as well. We also updated and improved the vista around the world, which has a huge impact on the look and feel of the areas at the edge on the map. With this one we are not fully done yet, but it is certainly an upgrade, and are excited for you to see the direction it is taking.
Gameplay
We are adding two new variants to the Hogs: The Cliff Hog and Nuclear Hog! They are the most menacing members of their family, defending their territory with devastating charges, and in case of the Nuclear Hog, also radiation. Weve also polished and updated placements of creatures, hazards, and collectables in many areas of the world, Such as Titan Forest, Red Jungle, Spire Coast, Grass Fields, Northern Forest, Dune Desert, Eastern Dune Forest, Crater Lakes, Western Beaches, Abyss Cliffs, Coin Tree Forest and most of their sub areas.
Atmosphere
In terms of lighting, weve done full passes over all starting areas; Grass Fields, Rocky Desert, Northern Forest and Dune Desert, the Titan Forest, Red Jungle and Spire Coast to elevate their look and feel further and fix existing issues. You can find all the details in the patch notes below!
Advanced Game Settings
We are adding a number of settings that will allow you to customise your experience quite heavily. These Advanced Game Settings can alter the experience drastically, you can either enable them when creating a new game or when loading a save from the main menu. There is a full list of all new settings in the detailed patch notes below, but they include things such as Flight Mode, No Build Cost, Set Starting Tier, and No Stinger Mode fully removing the spidery Stinger enemy from the game. Here is our video covering all of this in detail: https://youtu.be/T2lOiHtygVM
Priority Power Switch & Power Tower
You can watch Jace talk about them in this video: https://youtu.be/v4mbNy3gt7c The Priority Power Switch allows you to organise sections of your power grid into different priorities. So, if your power would fail the Priority Power Switches turn off in order of their set priority, shutting of the parts of your factory gated behind them until there is enough power available for the remainder of your grid to keep running. They can also be switched off and on remotely from any other Priority Power Switch, allowing you to remotely control which parts of your factory are running. The Power Tower is a large building allowing you to connect power lines over longer distances. It comes in two versions, one with a ladder and platform that make them and excellent combination with the Zipline, and one version without for a cleaner look.
Quality of life and other improvements
You can check out this video we made on all these other improvements coming with Update 8: https://youtu.be/9jDBEpAlS2s And check out the written section for Quality of life in the patch notes further below, it contains many new improvements that came alongside Update 8 Experimental, so they are not featured in the videos above, but should be very welcome additions!
Destructible Gas Pillars
With Update 8 youll be able to blow up Gas Pillars using the Nobelisk! Weve been wanting to add this for a while, and it is finally in the game. After unlocking Nobelisks you wont have to worry anymore about odd Gas Pillars disrupting how you can build your factories.
Jetpack fuels
The Jetpack can now use a selection of fuels with different burn rates and acceleration. Thanks to this the Jetpack can be used before automating fuel with Solid Biofuel, and in the late game you can even use Turbofuel which has unparalleled acceleration.
Parachute
This feature has received some changes to make it a viable tool in the early to mid-game. For one, the Parachute no longer gets consumed when used, so you can now make one and use it for as long as you want. It now has a standard and sprint speed which match the Bladerunner speeds. Of course, it also retains its signature function of preventing fall damage in any dicey situations you might find yourself in.
Conveyor and Pipe building
You now have an automatic starting pole if you dont start building from an existing connection such as a pole or input/output. This means that when selecting to build a Conveyor or Pipe you can put down a pole with your first click and drag the Conveyor/Pipe out from there as usual! Before it was sometimes impossible to build a pole because its initial starting position was invalid, even if you would be able to make it a valid placement after adjusting the height of the pole. We have now moved this validity check to the final placement of the pole to fix this.
Dismantle Filter
Weve added a filter to the Dismantle Mode where you can hover over a specific type of building and select it to your dismantle filter. While remaining in Dismantle Mode you will only highlight the selected type of building for dismantling, making it much easier to dismantle specific parts of your factory while avoiding removing the other parts you want to keep by accident. You can switch the filter freely while dismantling, and it works with both the new Blueprint Dismantle Mode and Mass Dismantle!
Patch Notes
ENGINE
- Unreal Engine Upgraded to 5.2.1
- Online Integration has been reworked, some parts of it will still change (WIP)
- Added Nvidia DLSS as a selectable Upscaling method
- Added Intel XeSS 1.2 as a selectable Upscaling method
- Added FSR 2
- Added Upscaling method settings
- You can select between TSR, DLSS or XeSS under this drop down when your hardware supports it
- Fixed Lumen for buildable lights. Fixed apply customization data to also apply extra data.
- You will need to reload your save if Lumen was not enabled in order for this to work
- Added Lumen boost to materials
- Auto Detect Settings (Experimental)
- When starting the game, your video settings should now be automatically detected and set up to recommended Video settings for your system
- If youve never changed a setting before, a new default might be applied to it
- If you manually change an option, it will not be overwritten automatically on startup, but you can still manually force ALL settings be autodetected by clicking on the Auto Detect Settings button in the options menu in the Video section
- Added the Power Tower and Power Tower Platform
- Unlocked in Tier 4: Expanded Power Infrastructure
- Has gradual 45 degree rotation on foundations
- Added the Priority Power Switch
- Unlocked in MAM: Caterium
- Has gradual 45 degree rotation on foundations
- Power Switches can be upgraded to Priority Power Switches and vice versa
- There are buttons for turning entire priority groups on and off in the Priority Power Switch
- Added several Advanced Game Settings that can be enabled when starting a new game or loading a save from the main menu:
- Flight mode: Player can fly
- God mode: Player takes no damage (will still die from leaving the map)
- Give items: Player can add items to their inventory
- No build cost: Buildables cost nothing to build
- No unlock cost: Unlocks cost nothing to unlock
- Unlock alternative recipes instantly: Alternate recipes unlock as soon as all requirements are met (removes need for Hard Drives)
- No power: Buildings dont consume power
- Set starting tier: The session will start at the selected Tier and players will receive a starting set of items
- Set game phase: Unlocks all phases before
- Unlock all Tiers/MAM/Shop/Phases: Unlocks everything in the selected progression branch
- Respawn settings: Player can set what they keep on them when respawning (everything, only equipped items, nothing)
- Disable arachnid creatures: Disables the spawning of Stingers in the session
- Jetpack
- Added support for using different fuel types in the Jetpack
- Solid Biofuel
- Liquid Biofuel
- Fuel
- Turbo Fuel
- Jetpack can now refuel while the player is on a Zipline
- Added support for using different fuel types in the Jetpack
- Parachute
- The Parachute is no longer consumed after usage and the stack size is now 1, making it function the same as other back slot equipment, such as the Jetpack
- Added a Sprint Mode to the Parachute, allowing for slow and fast movement
- Increased the maximum speed and descending speed, allowing for improved gliding
- Zipline
- The Zipline now automatically connects to the next Power Line while ziplining on Power Towers and ceiling connections
- This will not work if the angle between the Power Lines exceeds 60 degrees
- If the Zipline can move along more than one Power Line the direction can be controlled by looking at the desired direction or by holding the directional movement input
- Reduced maximum Zipline Sprint Speed to 100 km/h (due to the previous maximum speed being too high for the world loading)
- Increased the Zipline Sprint acceleration to be nearly instant
- The Zipline can now be toggled on/off by pressing the secondary equipment input (RMB by default), which allows ziplining without needing to hold down the primary equipment input (LMB by default)
- The Zipline now automatically connects to the next Power Line while ziplining on Power Towers and ceiling connections
- Weapons
- Fire rate and damage balancing done to the Homing Rifle ammo
- Weapon spread and damage balancing done to the Turbo Rifle ammo
- Minor damage reductions on Iron, Stun, and Explosive Rebar ammo
- Cliff Hog
- Higher health, damage, size, and speed relative to the Alpha Hog
- Basic Hog Charge attack, with increased speed and damage
- New Rock Throw attack, which launches a rock at a distant or unreachable target
- New Plow Charge attack, which continually pushes and deals damage to the target
- Nuclear Hog
- Higher health, damage, size, and speed relative to the Cliff Hog
- Basic Hog Charge attack, with increased speed and damage
- New Rock Throw attack, which launches a rock at a distant or unreachable target
- New Plow Charge attack, which continually pushes and deals damage to the target
- Passive Radiation Damage area of effect
- Creature health and damage balancing
- Reduced the health of Small Desert and Aquatic Spitters from 30 to 20
- Increased health of Alpha Forest Spitter from 60 to 80
- Moved vehicle physics to using Chaos
- Overhauled all vehicle sounds
- Improved the manual driving of all vehicles
- Reworked all vehicle trunks visually simplifying the animation and adding a new sound
- Added functionality for vehicles to deal damage to creatures by hitting them
- Damage dealt is relative to vehicle speed and size
- Gas Pillars can now be destroyed by explosives such as the Nobelisk
- Titan Forest
- Major overhaul of the area and foliage
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Red Jungle
- Major overhaul of the area and foliage
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Rocky Desert
- Polished foliage assets and placement
- Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Grass Fields
- Polished foliage assets and placement, also for the Grass Crater and Snake Tree Forest Sub biomes
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Northern Forest
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Dune Desert
- Updated creature, hazard, and reward placements
- Improved lighting and atmosphere in the area
- Improved sound in the area
- Abyss Cliffs
- Polished foliage placement and replaced old assets
- Added creature, hazard, and reward placements
- Preliminary sound improvements in the area
- Eastern Dune Forest
- Polished foliage placement, landscape painting, and the Coin Forest sub biome
- Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
- Preliminary sound improvements in the area
- Crater Lakes
- Updated creature, hazard, and reward placements
- Preliminary sound improvements in the area
- Western Beaches
- Updated creature, hazard, and reward placements
- Preliminary sound improvements in the area
- Spire Coast
- Updated creature, hazard, and reward placements
- Overhauled lighting and atmosphere in the area
- Overhauled sound in the area
- Bamboo Fields
- Some changes to foliage have been made, but there are more changes we intend to make later to fix any remaining issues
- Improved sound in the area
- Added the new prototype of the world perimeter, which we will continue working on in the future
- Overhauled the look and gameplay of several caves
- Fixed collision being missing in some Coral
- Some ambience tweaks to Red Jungle sound effects
- Some ambience tweaks to Spire Coast sound effects
- Changed the audio for the waterfalls in Dune Desert Canyon
- General tweaks to waterfall sound effects
- Nudging
- Added the ability to lock a hologram in place with H by default while in Build Mode, allowing players to inspect the placement before building
- Added the ability to nudge a locked hologram with the arrow keys by default, allowing players to adjust the placement before building
- Holding CTRL when Nudging will now nudge in half steps
- Blueprints
- Added a directional indicator to the Blueprint hologram
- Added a Blueprints Dismantle Mode that can be switched on in the regular Dismantle Mode, allowing an entire Blueprint to be dismantled at once
- Added Quick Switch functionality to Blueprints, allowing the player to quickly switch between Blueprints in the same sub-category
- Added Sample functionality to Blueprints (can only be sampled when in Blueprint Dismantle Mode)
- Added a Dismantle Filter to the Dismantle Mode, allowing the player to select a specific buildable to dismantle and ignore all other buildables
- Pillars can partially intersect the edges of the blueprint designer again
- Hotbar
- Hotbar system has been reworked
- Added a way to save the current hologram into the hotbar by pressing ALT+Shortcut key combination
- You can now swap the Hotbar scroll direction in the Controls menu in the Options menu (Clockwise and Counterclockwise)
- Conveyor Lifts
- Quick Switch is now supported when building them
- Added automatic placement of a Conveyor or Pipe pole when not building a Belt or Pipe from an existing connection point
- Changed the Quick Switching of Conveyor Belt, Lift, and Pipe Mk.s to no longer revert back to the first placement step
- Moved validation check for building Conveyors and Pipes to final placement step
- Zipline
- Increased Zipline sprint acceleration. It should be easier to tell that sprint mode is turned on now due to the more direct change in speed
- Zipline path selection now works vertically too
- Additional improvements to try and mitigate cases where you get disconnected from ziplining when ziplining on an incline
- Power Lines
- Made the automatic power connections when building Power Lines context sensitive, copying the same type of pole the Power Line was initially connected to
- Holding CTRL when building a wire off another wire now aligns the new Pole to the original one
- Splitters/Mergers
- Added the option to upgrade Splitters (regular, Smart, Programmable) by holding CTRL (default input) while aiming any Splitter variant hologram at any other already build Splitter variant
- Can also be upgraded to each other (Splitter to Merger and viceversa) as long as only the main input and output is connected
- Hypertubes
- Implemented network correction and smoothing for remote players moving in Hypertubes, This should make the movement inside hypertubes much smoother and prevent any kind of desync, this is also enabled for Clients
- Fixed character getting too much acceleration when braking while going downhill
- Fixed hypertube attachments incorrectly building when attaching them in a section of a hypertube
- Hypertube Entrances can now be nudged
- Hypertube entrances now work correctly when they are built directly on top of a floor hole
- Input System
- Added an Auto release sprint option when Hold to sprint is off, this option is off by default. This makes it so whenever your movement stops, the sprint key is automatically released so you have to press it again to start sprinting
- Hand Miner
- Can now be Tap E to Mine (Toggle) or Hold E to Mine, depending on how long the button is held
- Fixed a couple of issues with mining lingering around when walking away from the node
- Signs
- Improved snapping for signs, they can now snap to foundation sides and ceilings and can be rotated more freely.
- Changed signs to use the same snapping logic for walls and foundations
- Removed restrictions for snapping signs to pillars, they can now snap to any side at any time
- When snapping a sign to a foundation, ceiling or floor, you can now hold CTRL to lay the sign down flat, otherwise it will use the pole support
- Build Gun / Dismantle Gun
- When trying to dismantle invalid buildables they will now redirect to the valid dismantlable (I.E. Like the Integrated train tracks or the Sub Buildings of the Hub, they will now dismantle the Train Station and the entire Hub respectively)
- The Build Gun now remembers its last used dismantle mode, such as blueprint dismantle, so you no longer need to switch to it every time the Build Gun is brought up
- Included .usmap file into the Community Resources
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- Changed the Parachute recipe to only produce 1 at a time and increased the cost of a single Parachute
- Removed the option to purchase Parachutes from the AWESOME Shop now that it is no longer a consumable item
- Added a new milestone to Tier 4: Expanded Power Infrastructure
- Moved the Power Storage unlock to Tier 4: Expanded Power Infrastructure
- Added the Power Tower and Power Tower Platform to Tier 4: Expanded Power Infrastructure
- Renamed the Tier 6 milestone Expanded Power Infrastructure to Logistics Mk.4
- Moved the location of the Power Poles Mk.3 unlock in the MAM: Caterium research tree
- Reduced the High-Speed Connector cost of the Power Poles Mk.3 research from 100 to 50
- Added the Priority Power Switch unlock to the MAM: Caterium research tree
- Somersloops and Mercer Spheres can no longer be deleted from the inventory
- Updated UI to work with the new UE5 Input System
- Re-worked the options menus and key binding menu
- Added a search bar in the options and key binding menu
- Re-worked the main menu and new game menu
- Reworked the multiplayer menus (WIP)
- Added functionality to change the preferred fuel of equipped Jetpack in inventory window
- Improved UI memory usage
- Added Dark Mode for the A.W.E.S.O.M.E. Shop
- Rewrote descriptions for video and graphical settings to be clearer to understand
- Added a button to the new Wiki to the Social Media buttons in the main menu and rearranged the buttons
- Made the Experimental Label bit more transparent and less bright red to help prevent OLED Burn-in
- The player character now respawns with the equipment that was equipped on death still equipped
- Reworked and improved the player character footstep sounds
- Overhauled the foliage system to be compatible with Unreal Engine 5
- Some adjustments in the power system, no changes should be noticeable during play
- Migrated all inputs to the new Enhanced Input System
- Optimized the save system to decrease saving time on larger saves by roughly 80-90%
- Optimized significance manager to be ISPC accelerated
- Converted to World Partitioning (Work in progress)
- Deprecated World composition implementation
- Added streaming scalability for foliage streaming cells
- Foliage cells can now be loaded from different ranges
- Near, Default, Far, Cinematic
- Foliage cells can now be loaded from different ranges
- Optimized Signs
- Signs will now share when same configuration is found
- Emissive only signs are handled in a more performant way
- Re-implemented conveyor rendering system to work well with Nanite
- Added TSR
- Added TSR Presets:
- Performance (60% Screen percentage)
- Balanced (75% Screen percentage)
- Quality (90% Screen percentage)
- Insanity (100% Screen percentage)
- Added TSR Presets:
- Added Lumen
- Added Lumen Scalability
- Added Lumen Reflections Scalability
- Improved DirectX12 Stability
- Improved Vulkan Stability
- Deprecated/Soft Removed DirectX 11
- Note you can still run on DirectX 11 but without Nanite or Lumen.
- We cannot promise the same quality as on DirectX 12 or Vulkan.
- Minor optimizations for the Conveyor tick
- Resolved issues where signs ticked when not needed, This should improve GPU bandwidth and improve CPU performance in saves with a big quantity of Signs built
- Enabled Skip draw when shader isn't done compiling, this should help reduce rendering hitches
- Disabled overlap caching to reduce consistent chaos performance loss.
- General Chaos memory optimizations
- Optimized physic scene handling for foliage, should reduce hitches when level streaming.
- Optimized logic to determine if an entity is near a factory.
- Refactored sign system for optimal performance.
- Improved consistency with backgrounds between signs sizes.
- Parallelized post processing blending.
- Chaos memory optimizations
- Texture memory optimizations
- Mesh memory optimizations
- Enabled virtual textures for HLODs
- Updated HLODs to use virtual textures.
- Enabled PSO caching
- Removed legacy assets
- Fixed a potential bug with drone queue processing
- Fixed shadow flickering
- Fixed so trains do not have to wait 2 seconds for pathfinding (a cooldown) when loading a save. This fixed a case where a train could take a wrong turn on load if it was close enough to a switch.
- Fixed FOV scaling issues for equipment, now it should properly update without having to unequip and re-equip the equipment
- Fixed the parachute visuals on conveyor belts or when dropped
- Fixed a bug where drones would sometimes consume batteries multiple times when starting a new trip, especially when the player is far away
- Fixed Jetpack (Spacebar) Getting stuck
- You can now more easily pick up items dropped in resource nodes
- Potential fix for foliage not being removed when playing as Client in both regular Multiplayer and Dedicated Server
- You can now more easily interact with Electric Locomotives and Freight Carts when they are docked on a Train Station
- Some improvements to Pipe SFX causing hitches/stuttering in factories with a lot of Refineries/Blenders built
[ 2023-11-14 16:11:43 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Heres another patch with a variety of fixes and improvements such as fixing another legacy issue where targeting Electric Locomotives/Freight Carts inside a Train Station was more difficult than it should be, Jetpack fuel selection not working correctly, Improvements with hitching/stuttering around Refineries/Blenders/Pipes fixing and more! Were are currently looking out for any issues we might be forgetting about as were feeling in a more stable situation with Update 8 as a whole, so if theres anything important that you think should be fixed ASAP please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day See you again soon everyone, have a nice weekend <3 EOS
- Added a popup to inform when an online session could not be created and that you are about to continue offline
- You can retry the sign-in process by restarting the game
- Fixed incorrect text when mining resource nodes
- Fixed conveyor belts being able to be built in invalid shapes by using Nudge
- Fixed a bug where Packaged Liquid Biofuel could not be selected in the Jetpack until Packaged Turbofuel is unlocked
- You can now more easily interact with Electric Locomotives and Freight Carts when they are docked on a Train Station
- Fixed Graphics Preset option always showing Custom on some hardware configurations that did not support some of the options
- Some improvements to Pipe SFX causing hitches/stuttering in factories with a lot of Refineries/Blenders built
- Updated all languages with the latest translations
- Updated language completion rates
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Installed Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-11-09 20:30:10 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Heres a few more fixes that we think benefit a lot of players like the potential fix for foliage respawning infinitely for clients, crash fixes and addressing a legacy issue, you can now pick up dropped items through resource nodes. Some issues might persist after this patch, so if things have gotten worse or improved please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day See you again soon everyone <3 BUG FIXES
- You can now more easily pick up items dropped in resource nodes
- Potential fix for foliage not being removed when playing as Client in both regular Multiplayer and Dedicated Server
- Potential fix for more EOS shutdown crashes
- Fixed SFX playback priorities for Conveyor Belts
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-11-07 18:57:02 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Heres a patch with some potential fixes to some issues weve seen reported frequently Please keep in mind that these issues are quite big and not very easy to fix, there is a chance that some issues might persist after this patch, so if things have gotten worse or improved please let us know over at our QA Site: https://questions.satisfactorygame.com/ Your input is always appreciated See you again soon everyone <3 BUG FIXES
- Potential fix to a bug that made most pickupables/interactables respawn after reloading a save
- Potential fix to some major log spam on Dedicated Server on Linux
- Fixed some duplicate entries on the key rebind menu
- Potential fix for power towers mixing up which connections to connect previous wires when upgrading them
- Removed a deprecated MAM research and Walls from being available
- Fixed several crashes related to EOS
- Fixed some log spam related to Gas Pillars
- Potentially fixed remaining EOS timeout issues in multiplayer
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-11-06 19:08:58 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Heres a new patch with a few more changes, some fixes for EOS/Multiplayer connectivity, crash fixes, localisation updates and FSR improvements If youre still experiencing issues with this new update or if weve made things better, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all your posts every day See you again soon everyone <3 EOS
- Potential fix to leftover connectivity issues
- Fixed a crash related to item pickup
- Potentially fixed a crash related to the Radar Tower
- Applied a series of patches to the rendered recommended by AMD that should improve FSR Performance
- Tweaked scalability for better eye adaptation on lower quality
- Improved LODing distances on Snake Trees
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-11-02 17:46:24 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, heres a bunch more fixes weve made over the past few days, Including a fix for players being unable to save in certain cases as well as Crab Hatchers always respawning, Crash fixes and more! If youre still experiencing issues with this new update or if weve made things better, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all your posts every day See you again soon everyone <3 EOS
- Fixed an issue where saves were not looked for in the correct directory
- Fixed an issue where players would be unable to save due to incorrect file creation due to an invalid character
- Fixed a crash for clients that sometimes occurred when trying to snap a Power Pole to a Power Line
- Crash guard for modded/modified saves when trying to upgrade a Building which has dangling wires
- Fixed Crab Hatcher respawning
- Fixed Asphalt foundation displaying patterns applied to them incorrectly
- Fixed snapping issues with Wall Holes
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-10-30 17:26:37 CET ] [ Original post ]
Hi Pioneers! Hello everyone, here are some more fixes for some more bugs and crashes as well as the addition of FSR 2 support! If youre experiencing issues with this new update or if weve made things better, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all your posts every day See you again soon everyone <3 NEW
- Added FSR 2
- It can now be selected under Options > Video > Upscaling Method
- Downgraded EOS SDK binaries to version 1.15.5 Keeping them consistent with the version specified in the header files
- Fixed Railway Block/Path Signal Visualization crashing for clients
- Fixed a crash related to conveyor belt connection
- Fixed an issue where when building a Pipeline the first hologram would display incorrectly but then work after building and dismantling
- Added additional logging to help debug an issue where some players are unable to write a save to their computer due to the process failing
- Fixed colouring on pillars not working
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-10-25 05:08:47 CET ] [ Original post ]
Hi Pioneers! Hello everyone, here are some more fixes which we hope have some high impact for you, The EOS SDK change should potentially alleviate a lot of the connectivity issues that some of you are encountering and the Input System fixes should help in scenarios where keys get stuck If youre experiencing issues with this new update or if weve made things better, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all your posts every day See you again soon everyone <3 EOS
- Restored EOS SDK to the version that ships with the engine to address connectivity issues that the latest version has
- Fixed Snap To Guidelines (CTRL) and Save to Hotbar (ALT) Getting stuck
- Reverted clearing Save to Hotbars default input now that bug is fixed, so it is now ALT by default again
- Fixed a bunch of issues with keys getting stuck when alt tabbing (Like Crouch, Sprint, Jump, Map Markers, etc.)
- Fixed Jetpack (Spacebar) Getting stuck
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-10-23 17:27:57 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a few more fixes in preparation for the weekend, Including a bunch of QOL and some fixes for some of the most commonly reported issues. If youre experiencing issues with this new update, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all your posts every day See you soon everyone <3 QOL
- Signs
- Removed restrictions for snapping signs to pillars, they can now snap to any side at any time
- When snapping a sign to a foundation, ceiling or floor, you can now hold CTRL to lay the sign down flat, otherwise it will use the pole support
- Dismantling
- The Build Gun now remembers its last used dismantle mode, such as blueprint dismantle, so you no longer need to switch to it every time the Build Gun is brought up
- Fixed the Object Scanner displaying incorrectly when using an FOV other than 90
- Fixed the Railroad Tracks displaying incorrectly
- Fixed broken sign rotation for Beams
- Fixed an issue where certain buildings would not rotate correctly when snapping to foundation sides and ceilings
- Fixed bug where conveyor lifts were able to snap to connections which are not aligned with its input or output
- Changed the default keybinding for Saving Hologram to Hotbar to be unbound/empty
- This means that if you want to use it, you will have to manually bind it to a key, but for now it has been defaulted to nothing as it has been causing issues related to the ALT key getting stuck
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-10-20 09:30:17 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a few hotfixes from some of the bigger issues weve seen you encounter from yesterday that might be preventing some people from playing the game or that will hopefully improve the experience for others. Theres two things to explain for this patch:
- New Pioneer being assigned when loading your save If youve linked your accounts before, yesterdays patch would give you a new character, so you would see your previous character offline hanging out where you previously were. The temporary solution was to find your old character and hit it with a weapon and then retrieve your items If you did this, Todays patch will result in the same situation, you will go back to your original character, so it will once again seem like you got a new character even though it is now back to the original What this means is that if you didnt play yesterday at all, the expected behaviour should be that you dont get a new character at all, you shouldnt be affected.
- Offline mode will now be automatically started when online authentication is not available or hasnt finished This will be done without a popup for now as it is WIP, so if you get in-game and notice that youre not able to invite or join multiplayer games try relaunching the game and wait a bit longer for the authentication to finish, You can see the status of this on the bottom left of the screen.
- Main menu buttons should no longer be greyed out when the online integration is not fully initialized (When online or offline)
- Made it so offline players can now take damage regardless of any other conditions like God Mode enabled on Advanced Game settings
- Fixed Global Illumination being empty by resetting it when the value was set to 0
- Online Integration should now fall back to offline mode when the system fail to initialize rather than crashing
- Potentially fixed some of the crashes related to Assertion failed:IsInGame Thread() @OnlineAsyncOpHandle.h, for the crashes that were not fixed weve added more logging to help pinpoint the cause
- Removed the loading screen related to the online functionality, This will help for players that get stuck on the loading screen, it also fixes the Account linking popup never showing up
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM when using lumen
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-10-17 18:27:37 CET ] [ Original post ]
Hi Pioneers! Heres a pretty big patch with a lot of QOL, optimizations across the board, bug fixes, reworks of many features both big and small, Including an entire rework of our Online Integration, Epic Online Services (EOS) update for crossplay and even another Engine Upgrade to 5.2.1 Big disclaimer, from a technical standpoint this is a BIG Update, so please BACK UP YOUR SAVES before trying it, we dont want to see anyone lose their saves due to unexpected behavior, so please back them all up With big updates like this, there might be a lot of unexpected issues showing up so if youre experiencing any please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will look into them ASAP! Thank you for enjoying our game as always, See you again soon <3 NEW
- Unreal Engine Upgraded to 5.2.1
- Online Integration has been reworked (Work In Progress)
- This is still WIP and we will be patching it up through the next few weeks
- Most of the UI for Multiplayer related menus has been redone (Some of it is still WIP and will be updated in the future)
- Epic Online Services have also been updated (Enables crossplay between Steam and Epic and friend list visibility)
- Account unlinking is WIP, so if you need to unlink your accounts and are running into issues doing so this can be done on the Default Early Access Branch (Not on Experimental)
- Auto Detect Settings (Experimental)
- When starting the game, your video settings should now be automatically detected and set up to recommended Video settings for your system
- If youve never changed a setting before, a new default will be applied to it
- If you manually change an option, it will not be overwritten automatically on startup, but you can still manually force ALL settings be autodetected by clicking on the Auto Detect Settings button in the options menu in the Video section
- Blueprints
- You can now sample blueprints from dismantle mode
- Pillars can partially intersect the edges of the blueprint designer again
- Hotbar
- Hotbar system has been reworked
- Added a way to save the current hologram into the hotbar by pressing ALT+Shortcut key combination
- You can now swap the Hotbar scroll direction in the Controls menu in the Options menu (Clockwise and Counterclockwise)
- Conveyor Lifts
- Quick Switch is now supported when building them
- Can now be Nudged
- Nudging
- Holding CTRL when Nudging will now nudge in half steps
- Fixed so Wall Mounted Flood Light Nudging is Vertical
- Zipline
- Increased Zipline sprint acceleration. It should be easier to tell that sprint mode is turned on now due to the more direct change in speed
- Zipline path selection now works vertically too
- Additional improvements to try and mitigate cases where you get disconnected from ziplining when ziplining on an incline
- Power Tower/Power Poles
- Changed power poles and power towers to use gradual rotation (45 degrees on foundations)
- Holding CTRL when building a wire off another wire now aligns the new Pole to the original one
- Building a Power Tower off a wire from a Power Pole now correctly increases the build range for the Power Tower
- Hypertubes
- Implemented network correction and smoothing for remote players moving in Hypertubes, This should make the movement inside hypertubes much smoother and prevent any kind of desync, this is also enabled for Clients
- Fixed character getting too much acceleration when braking while going downhill
- Fixed hypertube attachments incorrectly building when attaching them in a section of a hypertube
- Hypertube Entrances can now be nudged
- Hypertube entrances now work correctly when they are built directly on top of a floor hole
- Input System
- Added an Auto release sprint option when Hold to sprint is off, this option is off by default. This makes it so whenever your movement stops, the sprint key is automatically released so you have to press it again to start sprinting
- Resource Miner
- Can now be Tap E to Mine (Toggle) or Hold E to Mine, depending on how long the button is held
- Fixed a couple of issues with mining lingering around when walking away from the node
- Signs
- Improved snapping for signs, they can now snap to foundation sides and ceilings and can be rotated more freely.
- Changed signs to use the same snapping logic for walls and foundations
- Power Switch and Priority Power Switch
- Both should now have gradual 45 degree rotation on foundations
- Power Switches can now be upgraded to Priority Power Switches and vice versa
- Added buttons for turning entire priority groups on and off in the Priority Power Switch
- Build Gun / Dismantle Gun
- When trying to dismantle invalid buildables they will now redirect to the valid dismantlable (I.E. Like the Integrated train tracks or the Sub Buildings of the Hub, they will now dismantle the Train Station and the entire Hub respectively)
- Splitters/Mergers
- Can now be upgraded to Smart or Programmable versions
- Can also be upgraded to each other (Splitter to Merger and viceversa) as long as only the main input and output is connected
- Parallelized post processing blending.
- Chaos memory optimizations
- Texture memory optimizations
- Mesh memory optimizations
- Enabled virtual textures for HLODs
- Updated HLODs to use virtual textures.
- Enabled PSO caching
- Removed legacy assets
- Fixed a bug where drones would sometimes consume batteries multiple times when starting a new trip, especially when the player is far away
- Refactored player mapping contexts, reordered player mapping context priorities, so we have a clear hierarchy. This should potentially fix issues where certain actions like detonating Nobelisks cannot be done.
- Fixed so quick switching a conveyor/pipe doesnt reset the hologram anymore.
- Fixed bug where quick switching Pipeline and Conveyor holograms would reset pole rotation on the second build step
- Fixed a rare UI crash
- Fixed a bug where it was possible to accidentally delete items by splitting them
- Potential fix for bug where item stacks can not be split in the inventory for Client
- Refactored wire splitting so it works with power towers
- Fixed bug where build effects for wires never got cleaned up
- Fixed so wire build effect works again
- Fixed so poles created from wires copy the rotation of the pole you drag from
- Fixed issue where changing materials (Customizer) in the Quick Switch menu would stop working after the first time
- Potential crash fix for an Input System related crash
- Reworked Object Scanner, should now work correctly in Multiplayer, fixed multiple visual bugs
- Fixed Clients not continuing to have Flight Mode enabled after logging in and out of a session
- Fixed Bacon Agaric not displaying properly when using a FOV other than 90
- Fixed Hoverpack not displaying properly when using a FOV when loading into a save where the Hoverpack was already equipped
- Fixed Gas Mask not displaying properly when using a FOV other than 90
- Refactored the way vehicles are outlined
- Removed knockback when the player has Flight Mode enabled
- Flight mode is no longer turned off when you use Turbo Bass with the Boombox while it is enabled
- Fixed Hyper Tube Floor Holes appearing visually distorted
- Fixed railroad track signal visualization
- Fixed trajectory visualization for the jump pads
- Fixed outlines displaying incorrectly on Beams
- Fixed Ping indicator occasionally pinging the player
- Fixed Resource Miner having an incorrect animation in Multiplayer or when Holstering
- Fixed Chainsaw, Xeno Basher and Xeno Zapper displaying and behaving incorrectly in Multiplayer
- Refactored the Gas Mask, fixing a lot of bugs with it
- Refactored the Flying Crab
- Fixed a bug where the Blade Runners would not work until after you jumped once after equipping them
- Fixed bug where player can fall through world as a ragdoll when falling to far, It's still possible to clip through the world when traveling really fast as a ragdoll, but it's much more difficult and won't happen under normal circumstances.
- Pipes having incorrect visuals when built in certain scenarios should now be fixed
- Camera should now rubber band as much when driving vehicles as it is now allowed to clip through various objects
- Vehicle engines will now shut down when the vehicle is submerged in water
- Fix head bobbing not working, and head bobbing scale option not affecting anything
- Fixed so players don't get registered as an "aggressor" when dealing damage to a creature in passive mode. (Creature wont immediately attack when changing from passive to retaliate)
- Fixed being able to sample buildings when you shouldnt (i.e. Inside a Hypertube)
- Fixed Full Screen setting being reversed when pressing apply after restarting the game
- Fixed players being unable to enter a vehicle if another player was interacting with the inventory of the vehicle
- Fixed sliding not ending when entering vehicles
- Fixed a specific Copper Node producing Limestone if the miner was placed prior to Update 8
- Removed a duplicate coal node
- Improved visual quality of the Blue Palm billboards when looking at them from very far away
- Improved Beam Support to Pillar snapping
- Fixed Nobelisk smoke not displaying properly
- Fixed a specific case where aiming the Hypertube Floor Hole would flash the screen white
- Locomotives should now start to brake when self driving is disabled
- Fixed MAM nodes showing up as unlockable when the tree itself is not unlocked when No Cost Advanced Game Setting is enabled
- Fixed Tractor headlights breaking when opening its inventory
- Fixed Jumping off a zipline canceling the Zipline input if it's still held, now holding it will continue the input as it should
- Updated Map Render
- Fixed multiple Jetpack UI bugs
- Fixed Game Phase Numbers and Naming in the Advanced Game Settings menu
- Renamed Rotate Hologram Keybinds into Rotate Hologram Right and Rotate Hologram Left so they no longer share the same name
- Renamed Nudge Up and Nudge Down to Nudge Forward and Nudge Backward
- Fixed Object Scanner UI disappearing when hopping in and out of vehicles
- Fixed Object Scanner UI not showing the Object Name
- Updated Storage UI so that industrial storage boxes no longer use a scroll bar when using small inventory slots
- Fixed issue where keyboard input was lost after manually entering text when Overclocking
- Fixed a bug where you would have to click on the Gameplay sub-menu in the Options Menu twice
- Trains are now sorted in the Train Station UI
- Fixed an issue where drag and drop wouldnt be cancelled when opening up a different menu
- Fixed issue where mouse would be lost if clicking the chat window by closing the window if the player clicks outside the text input box. If you close it by doing that you'll have to hit enter twice to open it again.
- News Feed in the main menu should now be easier to read
- Items in the Options Menu setting have been re-arranged in various menus, most noticeably in the Video menu
- Fixed an Audio issue leading to performance hitches in factories with Blenders and Refineries, including audio optimizations for the Refinery
- Replaced some audio files for the Tractor and Truck
- Tweaks and adjustments for Tractor and Truck audio
- Fixed hundreds of typos across English (US) and English (UK)
- Fixed Japanese and Traditional Han characters display, and added Devangari and Bengali support as well
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM when using lumen
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-10-16 13:43:12 CET ] [ Original post ]
Hi Pioneers! Heres a patch with some new optimization improvements and some fixes to some issues like the previously introduced issue with Signs not displaying properly in Multiplayer. If youre experiencing issues with this new update please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all of your posts Thanks for enjoying our game everyone, See you again soon <3 BUG FIXES
- Fixed an issue where the Production Indicator lights on buildings wouldnt flash
- Fixed Signs not working properly on Multiplayer or Dedicated Server
- Fixed Screen Percentage setting not saving properly
- Potential fix for some crashes related to Conveyor Renderer
- Updated XeSS to 1.2
- Changed so screen percentage presets for XeSS match DLSS and TSR presets
- Unlocked Screen Percentage for XeSS
- Moved the Screen Percentage setting to be under Upscaling Preset
- Fixed an issue where a bug with creature spawners would lead to performance losses
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-09-05 17:38:50 CET ] [ Original post ]
Hi Pioneers! This is a super small hotfix with a single change, a hotfix for the crash related to signs when joining a Dedicated Server, This does not fix Signs not displaying properly for Clients so keep that in mind, we will fix that as soon as possible sometime early next week. If youre experiencing issues with the new update please let us know over at our QA Site: https://questions.satisfactorygame.com/ We really appreciate all of your feedback. Ive attached the patch notes from earlier so you can just read it all in one post. Have a great weekend everybody for real now, See you soon <3 BUG FIXES
- Fixed crash when joining a Dedicated Server related to signs
PREVIOUS PATCH NOTES:
Patch Notes: Early Access (EXPERIMENTAL) - v0.8.1.1 Build 247801 Hi Pioneers! Hello everyone, heres a small hotfix for Dedicated Servers not working alongside a few other bug fixes, like the pipeline flow indicators not animating and the images on the signs not scaling properly on smaller signs and more. We are still very interested to hear what is your experience with all the work that weve done so if you have any feedback please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all of your feedback As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. Have a great weekend everybody and see you all again soon <3 BUG FIXES
- Fixed dedicated server not working on Linux
- Fixed Pipeline flow indicator animation not working
- Fixed scaling issues on smaller signs
- Potentially fixed Crab hatchers respawning improperly
- Potential fix for a Crash related to save session
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-08-25 15:09:22 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a small hotfix for Dedicated Servers not working alongside a few other bug fixes, like the pipeline flow indicators not animating and the images on the signs not scaling properly on smaller signs and more. We are still very interested to hear what is your experience with all the work that weve done so if you have any feedback please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read all of your feedback As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. Have a great weekend everybody and see you all again soon <3 BUG FIXES
- Fixed dedicated server not working on Linux
- Fixed Pipeline flow indicator animation not working
- Fixed scaling issues on smaller signs
- Potentially fixed Crab hatchers respawning improperly
- Potential fix for a Crash related to save session
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-08-25 08:07:41 CET ] [ Original post ]
Hi Pioneers! Hello everyone, Were back from vacation and were finally ready to introduce some of the changes weve been working on, the focus for this patch is mostly performance improvements that we hope have some positive impact for all the players who were struggling with performance after we made the transition to Unreal Engine 5. One of the bigger additions of this update is the inclusion of Nvidia DLSS as an upscaling method which in our internal testing has resulted in a performance increase. There were a lot of minor improvements all across the board so were very interested to hear what is your experience with all the work that weve done so if you have any feedback please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will be monitoring all your posts to keep working on improving the performance and the overall game stability. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. Hope this patch helps and thank you all for your continued support <3 PERFORMANCE
- Added Nvidia DLSS as a selectable Upscaling method
- Added Intel XeSS as a selectable Upscaling method
- Added Upscaling method settings
- You can select between TSR, DLSS or XeSS under this drop down when your hardware supports it
- Fixed Lumen for buildable lights. Fixed apply customization data to also apply extra data.
- You will need to reload your save if Lumen was not enabled in order for this to work
- Added Lumen boost to materials
- Enabled Skip draw when shader isn't done compiling, this should help reduce rendering hitches
- Disabled overlap caching to reduce consistent chaos performance loss.
- General Chaos memory optimizations
- Optimized physic scene handling for foliage, should reduce hitches.
- Optimized logic to determine if an entity is near a factory.
- Refactored sign system for optimal performance.
- Improved consistency with backgrounds between signs sizes.
- Fixed a Train pathing issue related to duplicates in the pathfinding results. This would make it so trains would sometimes take the wrong turn at the first switch out of a station.
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-08-23 12:58:45 CET ] [ Original post ]
Hi Pioneers! Hello everyone, Today we have a patch for you all which will most likely be our last patch until most of the studio comes back from vacation around August, When we return from vacation we will resume stabilizing the Experimental branch to get it to a level where we are happy to release this to everyone in our Early Access branch. We know there are some issues that are not addressed in this patch, performance issues across the board being a good example, which we know a lot of you have reported in our QA site, we have not forgotten about this nor about any of the other issues or bugs you have reported on the site and once were all back in full force we will go back to regularly patching. In order for us to be able to really fix what is truly important for you all, please let us know any feedback you might have over at our QA site: https://questions.satisfactorygame.com/ We will be happy to read any posts from you all when were back from vacation. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you again soon everyone, Thank you all for enjoying our game and we hope youre having fun with the Experimental release of Update 8 <3 BUG FIXES
- Fixed Wall Outlets not snapping to Beams and Pillars
- Fixed Wall Outlets not allowing 45 degree rotation
- Fixed Blueprints saved over old Update 7 Blueprints having weird issues and crashing when the Blueprint contained Pipelines
- Fixed crash when opening an empty Crash Site
- Fixed being able to exit Locomotives while having the Train Menu UI open
- Fixed the MAM UI closing after any research was completed
- Removed the legacy option for Enable Gamepad Input from the Controls submenu and removed leftover keybinds
- To elaborate further on this change, This option did NOT mean that we had gamepad support, this has never been the case, it was some legacy leftover inputs from default UE4, we intentionally left those in as at the time, some players were using them alongside the custom controller configs on Steam to create controller layouts for the game. In UE5, this option does nothing as a result of the Input System overhaul, there also were some leftover keybindings, I.E. Right Thumbstick look, which was not properly set up and would cause issues, so this would actually get in the way of anyone who is trying to properly set up a controller config via Steam or any other third party application. Now these leftover inputs have been removed, so now you should be able to properly set up a custom controller configuration without any issues. Existing custom controller configs will most likely need to be updated when moving from Update 7 to Update 8, but this was already the case, now it will just be smoother when trying to update these configs as there will be no leftover inputs that get in the way.
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Lights dont behave correctly in Lumen compared to Signs
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-06-26 21:39:00 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres another patch addressing some more of the top issues weve gotten around to from the feedback weve gotten from you all Theres something very important to bring up which is we will be soon going out on vacation so in order for us to try to fix what is truly important for you all we need your feedback so please let us know what is affecting your gameplay or what are your concerns over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you again soon everyone <3 BUG FIXES
- Fixed a crash on startup for Dedicated Server when the server query port was set to a value that exceeded the maximum value of an int16
- Fixed the Enable Advanced Game Settings checkbox still showing up on the Loading Menu even if the save already had Advanced Game Settings enabled
- Fixed Advanced Game Settings being checked for all saves belonging to a session when checking it only in one save from the session, now its individual instead of applying to all
- Fixed the customizer still consuming resources from inventory when No Build Cost was enabled
- Fixed getting refunds for Customizer Materials and Patterns when No Build Cost is enabled (So your inventory does not fill up with things you dont want)
- Fixed a crash with the Customizer when using the Customization filter
- Fixed the Max FPS option not allowing to set a custom value from the number properly and always displaying 0
- Potentially fixed a crash related to conveyor belt holograms
- Potentially fixed a crash when loading a save that might be affecting saves that have Geothermal power set up
- Temporary fix for audio log spam on Dedicated Servers when using vehicles which would lead into clients being kicked out of the Server
- Added a button to the new Wiki to the Social Media buttons in the main menu and rearranged the buttons
- Made the Experimental Label bit more transparent and less bright red to help prevent OLED Burn-in
- Reduced the height at which the player hangs from the Zipline, this should help some cases where the player gets detached from the cable when ziplining down an incline due to bumping the Pioneers head
- Included .usmap file into the Community Resources
- Fixed several text entries that were not possible to localize after the UE5 migration
- Also excluded other texts and folders from improperly showing up in the localization files
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Lights dont behave correctly in Lumen compared to Signs
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-06-21 11:36:31 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres another patch with some more fixes and goodies for you all so please take a look, theres quite a few changes in this patch. Theres something very important to bring up which is we will be soon going out on vacation so in order for us to try to fix what is truly important for you all we need your feedback so please let us know what is affecting your gameplay or what are your concerns over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you again soon everyone <3 BUG FIXES
- Fixed the Railways, Hypertubes and Pipelines visually having incorrect rotation when set via Blueprint
- This may also fix sinking/incorrectly rotated foundations in some scenarios
- Fixed the parachute visuals on conveyor belts or when dropped
- Fixed the camera for the Factory Cart, it was incorrectly set so it would clip drastically when indoors
- Fixed collision being missing in some Coral
- A few parts near the coastline of Rocky Desert are now more complete in terms of foliage and world design
- Fixed some issues with the Gas Pillar effects in a few areas of Dune Desert and Spire Coast, also fixed some locations in Titan Forest leading towards Desert Canyon
- Some ambience tweaks to Red Jungle sound effects
- Some ambience tweaks to Spire Coast sound effects
- Changed the audio for the waterfalls in Dune Desert Canyon
- General tweaks to waterfall sound effects
- Removed the option to purchase Parachutes from the Awesome Shop now that it is no longer a consumable item
- Toned down the new parachute recipe
- Minor updates to the descriptions of the Jetpack and Fuels to match the new Jetpack changes
- Fixed the wording for the Priority Power Switch description to match the UI
- Fixed the FICSIT Blueprints milestone not showing the Blueprint Designer in the unlock list
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Lights dont behave correctly in Lumen compared to Signs
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
- Max FPS option is visually stuck at 0 regardless of selection, the FPS cap does still work however, so this is merely cosmetic
- The Global Illumination option might show blank and prevent you from changing it if you were using Cinematic before it was removed in yesterdays update, you can work around this by using the Reset to Default button, it should let you change the setting normally afterwards, Do note that this will reset all other Video settings to default
[ 2023-06-19 18:52:39 CET ] [ Original post ]
Hi Pioneers! Hello everyone, today heres a smaller patch that hopefully has some big impact for a lot of you, We did some optimisation improvements that we want to try out, a fix for being unable to place water extractors on the water that was fixed, and some localisation updates. If were forgetting about something important or if weve introduced new issues, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will look into it ASAP As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you again soon everyone <3 OPTIMISATION
- Resolved issues where signs ticked when not needed, This should improve GPU bandwidth and improve CPU performance in saves with a big quantity of Signs built
- Cleaned up major log spam that affected loading
- Fixed being unable to place Water extractors in the recently fixed Water that was previously missing, they should now work as intended
- Updated all languages with the latest translations
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Manage > Verify Files > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Lights dont behave correctly in Lumen compared to Signs
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
- Max FPS option is visually stuck at 0 regardless of selection, the FPS cap does still work however, so this is merely cosmetic
- The Global Illumination option might show blank and prevent you from changing it if you were using Cinematic before it was removed in yesterdays update, you can work around this by using the Reset to Default button, it should let you change the setting normally afterwards, Do note that this will reset all other Video settings to default
[ 2023-06-15 19:09:14 CET ] [ Original post ]
Hi Pioneers! Hello everyone, were happy to be here again with another Experimental release, this update has a lot of intricacies to it due to the upgrade to Unreal Engine 5 so were going to try to address some of the bigger issues youre all encountering before we leave for vacation, so for today heres some fixes, were still reading all your feedback so please keep it coming, we really appreciate it. If were forgetting about something important or if weve introduced new issues, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will look into it ASAP As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you around everyone <3 PERFORMANCE
- Removed Cinematic Global Illumination preset due to the fact that VRAM does not get flushed correctly, which would lead to severe performance loss until the game is restarted.
- Renamed TSR Insanity Preset to No downscaling and added Tooltips clarifying their purpose
- Performance (Performance over quality, Some rendering artifacts)
- Balanced (Performance and quality focused)
- Quality (Quality Focused)
- No Downscaling (Only Anti aliasing, not recommended!)
- Fixed issues with players being unable to slide under conveyor belts
- Fixed collision issues on blue/purple trees in Southern Forest
- Potentially fixed all issues with missing water in the world
- Fixed FOV scaling issues for equipment, now it should properly update without having to unequip and re-equip the equipment
- Potentially fixed a crash that would happen when opening the keybinds menu
- Fixed a crash when trying to upgrade a splitter/merger
- The train scheduler has been reverted back to a stable version, some work in progress accidentally got into update 8. This caused problems in some path signal setups. Problems such as allowing a train to enter a path block without the exit being clear.
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- There is major performance loss when running out of VRAM
- Lights dont behave correctly in Lumen compared to Signs
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality
- r.TSR.ShadingRejection.Flickering 0
[ 2023-06-14 18:53:23 CET ] [ Original post ]
Hi Pioneers!
Since youre reading this, Update 8 is now out on Experimental for you all to try and let us know what you think. Weve put in great effort to stabilise the game before it gets out to you, but with a major engine upgrade there are always extra chances for issues to occur. So, while you hopefully enjoy all the new goodies, keep an eye out for bugs and problems and most importantly: BACK UP YOUR SAVES! Better to be safe than sorry with this one. Now lets move on to content. Oh boy, did we say this was a smaller update again? Well, it seems weve overshot the target a little bit and are now looking at a big package of additions, changes, and quality of life improvements coming out with Update 8! There are two new buildings joining the line-up, the Power Tower, and Priority Power Switch. The Titan Forest has gotten a new look, weve done updates to atmosphere and lighting, and worked on polishing many other biomes in terms of gameplay and/or visuals. Advanced Game Settings are coming to the game, allowing you to experiment and enjoy Satisfactory with less restrictions than before if you wish. Blueprints have gotten some major improvements in how you can build with them, and weve added several other improvements that well describe in more detail below. We also reworked a number of our systems in conjunction with the engine upgrade to make things run more smoothly for you. Find things you love? Things you hate? Tell us about any bugs, issues, and feedback you have on our Questions Site: https://questions.satisfactorygame.com/ Weve hit some roadblocks on the way to this release, but were very excited to have you finally play it. Hope you all have a great time, be safe, and best wishes from the team! <3
Upgrading to Unreal Engine 5
The bulk of our work on Update 8 has been the engine upgrade. With this come many reworks and updates of systems that should improve aspects of the game, but it all being new also means that new issues can be hiding in lots of places as well. Weve put a lot of effort into stabilising the game and performance before Experimental release, but there has been lots of ground to cover and this combined with the fact that you all are playing on a vast array of differing hardware means there might very well be things that weve missed. So again, come our usual reminders: please back up your saves beforehand and let us know about any differences that you encounter, good or bad, while playing Update 8. Below are the most relevant details on what this engine upgrade means for Satisfactory, but if youve got some time on your hands Jace talked about the upgrade in depth in one of our earliest Update 8 related videos: [previewyoutube=dY__x2dq7Sk;full][/previewyoutube]
World partitioning
This is the new system in Unreal Engine 5 for streaming parts of the world in and out, and weve switched to it entirely. The base line for you is that with world partitioning the level streaming should be much more flexible compared to the tile-based system we used before, reducing hitches that you will have encountered at specific parts of the world where these tiles used to intersect.
Vehicle physics & sound overhaul
With UE5 comes an all-new physics simulation called Chaos, and weve reworked our vehicles to use this instead of our previous implementation. There should be little to no changes when it comes to vehicle automation, but the manual driving of vehicles has been redone and we made improvements in feel and usage of the different vehicles. From our own tests we feel it is an upgrade overall, but we are curious to hear what you think after playing with them! With this we also reworked all vehicle sounds, eliminating many issues we couldnt easily resolve in our old implementation, overall improving quality and consistency. Enhanced Input System Another new system that we switched to with Unreal Engine 5 is the Enhanced Input system. With this we implemented contextual key bindings in the options, allowing for much more granularity and control over your control scheme across different contexts like the build mode, driving vehicles, using equipment, etc. Using the Enhanced Input system has also made it easier for us to fix bugs related to inputs. While the migration to the new system created some short-term issues, we have done an extensive pass to ensure all inputs work as intended. But there is always the possibility that you run into an issue that we have missed, in which case you can let us know on our questions site.
Anti-aliasing (TSR & FXAA)
For scalability options we added a lightweight anti-aliasing method known as FXAA (Fast approximate anti-aliasing) which would allow for better performance on lower end machines or for people that dont like the effect that the previous default anti-aliasing technique had. Next to that we setup our content to work with TSR (Temporal Super Resolution) which is Epics implementation of upscaling technology combined with anti-aliasing. For user experience we added several presets: Performance, Balanced, Quality & Insanity. Note, this doesnt mean we won't support other Upscaling technologies in the future.
Nanite
With Unreal Engine 5 comes Nanite, a new way of rendering complex meshes allowing for high visual quality. Due to complications we only decided to convert a part of our content to Nanite. Rocks, Cliffs and Conveyor items will be using Nanite for the time being.
Lumen
Lumen is a Global Illumination system that improves lighting and reflections. This new rendering feature will make the world and factory more grounded which can result in more intense & realistic scenes. We decided to have Lumen disabled by default even on the ultra-preset due to its high demand on the hardware. There are several scalability options to make Lumen perform well on most hardware. When using Lumen, we recommend running with TSR enabled on the Performance preset and Lumen on Medium or High due to the minimum quality difference. Next to that if you want the high-quality bounce light but not the reflections you can disable the Lumen Reflections in the video settings.
Blueprint improvements
The main feature of our last update is getting some additional love in this one as well. These were a number of improvements youve requested and that we still wanted to make, which should significantly improve using Blueprints in Satisfactory. Since a lot changed here, we are closing the old posts on our Questions Site and are curious for you all to submit some fresh feedback after playing with all these changes. Jace talks a little about this, and mostly about the new features coming to Blueprints in this video. [previewyoutube=ZDN_b6TX5gg;full][/previewyoutube]
Dismantling
Before Update 8 Blueprints were very tedious to dismantle after being placed. Now weve added a Blueprint dismantle mode that you can toggle with R by default while in the regular dismantle mode. With this you can dismantle an entire Blueprint at once, significantly reducing the effort to get rid of Blueprints that are misplaced or no longer useful!
Building
To improve building with Blueprints weve added several useful features. Blueprints now have a directional indicator in their hologram making it easier to place them in the correct rotation. We also implemented Quick Switch for Blueprints, a feature weve already had for regular buildables, allowing you to quickly toggle through Blueprints in the same sub-category by pressing or holding E, without leaving the build mode. Weve also added a Nudge Mode for all buildables! Using it will lock the current hologram in place, so you can move around freely to check its placement from different directions. From there you are then able to nudge the hologram around to adjust the placement, if necessary, before building it. While this feature is available for all buildables, it is particularly useful for Blueprints and other large buildings.
Changes to the world
We didnt make any changes to resource nodes this time around and any terrain changes weve done are minor, so your factories should be safe. In Update 8 we instead polished a number of areas in terms of visuals, atmosphere, and gameplay elements. Lots of work has gone into all of this, so to get an overview on whats changed you can read the next parts below and/or look at this video covering it in a little more detail. [previewyoutube=6X4jqMUtCwI;full][/previewyoutube]
Visuals
Titan Forest and Red Jungle have received the most significant overhaul for their foliage, visual and sound effects, as well as lighting. Many areas have received more polish, those being the Abyss Cliffs, Rocky Desert, Eastern Dune Forest, Spire Coast, and some of the caves as well. We also updated and improved the vista around the world, which has a huge impact on the look and feel of the areas at the edge on the map. With this one we are not fully done yet, but it is certainly an upgrade, and are excited for you to see the direction it is taking.
Gameplay
In terms of gameplay in the world, we are adding two new variants to the Hogs: The Cliff Hog and Nuclear Hog! They are the most menacing members of their family, defending their territory with devastating charges, and in case of the Nuclear Hog, also radiation. Weve also polished and updated placements of creatures, hazards, and collectables in many areas of the world, Such as Titan Forest, Red Jungle, Spire Coast, Grass Fields, Crater Lakes, Western Beaches, Abyss Cliffs, Coin Tree Forest, Dune Desert, Northern Forest and most of their sub areas. We also did a preliminary pass of Bamboo Fields and Rocky Desert as well to prepare them for Experimental Release, though there may still be changes on them in the future.
Atmosphere
It was time for us to take a look at lighting and sound in the world, both with the upgrade to Unreal Engine 5 and just in general to polish things up and get rid of lingering issues. In terms of lighting, weve done full passes over all starting areas; Grass Fields, Rocky Desert, Northern Forest and Dune Desert, the Titan Forest, Red Jungle and Spire Coast to elevate their look and feel further and fix existing issues. When it comes to sound improvements and clean-up in the world, weve passed all the same areas and several more. You can find all the details in the patch notes below!
Advanced Game Settings
We are adding a number of settings that will allow you to customise your experience quite heavily when it comes to removing restrictions inherent to Satisfactory. These Advanced Game Settings can alter the experience drastically, so you can either enable them when creating a new game or when converting your existing save to using these settings when loading a save from the main menu. Jace talks about all this, the different modes, and their implications in another one of our videos: [previewyoutube=T2lOiHtygVM;full][/previewyoutube] There is also a full list of all new settings in the detailed patch notes below, but to give you an idea, they include things such as Flight Mode making traversal and building freely a non-issue, No Build Cost which means buildables no longer need the required items to be built, Set Starting Tier allowing you to start a new game with everything up to that point unlocked and some resources to get started quickly, and No Stinger Mode fully removing the spidery Stinger enemy from the game. Many of these settings change restrictions that are part of what makes Satisfactory what it is, but we also know that people find their fun in games in different ways, and we wanted to give you the option to experiment with that and find out how you enjoy Satisfactory the most.
Priority Power Switch & Power Tower
Both of these features can make a significant change in how you set up your power grid. Weve got a summary for what they can do below, or you can watch Jace talk about them in this video: [previewyoutube=v4mbNy3gt7c;full][/previewyoutube] The Priority Power Switch allows you to organise sections of your power grid into different priorities. So, if your power would fail, the Priority Power Switches turn off in order of their set priority, shutting of the parts of your factory gated behind them until there is enough power available for the remainder of your grid to keep running. While they are great to prevent full power outages, they can also be switched off and on remotely from any other Priority Power Switch, allowing you to remotely control which parts of your factory are running. The Power Tower is a large building allowing you to connect power lines over longer distances. It comes in two versions, one with a ladder and platform that make them and excellent combination with the Zipline, and one version without for a cleaner look.
Quality of life and other improvements
It wouldnt be our usual updates if there werent several miscellaneous improvements to features and quality of life for Satisfactory included in the Update, so lets take a quick look at these as well!
Destructible Gas Pillars
With Update 8 youll be able to blow up Gas Pillars using the Nobelisk! Weve been wanting to add this for a while, and it is finally in the game. After unlocking Nobelisks you wont have to worry anymore about odd Gas Pillars disrupting how you can build your factories.
Jetpack fuels
The Jetpack can now use a selection of fuels with different burn rates and acceleration. Thanks to this the Jetpack can be used before automating fuel with Solid Biofuel, and in the late game you can even use Turbofuel which has unparalleled acceleration.
Parachute
This feature has received some changes to make it a viable tool in the early to mid-game. For one, the Parachute no longer gets consumed when used, so you can now make one and use it for as long as you want. It now has a standard and sprint speed, which match the Bladerunner speeds, and we balanced it to be an excellent tool for making longer jumps while exploring and traversing your factory. Of course, it also retains its signature function of preventing fall damage in any dicey situations you might find yourself in.
Conveyor and Pipe building
Some really nifty improvements have come in for our Conveyors and Pipes as well. You now have an automatic starting pole if you dont start building from an existing connection such as a pole or input/output. This means that when selecting to build a Conveyor or Pipe you can put down a pole with your first click and drag the Conveyor/Pipe out from there as usual! Before Update 8 it was sometimes impossible to build a pole because its initial starting position was invalid, even if you would be able to make it a valid placement after adjusting the height of the pole. We have now moved this validity check to the final placement of the pole to fix this edge case, improving the build interaction further.
Dismantle Filter
Weve added a filter to the Dismantle Mode where you can hover over a specific type of building, such as a Constructor, and select it to your dismantle filter. While remaining in Dismantle Mode you will only highlight the selected type of building for dismantling, making it much easier to dismantle specific parts of your factory while avoiding removing the other parts you want to keep by accident, such as Foundations. You can switch the filter freely while dismantling, and it works with both the new Blueprint Dismantle Mode and Mass Dismantle! If you already want to see all these features in action before trying them yourself, Jace goes over all of these in this video: [previewyoutube=9jDBEpAlS2s;full][/previewyoutube]
Patch Notes
FACTORY
- Added the Power Tower and Power Tower Platform
- Unlocked in Tier 4: Expanded Power Infrastructure
- Added the Priority Power Switch
- Unlocked in MAM: Caterium
- Added several Advanced Game Settings that can be enabled when starting a new game or loading a save from the main menu:
- Flight mode: Player can fly
God mode: Player takes no damage (will still die from leaving the map)
Give items: Player can add items to their inventory
No build cost: Buildables cost nothing to build
No unlock cost: Unlocks cost nothing to unlock
Unlock alternative recipes instantly: Alternate recipes unlock as soon as all requirements are met (removes need for Hard Drives)
No power: Buildings dont consume power
Set starting tier: The session will start at the selected Tier and players will receive a starting set of items
Set game phase: Unlocks all phases before
Unlock all Tiers/MAM/Shop/Phases: Unlocks everything in the selected progression branch
Respawn settings: Player can set what they keep on them when respawning (everything, only equipped items, nothing)
Disable arachnid creatures: Disables the spawning of Stingers in the session
- Added support for using different fuel types in the Jetpack
- Solid Biofuel
Liquid Biofuel
Fuel
Turbo Fuel
- Jetpack can now refuel while the player is on a Zipline
- Parachute changes
- The Parachute is no longer consumed after usage and the stack size is now 1, making it function the same as other back slot equipment, such as the Jetpack
Added a Sprint Mode to the Parachute, allowing for slow and fast movement
Increased the maximum speed and descending speed, allowing for improved gliding
- Zipline changes
- The Zipline now automatically connects to the next Power Line while ziplining on Power Towers and ceiling connections
- This will not work if the angle between the Power Lines exceeds 60 degrees
If the Zipline can move along more than one Power Line the direction can be controlled by looking at the desired direction or by holding the directional movement input
- Weapon balancing
- Fire rate and damage balancing done to the Homing Rifle ammo
Weapon spread and damage balancing done to the Turbo Rifle ammo
Minor damage reductions on Iron, Stun, and Explosive Rebar ammo
- Added Cliff Hog
- Higher health, damage, size, and speed relative to the Alpha Hog
Basic Hog Charge attack, with increased speed and damage
New Rock Throw attack, which launches a rock at a distant or unreachable target
New Plow Charge attack, which continually pushes and deals damage to the target
- Added Nuclear Hog
- Higher health, damage, size, and speed relative to the Cliff Hog
Basic Hog Charge attack, with increased speed and damage
New Rock Throw attack, which launches a rock at a distant or unreachable target
New Plow Charge attack, which continually pushes and deals damage to the target
Passive Radiation Damage area of effect
- Creature health balancing
- Reduce the health of Small Desert and Aquatic Spitters from 30 to 20
Increased health of Alpha Forest Spitter from 60 to 80
- Moved vehicle physics to using Chaos
- Overhauled all vehicle sounds
- Improved the manual driving of all vehicles
- Reworked all vehicle trunks visually simplifying the animation and adding a new sound
- Added functionality for vehicles to deal damage to creatures by hitting them
- Damage dealt is relative to vehicle speed and size
- Gas Pillars can now be destroyed by explosives such as the Nobelisk
- Titan Forest
- Major overhaul of the area and foliage
Updated creature, hazard, and reward placements
Improved lighting and atmosphere in the area
Improved sound in the area
- Red Jungle
- Major overhaul of the area and foliage
Updated creature, hazard, and reward placements
Improved lighting and atmosphere in the area
Improved sound in the area
- Rocky Desert
- Polished foliage assets and placement
Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
Improved lighting and atmosphere in the area
Improved sound in the area
- Grass Fields
- Polished foliage assets and placement, also for the Grass Crater and Snake Tree Forest Sub biomes
Updated creature, hazard, and reward placements
Improved lighting and atmosphere in the area
Improved sound in the area
- Northern Forest
- Updated creature, hazard, and reward placements
Improved lighting and atmosphere in the area
Improved sound in the area
- Dune Desert
- Updated creature, hazard, and reward placements
Improved lighting and atmosphere in the area
Improved sound in the area
- Abyss Cliffs
- Polished foliage placement and replaced old assets
Added creature, hazard, and reward placements
Preliminary sound improvements in the area
- Eastern Dune Forest
- Polished foliage placement, landscape painting, and the Coin Forest sub biome
Minor tweaks to creature, hazard, and rewards, but there are more changes we intend to make in the future
Preliminary sound improvements in the area
- Crater Lakes
- Updated creature, hazard, and reward placements
Preliminary sound improvements in the area
- Western Beaches
- Updated creature, hazard, and reward placements
Preliminary sound improvements in the area
- Spire Coast
- Updated creature, hazard, and reward placements
Overhauled lighting and atmosphere in the area
Overhauled sound in the area
- Bamboo Fields
- Some changes to foliage have been made, but there are more changes we intend to make later to fix any remaining issues
Improved sound in the area
- Added the new prototype of the world perimeter, which we will continue working on in the future
- Overhauled the look and gameplay of several caves
- Added the ability to lock a hologram in place with H by default while in Build Mode, allowing players to inspect the placement before building
- Added the ability to nudge a locked hologram with the arrow keys by default, allowing players to adjust the placement before building
- Added a directional indicator to the Blueprint hologram
- Added a Blueprints Dismantle Mode that can be switched on in the regular Dismantle Mode, allowing an entire Blueprint to be dismantled at once
- Added Quick Switch functionality to Blueprints, allowing the player to quickly switch between Blueprints in the same sub-category
- Added Sample functionality to Blueprints (can only be sampled when in Blueprint Dismantle Mode)
- Added a Dismantle Filter to the Dismantle Mode, allowing the player to select a specific buildable to dismantle and ignore all other buildables
- Added automatic placement of a Conveyor or Pipe pole when not building a Belt or Pipe from an existing connection point
- Changed the Quick Switching of Conveyor Belt, Lift, and Pipe Mk.s to no longer revert back to the first placement step
- Moved validation check for building Conveyors and Pipes to final placement step
- Somersloops and Mercer Spheres can no longer be deleted in the inventory
- Made the automatic power connections when building Power Lines context sensitive, copying the same type of pole the Power Line was initially connected to
- Added the option to upgrade Splitters (regular, Smart, Programmable) by holding CTRL (default input) while aiming any Splitter variant hologram at any other already build Splitter variant.
- Changed the Parachute recipe to only produce 1 at a time and increased the cost of a single Parachute
- Removed the option to purchase Parachutes from the AWESOME Shop
- Added a new milestone to Tier 4: Expanded Power Infrastructure
- Moved the Power Storage unlock to Tier 4: Expanded Power Infrastructure
Added the Power Tower and Power Tower Platform to Tier 4: Expanded Power Infrastructure
- Renamed the Tier 6 milestone Expanded Power Infrastructure to Logistics Mk.4
- Moved the location of the Power Poles Mk.3 unlock in the MAM: Caterium research tree
- Reduced the High-Speed Connector cost of the Power Poles Mk.3 research from 100 to 50
- Added the Priority Power Switch unlock to the MAM: Caterium research tree
- Updated UI to work with the new UE5 Input System
- Re-worked the options menus and key binding menu
- Added a search bar in the options and key binding menu
- Re-worked the main menu and new game menu
- Added functionality to change the preferred fuel of equipped Jetpack in inventory window
- Improved UI memory usage
- Added UI for selecting Dismantle Modes
- Added Dark Mode for the A.W.E.S.O.M.E. Shop
- Added Quick Switch functionality to Blueprints
- Rewrote descriptions for video and graphical settings to be clearer to understand
- Updated the credits :D
- The player character now respawns with the equipment that was equipped on death still equipped
- Reworked and improved the player character footstep sounds
- Overhauled the foliage system to be compatible with Unreal Engine 5
- Some adjustments in the power system, no changes should be noticeable during play
- Migrated all inputs to the new Enhanced Input System
- Optimized the save system to decrease saving time on larger saves by roughly 80-90%
- Optimized significance manager to be ISPC accelerated
- Converted to World Partitioning (Work in progress)
- Deprecated World composition implementation
- Added streaming scalability for foliage streaming cells
- Foliage cells can now be loaded from different ranges
- Near, Default, Far, Cinematic
- Optimized Signs
- Signs will now share when same configuration is found
Emissive only signs are handled in a more performant way
- Re-implemented conveyor rendering system to work well with Nanite
- Added TSR
- Added TSR Presets:
- Performance (60% Screen percentage)
Balanced (75% Screen percentage)
Quality (90% Screen percentage)
Insanity (100% Screen percentage)
- Added Lumen
- Added Lumen Scalability
Added Lumen Reflections Scalability
- Improved DirectX12 Stability
- Improved Vulkan Stability
- Deprecated/Soft Removed DirectX 11
- Note you can still run on DirectX 11 but without Nanite or Lumen. We cannot promise the same quality as on DirectX 12 or Vulkan.
- Minor optimizations for the Conveyor tick
- Fixed a potential bug with drone queue processing
- Fixed shadow flickering
- Fixed so trains do not have to wait 2 seconds for pathfinding (a cooldown) when loading a save. This fixed a case where a train could take a wrong turn on load if it was close enough to a switch.
- The first time booting the game will be very slow, but that should not continue to happen after the first boot
- Game can hang on quit
- Performance loss when running out of VRAM
- Lights dont behave correctly in Lumen compared with Signs
- Factory Animation tick reductions can be slightly too aggressive
- TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality.
- r.TSR.ShadingRejection.Flickering 0
[ 2023-06-13 15:01:31 CET ] [ Original post ]
Hi Pioneers! Hello everyone, were glad youre all enjoying the update, heres some fixes to hopefully solve some issues some people are having before we at the office go on our FICSMAS holiday :) From our side, things seem to be decently stable with this release, but if were missing something please let us know over at our QA Site: https://questions.satisfactorygame.com/ We will try to address it ASAP. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you around everyone, hope you all have a great holiday <3 BUG FIXES
- Fixed a very rare crash related to the build effect while building Blueprints
- Fixed the To-Do list showing 0s on recipes and crashing the game while trying to edit it sometimes when reloading a save
- Fixed being able to place Coal generators at the edge of Blueprints and still have them hook to power
- Fixed being unable to upgrade FICSMAS Power Lights
- Fixed Clients not being able to place Power Poles off a Power Cable in the Blueprint Designer
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-12-12 14:24:15 CET ] [ Original post ]
Hi Pioneers!
Update 7 is now available on Early Access, so in here we are again going over all the content of the Update in detail for those of you who havent followed the Experimental releases. The most fun and convenient way to get all the highlights is our patch notes video that you can watch here: [previewyoutube=ST6V-a4u8Qs;full][/previewyoutube] For those of you trying out the new content for the first time, and those of you that might have ongoing issues from the Experimental release, you can let us know about your thoughts on our Questions Site as usual: https://questions.satisfactorygame.com/ Blueprints are the biggest addition to the game coming with Update 7, but keep in mind we are not entirely done with them yet. For Update 7 this is what we can share with you, and we are looking forward to your feedback and what you make with them in Early Access before we finalise the feature in a later Update down the line. Hope all of you have a fantastic time with the new content and a wonderful FICSMAS <3
Blueprints
The Blueprint Designer
In this brand-new building you will be able to design, adjust, and save Blueprints for use in your factory. Anything that fits inside the confines of the Designer (4 by 4 Foundations and 8 Walls in height) you will be able to build with a single click as a Blueprint.
Building Blueprints
Any Blueprint you save in the designer is added to the Blueprints Build Menu Tab, which you can organise as you see fit. From there you can select it like any other building or add it to your Hotbar. Blueprints have some unique build modes of their own, one focused on detailed control and the other on snapping with other Blueprints.
Creature Game Modes
Passive and Retaliating
These are the two new modes we added for Creature hostility which allow you to adjust how to interact with the combat aspect of Satisfactory. If you do want to fight, but want more control over the when and how, the Retaliating mode is for you. Creatures will only attack you if you attack them first, and this works per single creature. So, if you want to fight a group of Hogs or other creatures one after the other, you can do that now. Passive mode is exactly what it says: All creatures will remain passive, no matter if you attack them or not. If you want to enjoy Satisfactory without the action aspects, Passive mode gets the job done. You can set your preferred Creature hostility in the Escape Menu under Advanced Gameplay Settings.
In the future
This is mostly what we have in mind for allowing you to customise your experience with Creatures. In the future we are planning to implement more game modes that allow you to adjust how you play Satisfactory. But that is for after Update 7.
Overclocking
Weve talked a bunch about Overclocking before and we are finally making some changes to it. If you dont know, the Overclocking mechanic allows you to make buildings produce parts faster at an exponential power cost or produce slower while consuming exponentially less power. The basic mechanic of Overclocking remains largely unchanged, but weve lowered the exponential power cost change. This means that Overclocking is less expensive than it was before, and Underclocking is not quite as cheap. Generators are the only exception to this rule: They Over- and Underclock completely linear.
Other content
And of course, there is some more. Conveyor Ceiling Mounts are new, with the addition of contextual switching between relevant buildables when aiming at a wall, ceiling, or floor. This works for both Conveyor and Pipe attachments. The Zipline has a sprinting mode that allows you to go dangerously fast at your own risk and you can now name your favourite Lizard Doggos to let all the other ones know where they stand. Of course, we also fixed some bugs and worked on system changes and improvements under the hood.
Patch Notes
BLUEPRINTS
- Added the Blueprint Designer to Tier 4
- Added Blueprints tab to the Build Menu
- Added Conveyor Ceiling Attachment to the Awesome Shop
- Reworked the Build Effect
- Added sprinting functionality for the Zipline
- Added Creature hostility modes that can be set in Advanced Game Settings in the Escape Menu
- Regular: Creatures attack and investigate players based on vision and hearing
- Retaliate: Creatures attack players after being attacked themselves
- Passive: Creatures never attack players
- Lizard Doggos can now be named in the interact menu after theyve been tamed
- Conveyor and Pipe poles now contextually switch between floor, wall and ceiling attachments based on where the player aims while building
- Some improvements / fixes for foundation snapping
- Ladder hologram now works with the Build in One Click setting
- To-Do List should now handle alternate recipe names and multi-product recipes better
- Added feedback when trying to save color picker presets with the same name as an already existing preset
- The water requirement of Nuclear Power Plants has been reduced from 300 to 240
- Alien DNA Capsules can now be sunk in the Awesome Sink, generating Coupons separately from other parts
- Reduced the energy cost of Overclocking production buildings (including Extractors) to a lower exponent
- Made overclocking of power generators match the operating rate with the clock speed
- Reduced vertical foundation snapping grid size from 200 to 100
- Updated the game credits
- Implemented double click functionality for Save and Load Game
- Build Mode now prioritises showing missing costs while building
- Added option to only show missing cost when in Build Mode
- Added a new submenu called Multiplayer Settings to the Escape Menu and moved Manage Session/Manage Invites there
- Added a cancel button to Add new server popup in the Server Manager
- Added a search bar to the multiplayer list in the Join Game menu
- Added support for hiding some HUD elements. Can be toggled on and off in the options menu
- Added feedback when trying to save colour picker presets with the same name as an already existing preset
- Weve optimised things, but theyre secrets
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- Fixed a throughput issue that occurred during variable frame rates on high-speed Conveyor Belts
- Fixed Tilted Corner walls not having soft clearance
- Rewrote Splitter/Merger code to make it better
- Fixed items not moving when reaching the end of a Conveyor Belt segment
- Train lights should now update correctly when a train loses power
- Train lights should now restore properly to the correct location after derailment
- Fixed issue where rotation would reset after upgrading a buildable
- Fixed issues related to Lights
- Fixed issues related to Rain
- Fixed an issue where icons would show up blank after Holstering equipment that uses fuel
- Fixed it being too hard to snap to Conveyor Floor Holes
- Fixed Conveyor Lift hologram rotation resetting for the second segment after snapping to a Floor hole
- Fixed having to click twice on Foundations, Walls and Roof Material filters in order for the Apply Material to Hotbar buildings button to be displayed
- Fixed Plutonium Waste and Organic Data Capsule being missing from Programmable/Smart Splitters
- Several smaller fixes have been made in general
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-12-06 14:07:20 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a few more fixes for you all, some more on the way as well but we wanted you all to have these at least for now :) If were forgetting some super important stuff or anything you might find very annoying, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again very soon <3 BUG FIXES
- Fixed hologram clearance showing up in the Blueprint build effect
- Fixed issue with semi empty Conveyor belts entering stall mode while not allowed
- Fixed No Power warning missing on Miners
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-12-05 17:59:32 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a bonus round of fixes, if you missed yesterdays patch notes please take a look at them as they have a lot more stuff in them. Hopefully this finally addresses most of the issues weve been having since the Experimental release but as always If were forgetting some super important stuff or anything you might find very annoying, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again soon, Hope you all have a great weekend <3 BUG FIXES
- Fixed being unable to save Blueprints in sessions with names with empty spaces
- Temporary fixes to Blueprint snapping in Foundations, this should make it so Blueprints no longer sink in-between foundations
- Fixed Plutonium Waste and Organic Data Capsule being missing from Programmable/Smart Splitters
- Potentially fixed throughput issues on Conveyor belts in variable framerates
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- There might be a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, were working on them
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-12-02 19:25:14 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres another round of a lot of bugfixes, hope this solves most problems people are having. We know theres some issues right now with Blueprint snapping on foundations, but a temporary workaround is to hold the CTRL key when placing them, Were working on a better solution for this. If were forgetting some super important stuff or anything you might find very annoying, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again soon <3 BUG FIXES
- Fixed being able to build Geothermal Generators in the Blueprint Designer
- Fixed a duplication bug with the Blueprint Designer
- Fixed being able to access the Blueprint designer window while the image browser or color picker is open
- Fixed Drone Stations breaking when placing via Blueprint
- Fixed an issue where icons would show up blank after Holstering equipment that uses fuel
- Fixed an issue where the Blueprint info would still be shown in the info box after removing a Blueprint
- Fixed an issue with Beam collision not working properly in older saves
- Fixed some collision issues on walls
- Fixed upgrading buildings not working properly
- Fixed being unable to upgrade Conveyor Lifts
- Fixed being unable to place Conveyor Lifts in Floor Holes in certain directions
- Fixed To-Do List not updating
- Fixed it being too hard to snap to Conveyor Floor Holes
- Fixed Conveyor Lift hologram rotation resetting for the second segment after snapping to a Floor hole
- Fixed Conveyor Floor Holes and Pipe Floor Holes not working when snapped to Roof foundations
- Fixed newly created Blueprints not retaining their selected category/subcategory when saving for the first time
- Fixed a crash in multiplayer where when someone builds a Blueprint out of range of a Client and then said Client enters the range the build animation plays resulting in that Client crashing
- Fixed having to click twice on Foundations, Walls and Roof Material filters in order for the Apply Material to Hotbar buildings button to be displayed
- Fixed the Print Coupon button flickering briefly when opening the AWESOME Sink
- Fixed the Advanced Game Settings menu not being able to close with ESC after clicking Reset to Default
- Added feedback when trying to save color picker presets with the same name as an already existing preset
- Currently theres multiple issues when aiming Blueprints at foundations, for now you can work around this by holding CTRL at all times while aiming the hologram, this will make it function as a regular hologram would
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- There might be a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, were working on them
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-12-01 19:55:37 CET ] [ Original post ]
Hi Pioneers! Hello everyone, this is a small update in preparation to the upcoming Update 7 release from Experimental to Early Access. If we unexpectedly broke stuff or if you have any feedback, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day If youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. PATCH NOTES
- Made some adjustments in preparation for future updates
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-30 15:01:51 CET ] [ Original post ]
Hi Pioneers! Hello everyone, lots of bugfixes this time around, hope you all enjoy the update. If were forgetting some stuff that you think definitely needs to fixed ASAP, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day. As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again soon <3 BUG FIXES
- Productivity calculation has been changed so now hitches such as autosave shouldnt cause productivity to drop
- Fixed boomers clearance for Blueprint holograms
- Walkways and Pillar should now affect Blueprint size
- Railroad tracks should now properly display when placing a Blueprint hologram
- Blueprints should now snap to the sides of foundations when aiming close to the edge unless Snap To Guidelines is held
- Fixed a crash caused by snapping Blueprints to walls
- Fixed a crash when placing a Blueprint in the Blueprint designer
- Fixed deletion of Blueprints not properly propagating from Host to Clients
- Fixed Advanced Game Settings menu not being able to be closed with ESC after pressing Reset To Default or Apply buttons
- Fixed issues related to Lights
- Fixed issues related to Rain
- Fixed buildings becoming invisible after being hovered over by a hologram of an upgraded building
- Fixed build effect for Railways
- Fixed an issue where the To-Do List would lose focus after using the textboxes
- Fixed a crash for Clients when using the Jetpack
- Fixed Color preset names not having a character limit
- Fixed doors having a weird rotation when hovering over another hologram over them
- Fixed holograms temporarily staying stuck in the Blueprint designer after being built by Clients
- To-Do List should now handle alternate recipe names and multi-product recipes better
- To-Do list now supports Blueprints
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- There are a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, were working on them
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-29 21:20:28 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres another patch with some fixes for the most reported bugs on QA site for now, theres more fixes on the way but you can have these for now :) If something is still not working or if were forgetting something, please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again soon, have a nice weekend everybody <3 BUG FIXES
- Fixed invisible buildings built from Blueprints when reconnecting to Dedicated Servers
- Fixed items getting stuck on conveyor belts in multiplayer
- Potential fix for Smart Splitter overflow issues
- Fixed Zipline sprinting not working for Clients
- Fixed an issue where the center point of Blueprints was not perfectly aligned to gird
- Fixed a rotation issue when snapping Blueprints in a certain way
- More improvements to Blueprint snapping to foundations
- Fixed a scenario where buildings could be placed half in, half out of a Blueprint designer when being placed as part of an existing blueprint
- Fixed some Blueprint snapping issues when aiming at the ground
- Added Blueprint snapping for Walls
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- There might be a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, were working on them
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-24 23:10:56 CET ] [ Original post ]
Hi Pioneers! Hello everyone, just a quick hotfix for yesterdays whoopsie on the Multiplayer and Dedicated Servers not working and a few more fixes If we somehow made things worse, please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP As always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again soon <3 BUG FIXES
- Fixed Crash when joining Multiplayer or Dedicated Servers
- Fixed Double Wall Outlet allowing circuits from outside the Blueprint Designer to connect to those inside of it
- Fixed train tracks not being able to be placed on Train Stations
- Train lights should now update correctly when a train loses power
- Train lights should now restore properly to the correct location after derailment
- Potential fix for items still getting stuck on belts on high FPS
- Fixed issue where rotation would reset after upgrading a buildable
- Fixed issue with snapping Blueprints vertically when aiming on the side
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-23 18:23:58 CET ] [ Original post ]
Hi Pioneers! Hello everyone, This patch is only a localisation update for the Early Access version (Not the experimental version) No other changes have been made and if you want to try out Update 7 you should use the Experimental version instead, this is a bit more stable than Experimental however If we unexpectedly broke stuff or if you have any feedback, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day If youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. LOCALISATION
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-23 01:12:14 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres another patch with some more fixes for the Experimental version If theres some important stuff were forgetting or if we introduced some new issues so please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP Also as always, with every new update if youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. See you all again soon <3 BUG FIXES
- Fixed a crash related to the build effect on blueprints
- Fixed Tilted Corner walls not having soft clearance
- Fixed some issues when placing buildables at the edge of foundations
- Fixed Conveyor ceiling mount not snapping properly
- Flying Crab Hatchers and Flying Crabs should now work properly with the hostility settings
- Fixed wonky Pillar to Pillar snapping
- Fixed Pipes and Conveyor Belts getting weird split rotations after placing attachments on them
- Rewrote Splitter/Merger code to make it better
- Better fix for invalid character names in Blueprints
- Fixed items not moving when reaching the end of a Conveyor Belt segment
- Fixed some scenarios where Railways, Belts and Pipes could be placed through the floor of the Blueprint Designer
- Vehicles should work again :)
- Fixed issues with holograms not detecting the edges of the Blueprint Designer
- Conveyor Ceiling Mounts now allow for granular rotation when holding the Snap To Guidelines key
- Fixed Steel Wall skin pack having an incorrect icon in the build menu
- Fixed Train Station map not displaying the zoom in/zoom out slider
- Fixed To-Do list not having a character limit
- Fixed Blueprints Milestone being displayed incorrectly
- Enable Autopilot button now updates to the Disable Autopilot button after stopping a vehicle path recording
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-22 23:35:43 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a patch with a bunch of fixes to some of the most reported issues on the questions site so you all can keep enjoying blueprints through the weekend :) As always, we probably forgot some stuff or introduced some new issues so please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP Also as always, with every new update f youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. Hope youre all enjoying blueprints, see you all again soon <3 BUG FIXES
- Fixed Hover Pack not connecting to train tracks
- Fixed Blueprints containing special buildables that get auto created by other buildables (Like Sign poles, railroad track switches, etc) not being able to be loaded
- Assorted fixes to Blueprint Hologram snapping
- Fixed a crash for Clients when placing a blueprint that has the Resource Sink
- Fixed a bunch of buildgun trace issues, Building and dismantling in Gas/Water should now work again
- Fixed being able to save Blueprints with invalid characters in the filename
- Fixed buildables snapping poorly on ramps
- Fixed a crash for Clients when loading a blueprint before data is properly synced with host
- Fixed Train Stations showing No Power incorrectly
- Fixed Conveyor Belts holograms being out resulting in performance issues
- Fixed crash for players who have invalid characters on their session names when attempting to save a blueprint
- Updated clearance for Hyper Tubes and Lights Control Panel
- Fixed Client blueprints showing up in Blueprint selection when those blueprints dont exist on Server
- Fixed an audio issue with the Crab Hatcher
- Ladder hologram now works with the Build in One Click setting
- Hopefully improved UX of what directory a blueprint goes to when loading an old blueprint or when saving a blueprint with the same name
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-11-18 18:44:21 CET ] [ Original post ]
Hi Pioneers!
Update 7 is up on Experimental now. The most anticipated addition in this update are probably Blueprints, but youll get to enjoy some other nuggets together with them. Weve added additional modes for Creature hostility, a Conveyor Ceiling Attachment, balancing of Overclocking and Coupon generation, and more. You can find all the details below! A fair warning, since this is the Experimental release: We are still working in particular on the multiplayer stability of Blueprints and you might encounter more issues there than usual even in Experimental. You can leave your feedback on the Blueprints, other additions, changes, and any issues you encounter on our Questions Site: https://questions.satisfactorygame.com/ Blueprints in particular are a highly requested feature for the game, and well keep working on them. We hope youll enjoy them and that you let us know what you think <3 And as always, be safe and back up your saves! Dont make Snutt tap the sign.
Blueprints
The Blueprint Designer
In this brand-new building you will be able to design, adjust, and save Blueprints for use in your factory. Anything that fits inside the confines of the Designer (4 by 4 Foundations and 8 Walls in height) you will be able to build with a single click as a Blueprint.
Building Blueprints
Any Blueprint you save in the designer is added to the Blueprints Build Menu Tab, which you can organise as you see fit. From there you can select it like any other building or add it to your Hotbar. Blueprints have some unique build modes of their own, one focused on detailed control and the other on snapping with other Blueprints.
Creature Game Modes
Passive and Retaliating
These are the two new modes we added for Creature hostility which allow you to adjust how to interact with the combat aspect of Satisfactory. If you do want to fight, but want more control over the when and how, the Retaliating mode is for you. Creatures will only attack you if you attack them first, and this works per single creature. So, if you want to fight a group of Hogs or other creatures one after the other, you can do that now. Passive mode is exactly what it says: All creatures will remain passive, no matter if you attack them or not. If you want to enjoy Satisfactory without the action aspects, Passive mode gets the job done. You can set your preferred Creature hostility in the Escape Menu under Advanced Gameplay Settings.
In the future
This is mostly what we have in mind for allowing you to customise your experience with Creatures. In the future we are planning to implement more game modes that allow you to adjust how you play Satisfactory. But that is for after Update 7.
Overclocking
Weve talked a bunch about Overclocking before and we are finally making some changes to it. If you dont know, the Overclocking mechanic allows you to make buildings produce parts faster at an exponential power cost or produce slower while consuming exponentially less power. The basic mechanic of Overclocking remains largely unchanged, but weve lowered the exponential power cost change. This means that Overclocking is less expensive than it was before, and Underclocking is not quite as cheap. Generators are the only exception to this rule: They Over- and Underclock completely linear.
Other content
And of course, there is some more. Conveyor Ceiling Mounts are new, with the addition of contextual switching between relevant buildables when aiming at a wall, ceiling, or floor. This works for both Conveyor and Pipe attachments. The Zipline has a sprinting mode that allows you to go dangerously fast at your own risk. And we fixed some bugs and worked on system changes and improvements under the hood. Lots of good stuff. We hope all you brave souls on Experimental enjoy the changes!
Patch Notes
BLUEPRINTS
- Added the Blueprint Designer to Tier 4
- Added Blueprints tab to the Build Menu
- Added Conveyor Ceiling Attachment to the Awesome Shop
- Reworked the Build Effect
- Added sprinting functionality for the Zipline
- Added Creature hostility modes that can be set in Advanced Game Settings in the Escape Menu
- Regular: Creatures attack and investigate players based on vision and hearing
- Retaliate: Creatures attack players after being attacked themselves
- Passive: Creatures never attack players
- Conveyor and Pipe poles now contextually switch between floor, wall and ceiling attachments based on where the player aims while building
- Some improvements / fixes for foundation snapping
- Alien DNA Capsules can now be sunk in the Awesome Sink, generating Coupons separately from other parts
- Reduced the energy cost of Overclocking production buildings (including Extractors) to a lower exponent
- Made overclocking of power generators match the operating rate with the clock speed
- Reduced vertical foundation snapping grid size from 200 to 100
- Updated the game credits
- Implemented double click functionality for Save and Load Game
- Build Mode now prioritises showing missing costs while building
- Added option to only show missing cost when in Build Mode
- Overhauled Pioneer name tags (has this already been released?)
- Added a new submenu called Multiplayer Settings to the Escape Menu and moved Manage Session/Manage Invites there
- Added a cancel button to Add new server popup in the Server Manager
- Added a search bar to the multiplayer list in the Join Game menu
- Weve optimised things, but theyre secrets
- Some smaller fixes have been made
- Blueprints currently cant be added to the To-Do List
[ 2022-11-15 14:02:26 CET ] [ Original post ]
Hi Pioneers! Hello everyone, just dropping a small quick patch for you all today, yesterday we introduced a pretty big issue that affected a multitude of buildables and made it impossible to interact with objects in various scenarios unless dismantling some of them, so heres a potential fix for it. If you missed the patch notes from yesterday consider looking them up as we introduced a few new cosmetic buildables and a lot of other fixes. Theres also a few more fixes so as always If we introduced any new issues with this patch or are forgetting anything important, please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP just like yesterday. If youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. Thanks for the feedback from yesterday and hopefully things today are much more smooth <3 BUG FIXES
- Fixed issues that preventing interacting with objects around certain buildables
- Fixed Boombox looking weird when equipped in FOVs higher than 90
- Potential fix for a Reliable Buffer Overflow error related to Creatures
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-09-28 15:59:26 CET ] [ Original post ]
Hi Pioneers! Hello everybody, heres yet another patch with a bunch of fixes and a few other goodies, hope you all enjoy it, we are glad youre enjoying the update :) If we introduced any new issues with this patch or are forgetting anything important, please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP If youre experiencing some major issues launching the game or very unexpected behaviour, please take a look at the Known Issues section as this contains some very common workarounds for those issues. Thanks for enjoying our game, see you all again soon <3 NEW
- Added new Tilted Concave Walls (4m and 8m) to the Tilted Walls unlock in the AWESOME Shop
- Added new FICSIT Roof Corners unlock to the AWESOME Shop
- Contains Inner Corner Roofs (1m, 2m and 4m) and Outer Corner Roofs (1m, 2m, and 4m)
- Overhauled the Smart and Programmable Splitters UI
- Fixed being able to place Power Shards inside a Machine even if you have not researched overclocking yet and this leading them to being stuck unless dismantling the building
- Made it easier to pick up loot under Creature ragdolls
- Fixed Audio issues with the Xeno-Zapper / Xeno-Basher
- Fixed heavy stuttering for Clients when getting hit by a projectile
- Fixed so conveyor attachments no longer spawn to conveyor poles, unless theres a conveyor belt built there
- Fixed a bug where the dismantle effect could get stuck on buildings if the dismantling was cancelled
- Fixed AWESOME Shop first time purchase notification playing multiple times if another player joined the session and bought the same item
- Fixed foundation snapping issues introduced in the previous patch
- Fixed a bug where snapping a pillar to another pillar would sometimes move it in weird directions
- Potential fix to E losing functionality when interacting with a building and closing its UI immediately
- Fixed old bug where snapping factory buildings to foundations which are built at a specific angle would make the factory building rotate incorrectly
- Fixed various walkway snapping issues
- Lizard Doggo is now immune to Turbo Bass damage
- Fixed a crash for Clients when trying to remove highlights from a Map Marker
- Potentially fixed a Crash related to Telemetry when building hundreds of foundations in quick succession
- Added new ambient audio for Spire Coast
- Tweaked attenuation for some events
- Lowered and remixed flying crabs as they were extremely loud before
- Fixed water volumes being saved incorrectly (This should fix Water extractors reporting as extracting Nuclear Waste instead of Water)
- Fixed a gap in the world in Titan Forest
- Minor tweaks to the single shot of the Spitter
- Reduced the fog glow at night in Grass Fields
- Repositioned Experimental banner to obstruct less of the regular HUD elements
- Fixed some creatures not showing up in the Radar Tower
- Fixed a Crash by making it error normally instead of crash
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- -d3d11
- -DX11
- -d3d12
- -DX12
- -vulkan
[ 2022-09-27 19:59:34 CET ] [ Original post ]
Hi Pioneers! Hello everybody, hope youre all enjoying Update 6, heres a patch with a bunch of fixes and a few other goodies, hope you all enjoy it :) If we introduced any new issues or are forgetting anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP Were trying to fix some of the more annoying leftover issues from the previous Experimental patches so please do let us know if were forgetting anything important on the QA Site. Ive also brought back the Known Issues section to help out people who might be having some issues that have very common workarounds so if youre having problems launching the game at all or some extremely weird issues please take a look at that section. See you all again soon, Thanks for playing our game <3 NEW
- Added a new option under Options > User interface to hide Static Key Shortcuts (Shortcuts shown at the bottom right side of the HUD at all times)
- Added a new option under Options > User Interface to hide Dynamic Key Shortcuts (The keybinds shown at the bottom of the build menu, while driving, etc)
- Added a Boombox Volume Slider under Equipment Volume
- Fixed Nobelisk Gas clouds not disappearing on dedicated server
- Fixed long standing bug where picking up a Factory Cart holding an item could give you a portable miner instead of a Factory Cart
- Fixed Inventory is full prompt not showing up when trying to pick up statues
- Foundations should now snap better to roof pieces, snap underneath and be centered
- Foundations shouldnt snap outside of the foundation they are being snapped to when snapping vertically anymore
- Fixed collision of the Tube Coral to avoid players from getting stuck on it
- Potential fix for a rare crash related to creatures
- Fixed a bug where dropping the Boombox around the HUB could cause it to be placed under it
- Fixed outlines not being shown properly on some decorative buildables
- Made some changes to the creature spawner to prevent creatures from spawning inside walls (as in, clipping in them)
- Fixed a bug where typing in the in-game chat would still result in keybinding actions (Like R reload, etc.)
- Fixed creatures getting stuck in shallow water
- Fixed Ammo Counter and Icon not changing when reloading or switching ammo types
- Made the resolution change pop up size smaller
- Fixed typo in Arachnophobia option tooltip
- Overclocking now has a visible text box so you can enter percentages or numbers manually
- Split Stack slider now has a visible editable text box so you can enter the amount to split into manually
- Manufacturing buildings should now preview the overclocked per minute stat on each input and output before the new overclock is applied on the next cycle
- Fixed holstering the Boombox making the equipment HUD slot show incorrect info
- Polish on the Vehicle Path directional arrows in the Load Path Menu
- Server should now error out instead of crash when the server is unable to bind to a query port
- Fixed a server crash when uploading a save file
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files.
- You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...
- And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify
- This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
- If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
[ 2022-09-22 18:20:12 CET ] [ Original post ]
Hi Pioneers!
Our longest Experimental period so far is ending. Update 6 has made its way onto the Early Access branch! Some of you already know all about what weve added and changed, but for everyone else we will go over it in detail one more time. As the old saying goes: A trailer on YouTube says more than a thousand patch notes, so definitely check out the Update 6 trailer before you continue reading. While it contains substantially less information than the actual patch notes, it comes with a little surprise. [previewyoutube=U_K6QiUaenQ;full][/previewyoutube] While we have your attention, a little PSA: As we move on to our next development goals, we will be spending some time to wrap up remaining issues with Update 6. You can help us with that by reporting any issues and sending us feedback via our Questions Site: https://questions.satisfactorygame.com/ Some content that we briefly had on Experimental hasnt made it to Early Access. Specifically, there are several Wall options that we are hopefully bringing to Early Access with a little delay. If you have suggestions on what Satisfactory is still missing, you can also look at the Questions Site for that. Upvote anything that you agree with and add new feature suggestions if you cant find what you are looking for. Its the best place to let us know about these things! Now lets take our final look at Early Access Update 6: It shines with some major world updates, the Boom Box, impactful changes to Equipment and the MAM progression, several great quality of life updates on the UI side of all things Satisfactory, a full overhaul of our creature AI system, and some under-the-hood changes of major systems. We break all of this down in more detail below. We hope you all will have a fantastic time with the new content and changes. Looking forward to hearing from you! Cheers from the Satisfactory Team <3
World
Spire Coast
This is probably the most significant single biome change that we still had in the pipeline, and now it is here: The island paradise that is the Spire Coast. Were very excited to see what you will build in this area, constricted (and hopefully inspired) by the verticality of the spires. There are still oil nodes in the area, but their locations have changed. We also managed to do a full visual update of the cliff wall separating the Spire Coast from the Dune Desert, so that large empty plateau is finally ready to be built on as well.
Swamp
The Swamp has received a full vegetation and atmosphere overhaul to better represent the icky vision we have for it. A place for daring pioneers to test their mettle in the future.
Sky, Atmosphere & Weather
We havent been idle on these high impact world topics either, with a generally improved day and night sky, clouds, and the addition of rainy weather. Hopefully youll enjoy the new variety as a myriad of days pass on Massage-2(AB)b. The overall changes to our atmosphere system have also been put to use with more specific tweaks of the updated areas mentioned above, as well as some of our starting areas: Dune Desert, Northern Forest and Grass Fields. Weve adjusted the specific lighting, fog, and feel for all those places.
Equipment & MAM Progression
Hand Equipment & Ammunition
The most obvious content is the addition of different ammunition types for all the Pioneers ranged weaponry. Its quite a wide range of new useful and dangerous tools, from utility options like the Pulse Nobelisk to advanced homing ammunition for the rifle. And there is a mini nuke, which honestly is a terrible idea in the best way. Weve also improved the UI feedback for switching through your hand slots, making it easier to identify quickly which gadget or weapon you are switching to, and we finally implement a Holster interaction to put away your current hand equipment.
MAM Progression
We integrated the new ammunition types throughout different research trees in the MAM and did some rebalancing and reshuffling in the process! On revisiting them youll find that costs and placement might have changed. A major change in terms of general progression is that weve moved some of the most popular energy related alternate recipes to standard MAM unlocks. Now you can find both Turbo Fuel and Compacted Coal there, as they are a great addition to the general power progression of the game.
Multiple Body Equipment Slots
Update 6 introduces the ability to equip almost all existing Body Equipment at the same time. Instead of a single slot, we now have a slot each for: Head, body, back, and legs. The main progression for Body Equipment is now that you can combine them as they get unlocked and youll only have to switch your back Equipment between the Jetpack, Hoverpack, and Parachute depending on your preference and the situation.
Boom Box
Brand new for the Early Access release is the Boom Box! Its featured in the trailer and allows you to play some tunes for yourself or with friends while going about your business in Satisfactory. The Boom Box and several tapes can be unlocked in the AWESOME Shop, and you can even find a few hidden tapes in the world. The Boom Box also comes with a Turbo Bass feature, which goes a little bit beyond playing tapes. Get it from the shop and try it out!
Creatures
Mostly visual updates
The most major change you will be able to find here is that the Crab Hatcher got a completely new look and no longer destroys itself when spawning the Flying Crabs. While we made the Flying Crabs themselves far less annoying to deal with, you will now have to destroy the Hatcher to stop them from coming after you. The Spitters also received a visual change, with several awesome distinct variants! There is a total of three that have adapted quite differently to their environments, as well as a minor variant of the new Forest Spitters to better camouflage in the red forests of Massage-2(AB)b.
AI System Overhaul
Weve been working on a new AI system that will allow us to introduce more variety to creature behaviour in the future. For this update we tried to largely recreate the feeling of the existing wildlife with some tweaks here and there using this new system. We are aiming for more improvements in the future to expand upon these changes.
Map and more UI changes
Map & Radar Tower
The Map feature now no longer unlocks in the MAM, but during Tier 1 instead. On top of that it has received some significant upgrades with Markers that replace the Beacons, Stamps that can be used to highlight points of interest both on the Map and in world, and an updated interaction menu. It now also takes up almost the entire screen to give a better overview. Radar Towers are still unlocked in the MAM, but they come with additional functionality. If powered they now immediately reveal a set radius on the map around them, highlight all resource nodes in said radius, and give information on exploration rewards and wildlife that can be found there. All this makes them much more useful than they have been before!
To-do List updates
This planning feature has received a major boost. The To-do List can now be accessed from any menu by clicking on the right side of the screen. It also received some visual polish, is height adjustable, and can be customised with written notes, which makes it a much more versatile tool than before. You can take personal notes only visible to yourself, as well as global notes that can be seen and edited by anyone in a multiplayer session. Its even possible to do some light formatting! Were very excited to see how you use this to your advantage.
Codex recipe improvements
The recipe section of the codex has significantly more information available than before. All recipes can now be expanded to show the per-minute stats of all ingredients and products. You can also simulate overclocking in there now and see how that affects the recipes requirements and output.
Technical improvements & changes
Telemetry overhaul
Since the original early access release, weve been collecting gameplay data on play sessions, but we saw the need to upgrade our systems and data set to better prepare for the final release of Satisfactory (whenever that is coming). With this Update we are releasing those changes for the first time, and we will probably adjust the data we collect in the future as well. All data we collect is strictly there to help us answer questions about how you all play, so we can improve the game and make better informed decisions. We dont collect any personal data and nothing that is sent can be traced back to you.
Sublevel Saving
Weve made a change to the save system that you hopefully wont notice, but that is quite significant on our end. Basically, this allows us to migrate world elements that need to be saved onto streaming tiles, where previously they were always loaded. While this wont significantly affect load or save times, it paves the way for us to add more interactable/saved game features to the world in the future without performance drawbacks. This does mean that saves from Update 6 onwards are in no way backwards compatible, since the old save system is unable to read the new save files.
Patch Notes
EQUIPMENT
- Added additional equipment slots for the Pioneer: Head, Back, and Legs
- Added support for several ammunition types per weapon
- Hold R with the weapon equipped to open the selection wheel
- New Nobelisks
- Gas Nobelisk: Releases a cloud of toxic gas that deals damage over time
- Cluster Nobelisk: Detonates into multiple explosions over a larger area
- Pulse Nobelisk: Generates a powerful shockwave. Double jump!
- Nuke Nobelisk: Creates a massive explosion
- New Rifle Ammunitions
- Homing Rifle Ammo: Corrects projectile trajectory to hit targets more easily
- Turbo Rifle Ammo: Shoots a massive amount of bullets at an accelerating pace
- New Rebars
- Stun Rebar: Can Stun creatures for a short moment
- Shatter Rebar: Highly effective at shorter range
- Explosive Rebar: Yes, even more explosions
- Added the Boom Box
- Plays a variety of music tapes unlocked in the AWESOME Shop or found in the world
- Has a Turbo Bass. It might not do what you think it does.
- Added holster functionality for the currently equipped Hand Slot
- Default keybinding is H
- Overhauled equipment HUD to fit all those additional equipment
- Added HUD feedback for scrolling through Hand Slots
- Equipment tool tips have additional information such as slot type, compatible ammunition, and a damage indicator
- Consumables now prioritise stacking with Hand Slots when picked up
- Double clicking equipment in the inventory now equips it to the first empty slot if available and otherwise replaces the currently active equipment
- Updated all weapon crosshairs
- Reworked Chainsaw audio
- Reworked Rifle audio
- Equipment will now be coloured to the default factory colour selected in the Customiser
- Spire Coast
- Full overhaul of landscapes and cliffs
- Complete foliage overhaul
- New lighting and fog setup
- Dune Desert cliff wall and plateau
- Cleaned up all cliffs on the Spire Coast side
- Landscape and foliage overhaul on the plateau
- Swamp
- Major overhaul of foliage
- Reworks to lighting and fog
- Minor landscape changes
- Added new music
- Added dynamic clouds and rainy weather
- Updated night sky visuals
- Updated lighting and fog in:
- Northern Forest
- Dune Desert
- Grass Fields
- Tweaked Western Dune Forest ambient sounds
- The AI system, navigation, and spawning have been overhauled
- Creatures now have separate visual and audio perception (and they wont hear you crouch)
- Creatures can now panic and run when certain conditions are met
- New Spitters
- Desert Spitters
- Aquatic Spitters
- Green and Red Forest Spitters
- Crab Hatcher changes
- Full visual overhaul
- Now persists and spawns new Baby Crabs until destroyed
- Baby Crabs have more predictable behaviour
- Hog changes
- Both Hogs no longer circle around the player
- Hogs now have a rear up animation before their standard charge
- Stinger changes
- The Stinger leap attack now hits more reliably
- Small Stinger attacks are much harder to dodge but deal significantly less damage
- Added unique loot for all aggressive wildlife
- Added optional HUD indicators for aggressive wildlife (can be turned on in the options menu)
- Increased the Map window size significantly
- The Map is now unlocked in the Tier 1 Field Research milestone
- Added new Marker system
- Added new Stamp system
- Stamps can be placed in the world by pressing ALT + RMB
- Added support for Markers & Stamps to be highlighted in world
- Added support for viewing, copying, and inputting map coordinates
- Removed Beacon map functionality
- Beacons currently disappear when used and are automatically converted to a Map Marker
- All previously placed Beacons will automatically be converted to Map Markers
- Minor changes to the cost of multiple MAM researches
- Changed all MAM research to complete within 3 seconds
- This change does not include the Hard Drive scanning timer
- Most research visibility in the MAM has been expanded, causing research to be visible earlier in the research progression
- Removed Beacons from Building costs and unlock requirements
- Beacons are currently still used for the Alternative Uranium Fuel Unit recipe
- New parts
- Alien Protein: Produced from the bodies of your enemies
- Organic Data Capsule: Produced from Alien Protein
- Smokeless Powder: Produced by combining Black Powder and Heavy Oil Residue
- The Polyester Fabric alternative recipes is now available in the MAM Mycelia research tree
- The Compacted Coal and Turbo Fuel alternative recipes are now available in the MAM Sulfur research tree
- Compacted Coal and Turbo Fuel can still be unlocked in Hard Drives
- The other alternative Turbo Fuel recipes are still only available in the Hard Drives
- Moved the Blade Runner research from the Caterium to the Quartz research tree
- Moved Expanded Pocket Dimension research from the Caterium to the Quartz research tree
- Added an additional Hand Slot +1 unlock in the Mycelia research tree
- Increased Quartz Crystal stack size to 200 (from 100)
- Players can now hold E to collect foliage
- Content, content, content.
- AWESOME Shop unlocks with unlock prerequisites are now always visible and display their prerequisites
- Added feedback to MAM research and HUB Milestones that unlock AWESOME Shop unlocks prerequisites
- MAM research trees now show when they are completed
- Added sound effect when collecting Power Slugs
- Markers for inactive Pioneers are now hidden
- Recipes in the Codex can now be expanded to show the same information that is available in buildings
- Tobias attempted improving the accuracy of building guidelines
- Power Poles and Wall Outlets can now snap to and be built on existing Power Lines
- Increased Build Menu size to fit 6 items in a single row (was 5 before)
- Sign settings now have a revert button instead of a save button, and save automatically on closing the settings
- Added a welcome animation for the Awesome Shop when opened for the first time in a play session
- Optimised the Save and Load UI
- Polished Awesome Shop visuals and feedback
- Updated the Lock icon in the Milestone Menu
- Added a new icon used in character related unlocks such as additional Hand/Equipment Slots
- Resource node icons on the compass now distinguish between occupied and unoccupied nodes
- Updated the Health Bar visuals
- Reorganised Workshop recipe order and categories
- Inactive Pioneers now show last used username when they go offline (not retroactive)
- Updated Hand/Inventory Slot Upgrade icons in unlocks
- Updated a whole bunch of icons
- Changed Radar Tower functionality
- Shows resource node locations in radius on the map and if they are in use or not
- Indicated which exploration rewards and wildlife can be found in the radius of the tower
- Reveals the area in its radius immediately now
- Radius has been decreased
- Added several new Foundations
- Half Foundations (1, 2, and 4 meters)
- Inner and Outer Corner Quarter-Pipe Extensions (1,2, and 4 meters for each type)
- Foundation Customizer Materials now work on Quarter Pipes and all new Foundations
- Updated Conveyor Multi Pole visuals
- Updated Portable Miner visuals
- Added No Indicator Pipelines to the AWESOME Shop
- Added lights to the Electric Locomotive
- Added scalability settings in the options menu
- Overhauled the Foliage System
- Implemented Sublevel Saving
- Optimised Splitter & Merger visuals
- Optimised Conveyor rendering
- Optimised Signs rendering
- Optimised Freight Station loading
- Parallelized fluid system
- Pioneer health now regenerates to full over time
- Stingers can no longer get stuck on the Pioneers head
- Golf Cart and Portable Miner now show when there is no room in the inventory to pick them up
[ 2022-09-20 14:15:31 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, heres another small patch inching us closer to EA release, mostly UI fixes and a fix for a really annoying crash with no crash report that seems to be affecting some of you. If we introduced any new issues or are forgetting anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP See you all again very soon <3 BUG FIXES
- Potentially fixed the no callstack crash related to the navmesh (This time for real)
- Updated Geyser icon
- Updated Compass visibility
- Fixed Equipment icon in HUD flickering when equipping an item for Clients
- Fixed some visual inconsistencies for the schematic rewards in the HUB
- Fixed Markers and Stamps placed on the map disappearing when reconnecting to a Dedicated Server
- Fixed Markers and Stamps not saving properly on Dedicated Server
- Fixed issue where the shopping list buttons would show up incorrectly in the Build Menu
[ 2022-09-15 13:19:00 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, heres a small patch inching us closer to EA release, lots of fixes for a bunch of stuff. If we introduced any new issues or are forgetting anything big please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP See you all again soon <3 NEW
- New Alpha Hog and Spitter Sounds
- Alpha Hog and Alpha Spitter improvements and general creature improvements
- Improved the lighting in Grass Fields during the night, also increased blend distance to improve differences in fog heights
- Fixed pings being invisible for other players
- Fixed Press RMB To Respawn still being displayed after a player is revived
- Potential fix for Resource Well Pressurizer and Extractors not working properly when booting the game (Would otherwise be fixed by rebuilding them, but now you shouldnt need to rebuild them for them to work again)
- Potential fix for one of the no callstack crashes related to the navmesh
- Fixed issue where the text in the Map filters would stay when closing and opening the Map
- Fixed Steel Inverted Ramp 2m and 1m icons being reversed
- Relevant items now shows fuel types
- Potential fix for softlock when respawning with a menu open
- Fixed issue where option sliders wouldnt change their values if focus was lost from their textbox
- Record Vehicle Path button now updates properly
- Editing a path node and setting the wait time to 0 now warns that the time needs to be over 0 seconds
- Added a notification to indicate a path cannot be loaded because there are no paths
- Fixed issue where the Map couldnt be closed with M or ESC after entering coordinates
- Fixed Vehicle paths being deleted from the Load Vehicle Path Menu not actually disappearing until the menu was closed
- Fixed Options menu tooltip changing size when hovering different options
- Added a warning when trying to record a vehicle path on a vehicle that has no fuel
[ 2022-09-13 19:11:08 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, heres a patch with a lot of goodies, most impactful of them all heres a potential fix for Creatures being completely gone for some of you, alongside a bunch of goodies like new icons for a lot of stuff, plus Tilted Concave Walls (Corner Walls) If we introduced any new issues or are forgetting anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP See you all again soon <3 NEW
- Tilted Concave Walls
- Part of the Tilted Walls pack in the AWESOME Shop
- Potential fix for Creatures not spawning for some players in specific saves
- Fixed some wonky animations when switching equipment in Multiplayer
- Potential fix for Crab Hatchers displaying incorrectly when joining for Clients
- Fixed Valves having no character limit on their textbox
- Updated Icons for Update 6 related content (And a lot other icons)
[ 2022-09-08 22:34:09 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, Turns out there were some more crashes as a side effect of the last few patches so heres some fixes along with a bunch of goodies :) If we introduced yet another crash or any new issues please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP See you all again soon <3 NEW
- Pretty stuff in the skybox
- Adjustments to the Spitter VFX, Animations, AI and Attacks
- Adjustments to Hog and Alpha Hogs Physics, AI and Attacks
- Fixed crash related to Hatchers on Dedicated Server
- Fixed up Low spec Skybox
- Potential fix to a crash related to DroneAction
- Potential fix for creatures becoming stiff when ragdolling
- Fixed player placement while riding the Explorer
- Fixed an issue where the player could open the Customizer menu before it was unlocked
- Fixed Crab Hatcher not spawning crabs in certain scenarios
- Fixed headlift issues when using pipe floor holes
- Modified pipe hologram so that it now looks better when running from a floor hole to a pipe pole
- Increased build menu size to fit 6 items in a single row (Was 5 before)
- Shortened build menu Category Transportation to Transport
- Updated visuals for offline player name tags
- Fixed issue where consumables wouldnt show their total amount when holstered
- Fixed a bug where Far/Infinite settings on the Map markers were switched
- Fixed an issue where the weapon crosshair would display while the Build Gun is active
- Updated icons in the Icon Library to add new content
- Fixed up the Creature Warning to be on screen for a shorter time, changed its position and made it not show up again until youve left a previous combat encounter
- Reduced the size of the radius for Factory buildings preventing creatures from respawning
- Increased the individual Cluster Nobelisk Explosion damage to 40 (was 30 before)
- Reduced Xeno Basher damage from 10 to 9
- Increased the Flying Crab sphere radius to 60 (Was 32 before)
[ 2022-09-06 20:28:32 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, weve heard a LOT of you are having issues with crashing when saving or auto-saving, so heres a small patch to fix that. Thanks a lot to everyone who sent us saves when we requested them, we really appreciate your cooperation <3 Hopefully everything should be fine now but if the issue comes back or new issues arise, please let us know over at our QA Site: https://questions.satisfactorygame.com/ Well look into it ASAP See you all again soon <3 BUG FIXES
- Potentially fixed crash when saving/autosaving introduced in CL 198647
[ 2022-09-02 15:33:18 CET ] [ Original post ]
Hi Pioneers! Hello everybody, its been a while but here we are again with a patch full of fixes and other goodies, alongside some new things, Creatures have gotten another big round of overhauls to fix some of their previous issues, so please give them a try again and let us know what you think. There are probably some other things that arent mentioned in the patch notes that I might have missed so hopefully you find something unexpected fixed that makes you happy :D As usual, this patch might have introduced more new issues or not fully fixed some things so if thats the case please let us know over at our QA Site: https://questions.satisfactorygame.com/ We check your posts every day. See you all again soon, Hope you enjoy the update <3 NEW
- Added No Indicator Pipelines to the AWESOME Shop.
- Added Lights to Electric Locomotive
- Unpaintable buildings should now be paintable
- Other Player characters in the world should now show last used user name when they go offline (Not retroactive)
- Quarter Pipe Foundations now feature the same materials as all other foundations. Like with all other foundations, these materials can be used when the Quarter Pipes and the relevant materials are unlocked in the AWESOME Shop
- Hog behaviours have been updated
- Passive creature behaviour has been updated (Space Giraffe, Lizard Doggo, Non-flying Bird)
- Flying Crabs (Spawned from the Hatchers) behaviour has been updated. They should feel more lively now
- Spitters are still WIP, so they might be pretty wonky
- Potential fix for Foliage not being interactable sometimes on Dedicated Servers
- Fixed Bacon Agaric displaying incorrectly in conveyors
- Truck Station names are now saved
- Fixed Lizard Doggo not giving loot sometimes
- Fixed Lizard Doggo showing Open inventory prompt when defeated
- Potentially fixed Lizard Doggos escaping enclosures
- Fixed Miners not showing No Power When not connected to a power grid
- Fixed Programmable Splitters not saving rules when set up by Clients
- Added missing parts to the AWESOME Shop for purchase and adjusted some part purchase costs
- Removed Biomass from Organic Data Capsule research requirements. Alien Organism research now fully reveals all options after the first research
- Space Giraffe no longer drops loot, only guilt now
- Fixed key shortcuts showing the wrong shortcuts in some menus
- Fixed so that the light pillar for Highlighted Markers is much taller, making it easier to see from afar
- Fixed wrong category for Cooling System in the AWESOME Shop
- Fixed wrong Circuit Board icon in the AWESOME Shop
- Fixed some organization issues in the AWESOME Shop
- Updated Hand/Inventory Slots Upgrade Icons in the MAM
- Reorganized the UI of the Options menu
- Moved Keybindings to their own submenu
- Polished the Starting Area selection button
- Hovering over an Option in the Options Menu now shows the text in the info box below instead of the tiny tooltips
- Updated player name tags in multiplayer
- Pings and Graphs (Power/Sink Graphs) are now modified by UI Scaling
- Fixed Customizer UI displaying N/A for active material customization in some scenarios
- Fixed two holes in the map in Swamp and Northern Forest
- Fixed missing coal node in the Red Jungle
- Updated landscape LOD
- Fixed up level LODs for Dune Desert and Swamp
- Reworks to ambient audio in Spire Coast
- New Gas and Pulse Nobelisk equip sounds
- Remade all the Rain SFX and added new assets for distant thunder
- Nobelisk equip effects for gas and shockwave added
- Fixed issue where not all foundation materials were affected by rain
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- Updated all credits (Now featuring external QA)
[ 2022-08-30 22:43:26 CET ] [ Original post ]
Hi Pioneers!
The crashes related to fighting Spitters have been more persistent than we thought, but we are pretty sure weve got a fix for them with this patch. Thanks for hanging in there and your patience! As usual, if there are new issues or something we claim to have fixed still occurs, let us know over at our QA Site: https://questions.satisfactorygame.com/ Hope you all are having a good time mauling Spitters again <3 BUG FIXES
- This time we definitely fixed the crashes happening when fighting Spitters. Hopefully 100%. Totally fixed.
[ 2022-07-13 07:50:23 CET ] [ Original post ]
Hi Pioneers!
This is a little hotfix addressing another crash that became more visible with our latest patch. This crash fix is related to Spitters specifically. As usual, if there are new issues or something we claim to have fixed still occurs, let us know over at our QA Site: https://questions.satisfactorygame.com/ Hope you all are going to have a nice weekend! <3 BUG FIXES
- Fixed crash occurring when fighting Spitters in close combat
[ 2022-07-08 15:07:26 CET ] [ Original post ]
Hi Pioneers! Weve got another patch incoming with the latest translations and a few fixes that hopefully resolve seemingly random crashes and freezing up of creatures on Experimental. As usual, if there are new issues or something we claim to have fixed still occurs, let us know over at our QA Site. The known issues havent changed, but we are keeping the section in for now so the info is readily available. Hope you all are doing well! <3 LOCALISATION
- Updated all languages with the latest translations
- Potential fix for several creature related crashes
- Potential fix for creatures freezing up randomly
- Fixed Drones flying through cliffs and similar terrain
[ 2022-07-06 16:12:56 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, This is just a super minor patch with a hotfix for the crash introduced with yesterdays QOL change, hope it helps :) Yesterdays patch was decently big so if you havent seen it, please go check the post for it, theres a lot of important stuff you might want to know, like all creatures intentionally respawning. There might be some other issues so if you find anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day. Some people might have missed the Known Issues section from yesterday so Im including it here again. Until next time!, Take care everyone <3 BUG FIXES
- Fixed a crash when trying to snap a Power Line to another one during the second build step
- Wall Outlets now ignore the Power Line they are snapped to, so they can be placed directly behind it
- A potential workaround for Foliage not being pickupable on Dedicated Servers is restarting the server and re-joining it Sometimes moving very far away from the area you spawn in also results in Foliage being pickupable again, both in the new area and the old area Worth noting that when Foliage is pickupable, it usually tends to break when disconnecting/reconnecting to server until the server is restarted None of these workarounds are super reliable but they might help people play the game on the Experimental version on Dedicated Servers until we finish working on a proper fix for this
- Resource Well Satellite Nodes have a few different issues on Dedicated Servers, from not working at all, the extractors not working or them working but producing Nuclear Waste instead of the correct resource and Clients not being able to interact with them. From version 194290 you should be able to dismantle and rebuild the Pressurizers and Extractors on a Resource Well and Satellite Nodes, this is a potential workaround for this issue while we work on a proper fix for this.
[ 2022-07-01 15:46:27 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, lots of details about todays patch so please make sure you read the patch notes, overall there should be plenty of improvements everywhere and hopefully we didnt introduce too many new bugs :) But if we did, let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day. So, without further ado, one of the biggest changes in this patch is that we did some changes to the creature spawner behaviour, this was to address the situation where for a lot of players, the game had no creatures at all or much less creatures than before, also to fix other issues. This will unavoidably result in all creatures respawning across the world, even inside Factories and in places where they had been removed from before until removed by the player again. We know this might be really annoying to deal with but its necessary for us to do, after a creature has been defeated it should no longer respawn from now on when in proximity to a manufacturing building (Anything in the Special and Production tabs in the build menu plus a few others) And creatures should no longer be despawned by certain things that would have done so before, like Power Poles, Hypertubes, Conveyor Belts, Pipes and related attachments. This is so when a super long Conveyor/Pipe/etc across a remote base is built it should no longer result in all the wildlife around it disappearing making the game feel much emptier than it should be. Thats it for now and for this patch, but before I go I want to say, we are aware of other issues still being remaining, mostly affecting Dedicated Servers, like the foliage being unpickable or Issues with Resource Wells not working among other issues, We wanted to clarify that we are looking into these and other issues, but they arent as straight forward to fix as they might seem which is why they are taking a lot more time than other issues, but this is not because we have forgotten about them, so for now, please check the Known Issues section at the bottom for a bit more information on these two issues. Dedicated Servers are still largely an Experimental feature overall and we continuously work on improving the experience on them, if the current Experimental version of them is too unstable, consider trying the Early Access version of the server for a potentially better experience. For full transparency, the summer vacation season is beginning in Sweden, so a lot of our team is starting to/about to go on vacation, so fixes will probably slow down a lot until mid-August where our team should be back in higher capacity. Its been a lot of fun working for this update and we hope you guys are enjoying it and keep having a good time with the game. Thank you for playing and see you all again soon <3 CREATURES
- Spawner rework, Initial creature respawn has been reset for all creatures across the world
- Reduced the distance check for despawning when considered near to a base
- Power Poles, Hypertubes, Conveyor Belts, Pipes and their related attachments should no longer be considered a base, therefore should not despawn any creatures when built by themselves
- Power Poles can now snap to and be built on existing Power Lines
- Wall Outlets can now snap to and be built on existing Power Lines
- Regenerated all the world grass, this should fix all the floating grass across the world
- Many fixes to foliage placement
- Many fixes to foliage and world collision
- Fixed Spore Flower VFX lingering after being destroyed
- Fixed Spore Flower dealing damage before its animations played
- Fixed Clients not being able to place Extractors on Resource Well Satellite Nodes
- Radar Tower map now has a zoom slider
- Collapsed categories in the Map are now saved when closing it/reopening
- Added a new Tooltip Scaling option (User Interface > Tooltip Scaling)
- You can now right click found signals in the Radar Tower to open them in the Codex
- Added a Close button to the Split Stack menu (When you right click on an inventory stack)
- Fixed not being able to save without typing a name for the session first (Name will be auto set to SessionName_Timestamp if the name field is blank)
- Fixed Delete Save button not working properly
- Fixed Currently Building: BuildingName appearing for a very short time when accessing Dismantle Mode
- Fixed an issue where the active equipment indicator in the Equipment HUD Slot wouldnt work in some cases
- Fixed Current Weapon UI and Keybind Shortcuts UI overlapping when switching tools
- Fixed an issue where the Edit To-Do List Button would appear when loading/joining a session
- Fixed Resources not being shown for clients when the Map or Radar Tower was opened
- Fixed an issue where inputting text on the Drone Port search field could result in the player losing all input
- Fixed an issue where Stamps wouldnt show the correct icon when creating a new one
- A potential workaround for Foliage not being pickupable on Dedicated Servers is restarting the server and re-joining it Sometimes moving very far away from the area you spawn in also results in Foliage being pickupable again, both in the new area and the old area Worth noting that when Foliage is pickupable, it usually tends to break when disconnecting/reconnecting to server until the server is restarted None of these workarounds are super reliable but they might help people play the game on the Experimental version on Dedicated Servers until we finish working on a proper fix for this
- Resource Well Satellite Nodes have a few different issues on Dedicated Servers, from not working at all, the extractors not working or them working but producing Nuclear Waste instead of the correct resource and Clients not being able to interact with them. From version 194290 you should be able to dismantle and rebuild the Pressurizers and Extractors on a Resource Well and Satellite Nodes, this is a potential workaround for this issue while we work on a proper fix for this.
[ 2022-06-30 21:07:23 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, lots of fixes today and theres more to come, were still focusing on addressing some of the bigger issues, some stuff were aware of hasnt been fixed due to it being more complex issues than initially thought, but we still hear you and were working on it! If were forgetting something important or if we introduced some new issues, let us know over at our QA Site: https://questions.satisfactorygame.com/ We look at your reports every day. See you all again soon, hope youre enjoying the patch <3 BUG FIXES
- Fixed chainsaw sounds
- Fixed minor camera clipping during Rifle reload animation
- Fixed Snowballs missing their magazine when equipped
- Fixed creature drops floating, now they should spawn closer to the ground
- Fixed all build and dismantle interactions getting locked when entering a vehicle by pressing both Q and E at the same time
- Fixed Flying Crabs not spawning from Hatchers
- Fixed Hatchers respawning near factories
- Fixed being able to place Miners on top of Resource Deposits (They must be Gathered first)
- Fixed Resource Deposits being Invisible/Non-interactable for Clients
- Potential fix for Nobelisk sounds playing across the world for other players
- Fixed another crash related to Creature actions
- Fixed Nobelisk detonator appearing equipped at the feet of the player when loading a saved game with it equipped
- Fixed a bug where certain projectiles would not deal impact damage
- Fixed so creatures dont lose stress while stunned
- Fixed Snowball explosions not blowing up foliage or destructible rocks
- Potential fix for a crash that starts from players experiencing audio crackling and performance degradation on dedicated server in Northern Forest
- Potential fix for some of the missing creatures in the world by correcting some of them having incorrect spawn locations
- Fixed Pipeline flow rate UI not displaying correctly, this time for real
- Fixed Medical Inhaler not working properly with the HUD Equipment slots
- Fixed HUB and Space Elevator not being able to be turned off on the map or compass
- Fixed a bunch of issues related to sorting in inventories
- Fixed an issue where some equipment wouldnt show the correct icon in the Equipment Slots
- Adjusted Radar Tower description to match new functionality
- Fixed various issues related to map and compass showing wrong values/positions
- Fixed Player Health bar background scaling with amount of equipment
- Updated Vehicle health bar to follow the new style of the Player health bar
- Fixed AWESOME Shop category selection highlight being displayed on two separate categories if the player quickly selects a category when accessing the Shop for the first time
- Fixed an issue where all player input would stop working if the Build Menu/Customizer was closed with the color picker open
- Fixed a bug where Invalid Session ID could be displayed in the name of saves when trying to save a new session without typing a new save name
- Fixed radiation/damage indicator being blocked by compass icons
- Fixed items added to favorites in the AWESOME Shop being displayed twice when searching for them while having the favorites tab selected
- Fixed Truck Station UI requiring multiple presses of E or ESC to be closed after selecting Load or Unload
- Fixed issue where the Equipment HUD Slot for Consumables wouldnt update properly on Client
- Many fixes to foliage placement
- Many fixes to foliage and world collision
- Fixed an issue where it could rain without rain clouds or effects
- Increased Quartz Crystal stack size to 200 (from 100)
- Increased Black Powder stack size to 200 (from 100)
- Removed Compacted Coal and basic Turbo Fuel recipes from the Hard Drive Options
- Reduced player health regen rate in the 30% to 100% range from 0.25 to 0.1 recovery per second, effectively increasing health regen duration until full from ~5 minutes to ~12 minutes
- Fixed crash reporter not working on Windows
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
[ 2022-06-21 18:52:55 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, heres a freshly baked patch with some more bug and crash fixes and general improvements. Theres still some more stuff were working on fixing, but if something is super annoying or if were forgetting something, let us know over at our QA Site: https://questions.satisfactorygame.com/ We look at your reports every day. See you all again soon, Hope you all have a nice weekend <3 BUG FIXES
- Potential fix to a crash related to creature actions
- Fixed a crash related to trying to unstuck a creature
- Fixed empty player crates lingering in the world and creating other issues when interacting with them
- Equipment HUD is now correctly updated for Clients
- Weapon crosshairs are now correctly updated for Clients
- Adjusted the Foliage pickup speed when holding E to be faster
- Recalculated AWESOME Sink point values and made the new parts sinkable
- Fixed Hatcher Protein recipe so that it correctly requires Hatcher Remains
[ 2022-06-16 17:01:06 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, we saw a bunch of other annoying bugs so we decided to drop some quick fixes for you all! There are a few more known bugs that were working on but in the meantime, feel free to report any annoying stuff for us to fix over at our QA Site: https://questions.satisfactorygame.com/ We look at your reports every day. See you all again soon, hopefully this patch makes things better <3 BUG FIXES
- Fixed two crashes related to Creature actions
- Fixed flushing a pipe segment flushing the entire network instead
- Fixed Mk.2 Pipes not having an indicator
- Fixed production VFX not being properly started for the Nuclear Generator
- Potentially fixed a crash for the Nuclear Generator particle effects
- Fixed Spore Flowers not being destructible
- Fixed interacting with a Player Crate locking player input
- Fixed Player Crates not disappearing after being emptied
- Hatcher should now show their status properly for Clients
- Fixed Hatcher not disappearing and respawning near bases
- Hatchers should now not respawn if the Player is closer than 20 meters to them
- Hatcher loot is now dropped on the floor instead of on top of the Hatcher
- Fixed some Bauxite nodes that were missing
- Fixed a Uranium node that was missing
- Map Objects are no longer clickable when placing Markers/Stamps, this now means you can place Markers/Stamps on top of other Map Objects (Such as the player, vehicles, other Markers/Stamps, etc.)
- Fixed an issue where the Map Coordinates and placing Stamps/Markers wasnt working properly when using UI scaling
- Fixed truck station inventories not being visible
- Fixed Pipe flow rate not being properly displayed
- Fixed Resources not being shown to clients when opening the Map or Radar Tower
- Fixed the highlighted map markers not being shown on the compass
- Fixed Markers and Stamps not being highlighted on the compass
- Dedicated server should not crash anymore when it fails to bind to a port
- Fixed a crash that may happen if the server settings file is corrupted. In this case, the server will use default settings instead
[ 2022-06-15 21:00:02 CET ] [ Original post ]
Update 6 is out already and so we have some hotfixes for some of the most annoying crashes we saw :) Were leaving the office for the day so if we missed something let us know over at our QA Site: https://questions.satisfactorygame.com/ Well check all your posts with our morning coffee tomorrow. See you all next time <3 BUG FIXES
- Fixed a crash when Client would place a second Truck Station
- Potential fix when returning to the main menu when having built Drones
- Fixed a crash related to creatures freezing up
- Fixed a crash when damaging a player inside a vehicle with explosive damage
- Fixed an issue with the Flying Baby Crabs not properly saving
- Fixed the Truck Stations UI not showing up properly for Clients
- Fixed a debug icon showing up on the Truck Station inventory when accessed for a second time by Client
[ 2022-06-14 18:17:32 CET ] [ Original post ]
Hi Pioneers!
Update 6 has arrived on Experimental. Id like to preface this event with the fact that some of the new content released isnt as far along in development as our previous Update releases, so consider this our most experimental Experimental yet! Nonetheless, we think you can have fun with everything here already and we need more of you playing with the incoming changes to help us see how far along they are and inform further development. As always, you can leave your feedback and any issues you encounter on our Questions Site: https://questions.satisfactorygame.com/ Overall, this Experimental period is going to be a little different. We will be pushing updates to finalise content that is released, and we might add some additional content along the line that did not make the initial release. With that in mind we are planning to have a longer Experimental period than usual, so dont expect Update 6 to hit Early Access before the end of summer. With that said, what is the content that is coming now? Update 6 shines with some major world updates, impactful changes to Equipment and the MAM progression, several great quality of life updates on the UI side of all things Satisfactory, a full overhaul of our creature AI system, and some under-the-hood changes of major systems. Lets break that all down a bit more. You might have already heard about this, but for the avoidance of doubt: There are no overclocking changes coming in Update 6. Also, be safe and back up your saves.
World
Spire Coast
This is probably the most significant single biome change that we still had in the pipeline, and now it is here: The island paradise that is the Spire Coast. Were very excited to see what you will build in this area, constricted (and hopefully inspired) by the verticality of the spires. There are still oil nodes in the area, but their locations have changed. Other than that, we havent done a gameplay pass on the area yet, so youll have to wait for new slugs and creature placements, etc. until a later time. We also managed to do a full visual update of the cliff wall separating the Spire Coast from the Dune Desert, so that large empty plateau is finally ready to be built on as well.
Swamp
The Swamp has received a full vegetation and atmosphere overhaul to better represent the icky vision we have for it. A place for daring pioneers to test their mettle in the future. Right now, we are happy with the vibe of the area but it will also receive a gameplay pass in the future to match the mechanics of the exploration experience with the new atmosphere.
Sky, Atmosphere & Weather
We havent been idle on these high impact world topics either, with a generally improved day and night sky, clouds, and the addition of rainy weather. Hopefully youll enjoy the new variety as a myriad of days pass on Massage-2(AB)b. The overall changes to our atmosphere system have also been put to use with more specific tweaks of the updated areas mentioned above, as well as some of our starting areas: Dune Desert, Northern Forest and Grass Fields. Weve adjusted the specific lighting, fog, and feel for all those places.
Equipment & MAM Progression
Hand Equipment & Ammunition
The most obvious content you might have already seen in our videos is the addition of different ammunition types for all the Pioneers ranged weaponry. Its quite a wide range of new useful and dangerous tools, from utility options like the Pulse Nobelisk to advanced homing ammunition for the rifle. And there is a mini nuke, which honestly is a terrible idea in the best way. Weve also improved the UI feedback for switching through your hand slots, making it easier to identify quickly which gadget or weapon you are switching to, and we finally implement a Holster interaction to put away your current hand equipment.
MAM Progression
We integrated the new ammunition types throughout different research trees in the MAM and did some rebalancing and reshuffling in the process! On revisiting them youll find that costs and placement might have changed. A major change in terms of general progression is that weve moved some of the most popular energy related alternate recipes to standard MAM unlocks. Now you can find both Turbo Fuel and Compacted Coal there, as they are a great addition to the general power progression of the game.
Multiple Body Equipment Slots
Update 6 introduces the ability to equip almost all existing Body Equipment at the same time. Instead of a single slot, we now have a slot each for: Head, body, back, and legs. The main progression for Body Equipment is now that you can combine them as they get unlocked and youll only have to switch your back Equipment between the Jetpack, Hoverpack, and Parachute depending on your preference and the situation.
Creatures
Mostly visual updates
The most major change you will be able to find here is that the Crab Hatcher got a completely new look and no longer destroys itself when spawning the Flying Crabs. While we made the Flying Crabs themselves far less annoying to deal with, you will now have to destroy the Hatcher to stop them from coming after you. The Spitters also received a visual change, with several awesome distinct variants! There is a total of three that have adapted quite differently to their environments, as well as a minor variant of the new Forest Spitters to better camouflage in the red forests of Massage-2(AB)b. While they all currently share the same behaviour, we have plans to introduce differences in the future.
AI System Overhaul
Weve been working on a new AI system that will allow us to introduce more variety to creature behaviour in the future. For this update we tried to largely recreate the feeling of the existing wildlife with some tweaks here and there using this new system. We are not quite there yet with all of them and, this being a full system overhaul, we are aware of some issues and expect to see more as this update goes live. This means that we are planning to still push a few updates to the creatures throughout the experimental period.
Map and more UI changes
Map & Radar Tower
The Map feature now no longer unlocks in the MAM, but during Tier 1 instead. On top of that it has received some significant upgrades with Markers that replace the Beacons, Stamps that can be used to highlight points of interest both on the Map and in world, and an updated interaction menu. It now also takes up almost the entire screen to give a better overview. Radar Towers are still unlocked in the MAM, but they come with additional functionality. If powered they now immediately reveal a set radius on the map around them, highlight all resource nodes in said radius, and give information on exploration rewards and wildlife that can be found there. All this makes them much more useful than they have been before!
To-do List updates
This planning feature has received a major boost. The To-do List can now be accessed from any menu by clicking on the right side of the screen. It also received some visual polish, is height adjustable, and can be customised with written notes, which makes it a much more versatile tool than before. You can take personal notes only visible to yourself, as well as global notes that can be seen and edited by anyone in a multiplayer session. Its even possible to do some light formatting! Were very excited to see how you use this to your advantage.
Codex recipe improvements
The recipe section of the codex has significantly more information available than before. All recipes can now be expanded to show the per-minute stats of all ingredients and products. You can also simulate overclocking in there now and see how that affects the recipes requirements and output.
Technical improvements
Sublevel Saving
Weve made a change to the save system that you hopefully wont notice, but that is quite significant on our end. Basically, this allows us to migrate world elements that need to be saved onto streaming tiles, where previously they were always loaded. While this wont significantly affect load or save times, it paves the way for us to add more interactable/saved game features to the world in the future without performance drawbacks. This does mean that saves from Update 6 onwards are in no way backwards compatible, since the old save system is unable to read the new save files.
Detailed Patch Notes
EQUIPMENT
- Added additional equipment slots for the Pioneer: Head, Back, and Legs
- Added support for several ammunition types per weapon
- Hold R with the weapon equipped to open the selection wheel
- New Nobelisks
- Gas Nobelisk: Releases a cloud of toxic gas that deals damage over time
- Cluster Nobelisk: Detonates into multiple explosions over a larger area
- Pulse Nobelisk: Generates a powerful shockwave. Double jump!
- Nuke Nobelisk: Creates a massive explosion
- New Rifle Ammunitions
- Homing Rifle Ammo: Corrects projectile trajectory to hit targets more easily
- Turbo Rifle Ammo: Shoots a massive amount of bullets at an accelerating pace
- New Rebars
- Stun Rebar: Can Stun creatures for a short moment
- Shatter Rebar: Highly effective at shorter range
- Explosive Rebar: Yes, even more explosions
- Added holster functionality for the currently equipped Hand Slot
- Default keybinding is H
- Overhauled equipment HUD to fit all those additional equipment
- Added HUD feedback for scrolling through Hand Slots
- Equipment tool tips have additional information such as slot type, compatible ammunition, and a damage indicator
- Consumables now prioritise stacking with Hand Slots when picked up
- Double clicking equipment in the inventory now equips it to the first empty slot if available and otherwise replaces the currently active equipment
- Updated all weapon crosshairs
- Reworked Chainsaw audio
- Reworked Rifle audio
- Equipment will now be coloured to the default factory colour selected in the Customiser
- Spire Coast
- Full overhaul of landscapes and cliffs
- Complete foliage overhaul
- New lighting and fog setup
- Dune Desert cliff wall and plateau
- Cleaned up all cliffs on the Spire Coast side
- Landscape and foliage overhaul on the plateau
- Swamp
- Major overhaul of foliage
- Reworks to lighting and fog
- Minor landscape changes
- Added new music
- Added dynamic clouds and rainy weather
- Updated night sky visuals
- Updated lighting and fog in:
- Northern Forest
- Dune Desert
- Grass Fields
- Tweaked Western Dune Forest ambient sounds
- The AI system, navigation, and spawning have been overhauled
- Creatures now have separate visual and audio perception (and they wont hear you crouch)
- Creatures can now panic and run when certain conditions are met
- New Spitter looks
- Desert Spitters
- Aquatic Spitters
- Green and Red Forest Spitters
- Crab Hatcher changes
- Full visual overhaul
- Now persists and spawns new Baby Crabs until destroyed
- Baby Crabs have more predictable behaviour
- Hog changes
- Both Hogs no longer circle around the player
- Hogs now have a rear up animation before their standard charge
- Stinger changes
- The Stinger leap attack now hits more reliably
- Small Stinger attacks are much harder to dodge but deal significantly less damage
- Added unique loot for all aggressive wildlife
- Added optional HUD indicators for aggressive wildlife (can be turned on in the options menu)
- Increased the Map window size significantly
- The Map is now unlocked in the Tier 1 Field Research milestone
- Added new Marker system
- Added new Stamp system
- Stamps can be placed in the world by pressing ALT + RMB
- Added support for Markers & Stamps to be highlighted in world
- Added support for viewing, copying, and inputting map coordinates
- Removed Beacon map functionality
- Beacons currently disappear when used and are automatically converted to a Map Marker
- All previously placed Beacons will automatically be converted to Map Markers
- Minor changes to the cost of multiple MAM researches
- Changed all MAM research to complete within 3 seconds
- This change does not include the Hard Drive scanning timer
- Most research visibility in the MAM has been expanded, causing research to be visible earlier in the research progression
- Removed Beacons from Building costs and unlock requirements
- Beacons are currently still used for the Alternative Uranium Fuel Unit recipe
- New parts
- Alien Protein: Produced from the bodies of your enemies
- Organic Data Capsule: Produced from Alien Protein
- Smokeless Powder: Produced by combining Black Powder and Heavy Oil Residue
- The Polyester Fabric alternative recipes is now available in the MAM Mycelia research tree
- The Compacted Coal and Turbo Fuel alternative recipes are now available in the MAM Sulfur research tree
- Compacted Coal and Turbo Fuel can still be unlocked in Hard Drives
- The other alternative Turbo Fuel recipes are still only available in the Hard Drives
- Moved the Blade Runner research from the Caterium to the Quartz research tree
- Moved Expanded Pocket Dimension research from the Caterium to the Quartz research tree
- Added an additional Hand Slot +1 unlock in the Mycelia research tree
- Players can now hold E to collect foliage
- Content, content, content.
- AWESOME Shop unlocks with unlock prerequisites are now always visible and display their prerequisites
- Added feedback to MAM research and HUB Milestones that unlock AWESOME Shop unlocks prerequisites
- MAM research trees now show when they are completed
- Added sound effect when collecting Power Slugs
- Markers for inactive Pioneers are now hidden
- Recipes in the Codex can now be expanded to show the same information that is available in buildings
- Tobias attempted improving the accuracy of building guidelines
- Sign settings now have a revert button instead of a save button, and save automatically on closing the settings
- Added a welcome animation for the Awesome Shop when opened for the first time in a play session
- Optimised the Save and Load UI
- Polished Awesome Shop visuals and feedback
- Updated the Lock icon in the Milestone Menu
- Added a new icon used in character related unlocks such as additional Hand/Equipment Slots
- Resource node icons on the compass now distinguish between occupied and unoccupied nodes
- Updated the Health Bar visuals
- Reorganised Workshop recipe order and categories
- Changed Radar Tower functionality
- Shows resource node locations in radius on the map and if they are in use or not
- Indicated which exploration rewards and wildlife can be found in the radius of the tower
- Reveals the area in its radius immediately now
- Radius has been decreased
- Added new Pipe buildables without Fluid Indicators
- Updated Conveyor Multi Pole visuals
- Updated Portable Miner visuals
- Added scalability settings in the options menu
- Overhauled the Foliage System
- Implemented Sublevel Saving
- Optimised Splitter & Merger visuals
- Optimised Conveyor rendering
- Optimised Signs rendering
- Optimised Freight Station loading
- Parallelized fluid system
- Pioneer health now regenerates to full over time
- Stingers can no longer get stuck on the Pioneers head
- Golf Cart and Portable Miner now show when there is no room in the inventory to pick them up
- The client building two truck stations will crash the game for said client and the session needs to be restarted before they can join again
- The game will sometimes crash because of surrounding creatures
- Creatures sometimes freeze and get stuck
- SSR scalability doesnt fully work
- Auto detect graphic setting response settings arent tweaked yet
- Clients dont see revealed resource nodes on existing Radar Towers
- Creatures in caves have mysteriously disappeared
- Spore Flowers cant be destroyed by explosives
- There is a visual issue during the Rifle reload animation
[ 2022-06-14 15:01:05 CET ] [ Original post ]
Hi Pioneers! Hello everyone, todays patch has a bunch of Path/Block signals fixes to address some old issues and some of the new issues introduced in the last patch, theres a few remaining issues/polish related to them that we are aware of so please check the Known issues section for more. This patch should be pretty safe but if we somehow introduced some big bugs, please let us know over at our QA Site https://questions.satisfactorygame.com/ Well take a look at them ASAP! See you again soon <3 BUG FIXES
- Stations cannot be placed inside Path blocks anymore, path signals now give a proper error message if a station is found inside a block.
- Short blocks, about 75% the size of a train cart, should now work with path signals.
- Fixed Path signals placed right after a station being incorrectly reserved by trains going to the station.
- If the timetable changes and the next station changes, trains should properly re-path now.
- Fixed timetable getting Invalid next stop if the current station was removed when it is also the last station on the list.
- Current stop should now properly display for clients in multiplayer or dedicated servers.
- Fixed Truck Stations displaying at the center of the map
- Remaining issues related to Path/Block Signals in the scenarios we have looked at can be solved by rearranging the signalling, replacing path signals before stations with block signals, using path signals at intersections and block signals along one-directional tracks, so consider trying those options if youre still having issues.
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
[ 2022-05-24 17:43:33 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, todays patch brings a big bunch of fixes from the Experimental version over to Early Access, it also brings both versions to parity. Some note worthy changes from the update are the Engine Upgrade to version 4.26.2, EOS account Unlinking, Localisation updates, tons of Vehicle and Train fixes and more! BEFORE YOU USE THE NEW EOS UNLINKING OPTION: Please read the EOS FAQ below and remember to back up your saves and any other important data in your Satisfactory folder (Saves, mods, config files, etc) on both Steam and Epic, this may or may not affect your Cloud saves as well so be wary of doing this unnecessarily or without a backup. Worth noting that this setting is only visible from the Steam version. If we introduced some unexpected bugs, please let us know over at our QA Site https://questions.satisfactorygame.com/ Well take a look at them ASAP! See you next time <3 NEW
- Upgraded to Unreal Engine 4.26.2
- Epic Online Services (EOS) account link status resetting is now possible by going to Options > Online > Reset Account Linking
- Multiple fixes related to issues with Path Signals and Block Signals for Trains
- Fixed a bug where vehicles would sometimes get displaced for Clients when far away from other players
- Fixed issue where vehicles would get stuck ghosting
- Fixed bug where the Load Vehicle Path UI would display inaccurate path lengths
- Fixed several minor issues related to vehicle automation
- Fixed a bug where automated vehicles would sometimes be able to move without fuel
- Fixed issue where automated vehicles would sometimes stop moving when about to enter a station right after loading a game
- Fixed issue with automated vehicles sometimes continuing to drive despite being blocked
- Fixed an issue where removing a vehicle target would result in collision avoidance not working anymore for that path
- Fixed issue with automated vehicles sometimes driving into other automated vehicles that are waiting in line
- A HUD message is now displayed every time an automated vehicle gets completely stuck (deadlock)
- Fixed a crash when exiting the game when using Vulkan as a renderer
- Fixed some issues where automated Trains could get completely stuck (deadlock)
- Fixed a bug when starting a game with the Skip Intro option and then loading a save would result in the intro also being skipped in that save unless exiting the game and relaunching it first
- Fixed re-rail holograms for Trains sometimes disappearing
- Fixed Trains and Train Stations not showing the correct location on the map and compass
- Fixed a crash that could happen if theres a deadlock near a non-automated vehicle
- Decreased the collision-avoidance distance for automated vehicles
- Fixed a crash for client related to vehicle paths
- Fixed an issue with vehicle path recording inside factories sometimes recording docking to stations on floors above the vehicle
- Fixed issues with the Factory Cart having difficulties finishing path recording
- Fixed a crash related to the vehicle representation on the map
- Fixed Dedicated Server crash reporter not working properly
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- Fixed Esperanto not working properly
- What does this mean?
- So why does this matter?
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
[ 2022-04-28 17:19:47 CET ] [ Original post ]
Hey everyone! It's been pretty silent from us the last couple of months but we're about to change that. We're starting this off today by revealing that Update 6 is going to be all about improving the Exploration aspect of Satisfactory but we also need to talk about why this update is going to be a bit different. [previewyoutube=hkMTFsxa7rQ;full][/previewyoutube]
Why this update is going to be different
At the start of the year, we took a big, long look at the planning for the game and what we sort of realized is that doing updates in the way weve done them up until now wont align with our goal of working towards the final release of the game. Previously we've always looked at, sort of, what can we develop in the loose timeframe that weve set in between updates. So, if theres work that needs to be done that wont fit that timeframe, weve pushed it up for later. But in doing so it feels like were running a marathon in between updates. What wed rather like to be doing is look at what we need to do in general to finish the game and take the time necessary to do so. And thats exactly what were going to do. Its been very exciting for us to make the updates weve made up until this point and package them in the way that weve done, but weve sort of realized that if were to reach 1.0 we cant really follow the same release cycle. So going forward, we're changing how were going to be releasing updates to the game and doing development a bit more openly, showing you things as were working on them. Starting by revealing the content for our next Update.
Update 6
Update 6 (working title), is going to be all about improving the exploration aspect of Satisfactory. This is going to be a smaller update and its going to be an update that may stick around in experimental a bit longer than before as we work on it. It might seem odd that when we finally break the silence after so long, were doing it by announcing a smaller update. We have been working on a lot of things since the last update we launched. Some things are going in this update, but many things may come later down the line. This update will focus on improving the following things in the game
- Environmental changes
- Creature improvements
- Equipment additions
- Improvements to the in-game map menu
- General technical improvements
- (Clock Speed rebalance)
Environmental changes
To kick things off, a formerly quite barren part of the northern coast is receiving a breath-taking update of its terrain and flora to fully live up to its name: The Spire Coast. This is a completely new biome, a serene tropical coastal area, dominated by large spires that can create an interesting challenge for vertically aligned factory builders. The swamp has received a full plant-life overhaul to achieve the final version of this unsettling and noxious area. While the terrain has only changed in minor ways and resources remain the same, the vibe of the Swamp is far more refined. We're also working on further polishing the atmosphere of MASSAGE-2(AB)b by improving lighting, sky and weather(!). In general, the cloud coverage and sky has seen improvements and we're currently working on possibly having rain in the game. We don't know for sure if that will make it in but we'll see what happens!
Creatures
MASSAGE-2(AB)b has become inundated with new and improved critters. A lot of work has been done to improve creature visuals and behaviors and add new additions to the wildlife, creating a more immersive exploration experience.
Equipment additions
To help tackle these new upgraded threats, improvements have been made to combat mechanics. Most notably, Update 6 will contain feature equipment changes and additions to give players more tools to engage in combat. These updates will mainly impact exploration, but there might be more equipment changes coming that will improve factory traversal as well.
Improvements to the in-game map menu
The player map will be upgraded with a range of UI improvements to make it easier to use and for pioneers to plan their expeditions and factory layouts. The Radar Tower will get an overhaul, to actually make it useful for exploration. Because it wasnt before.
General technical improvements
There's also a couple of technical improvements to some of the underlying systems were currently working on that will hopefully improve the overall experience of the game for some folks. Theres also, of course, a couple of bug fixes and network improvements here and there, were always working on that.
(Clock Speed rebalance)
Since this update mostly focuses on the exploration aspects of the game there won't be any new production chains or anything like that, but there is one potential change we're thinking of making regarding how clock speed functions in the game. If you didnt know, when you overclock a machine in Satisfactory the power requirement increases in a non-linear fashion, and its governed by this formula
Which means that when you overclock machines, they will require significantly more power than if you were to build multiple ones and if you underclock, you will be using less power for the same part production with the drawback of slower production speed (see the Satisfactory wiki for more info on this Satisfactory Wiki). The proposed change we have in mind is to make all overclocking follow a linear formula. So a machine that is overclocked to 200% would use twice as much power, and vice versa if you underclock. Basically, what this means is that were thinking of buffing overclocking and nerfing underclocking a little bit. The changes to the clock speeds are intended to support players in the early game, by making it easier for them to improve their factory with overclocking without running into power increases that generally aren't communicated clearly. And for players in the late game by allowing them to build bigger and more efficient factories. We're not entirely sure we'll make this change so please let us know what you think about this!
Release Date
With all that being said, we're still developing many aspects of the exploration update. We want to reveal the core topics of the update up front because we sort of want to set the stage for how we intend to work on the game going forward. The obvious question on everyone's mind is of course then, "when is the update coming out?". Since we're still working on it we don't have a set release date in mind, but our current release window is sometime early June. This might change though. [hr][/hr] I hope this aperitif of information that were sharing with you today is something youre looking forward to. Were certainly looking forward to talking more about it and showing you what weve done! Remember that this is a high-level explanation of the content in the update. We plan to release more info in the future to talk more about these topics so let us know if theres any particular topic youre excited about specifically and want us to cover in the future! Take care until next time! Snutter
[ 2022-04-22 15:52:24 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, small changelog this time but the fixes should be pretty high impact hopefully! If we introduced new issues or theres remaining Train bugs that we might have missed please let us know over at our QA Site https://questions.satisfactorygame.com/ We will look into it ASAP! See you all again soon <3 BUG FIXES
- Multiple fixes related to issues with Path Signals and Block Signals for Trains
- Fixed Dedicated Server crash reporter not working properly
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
[ 2022-04-12 16:59:31 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, todays patch includes a bunch of bug fixes and most importantly, it introduces a way to reset your account link status from Steam to Epic. (This is an experimental feature) BEFORE YOU TRY THIS OPTION: Please remember to backup your saves and any other important data in your Satisfactory folder (Saves, mods, config files, etc) on both Steam and Epic, this may or may not affect your Cloud saves as well so be wary of doing this unnecessarily or without a backup. Worth noting that this setting is only visible from the Steam version Without further ado, heres some explanations!
- What does this mean?
- So why does this matter?
- Epic Online Services (EOS) account link status resetting is now possible by going to Options > Online > Reset Account Linking
- Fixed a crash that could happen if theres a deadlock near a non-automated vehicle
- Decreased the collision-avoidance distance for automated vehicles
- Fixed a crash for client related to vehicle paths
- Fixed an issue with vehicle path recording inside factories sometimes recording docking to stations on floors above the vehicle
- Fixed issues with the Factory Card having difficulties finishing path recording
- Fixed a crash related to the vehicle representation on the map
- Fixed Esperanto not working properly
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
[ 2022-03-17 18:22:33 CET ] [ Original post ]
Hi Pioneers! Hello everybody, todays patch brings all the latest fixes from the Early Access version to Experimental, as well as adding a bunch of new fixes and an engine upgrade. Whenever we do engine upgrades, unexpected bugs tend to appear so please let us know over at our QA site if we accidentally broke something https://questions.satisfactorygame.com/ We will look into it all ASAP! See you all again soon <3 NEW
- Upgraded to Unreal Engine 4.26.2
- Fixed a bug where vehicles would sometimes get displaced for Clients when far away from other players
- Fixed issue where vehicles would get stuck ghosting
- Fixed bug where the Load Vehicle Path UI would display inaccurate path lengths
- Fixed several minor issues related to vehicle automation
- Fixed a bug where automated vehicles would sometimes be able to move without fuel
- Fixed issue where automated vehicles would sometimes stop moving when about to enter a station right after loading a game
- Fixed issue with automated vehicles sometimes continuing to drive despite being blocked
- Fixed an issue where removing a vehicle target would result in collision avoidance not working anymore for that path
- Fixed issue with automated vehicles sometimes driving into other automated vehicles that are waiting in line
- A HUD message is now displayed every time an automated vehicle gets completely stuck (deadlock)
- Fixed a crash when exiting the game when using Vulkan as a renderer
- Fixed some issues where automated Trains could get completely stuck (deadlock)
- Fixed a bug when starting a game with the Skip Intro option and then loading a save would result in the intro also being skipped in that save unless exiting the game and relaunching it first
- Fixed re-rail holograms for Trains sometimes disappearing
- Fixed Trains and Train Stations not showing the correct location on the map and compass
- Potential fix for multiblock reservation issues for Train Signals
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
[ 2022-02-22 09:42:06 CET ] [ Original post ]
Hi Pioneers! Hello everyone, its been a while but were back with some more fixes and improvements. This patch brings all the fixes from the latest Experimental release plus a few more new things, hope you all find them helpful :) As always, if we accidentally added some new issues please let us know over at our QA site https://questions.satisfactorygame.com/ Well look into them ASAP See you all again soon <3, Thank you for playing our game. BUG FIXES
- Fixed crash that would happen on startup if there was a vehicle path with zero targets
- Hopefully fixed a bug where some buildings sometimes got a small height difference on some foundations
- Fixed a crash related to Vehicle Automation for Clients
- Fixed a bug in the Load Vehicle Path UI where the Used by this vehicle checkmark was missing for Clients
- Fixed a crash when bringing up the Nobelisk Ammo Selection wheel without having any type of ammo on inventory
- Fixed G key not being properly bindable for Interact due to a conflict with the Cycle Nobelisk Ammunition binding
- Load/Save Path menu is now disabled when there are no paths
- Fixed Productive Packer Deluxe minigame being stuck in the world after the HUB was dismantled
- Fixed a bug that didnt allow players to use the textbox in the Valve
- Added math expressions to the textbox in the Valve
- You can now input , instead of . to add decimal values
- Fixed the Vehicle Craft Bench UI being a bit off center
- Train Menu can now be closed and opened with Q
- Productive Packer Deluxe is now always available in the HUB
- Made it so beams no longer require a valid floor
- Improved stability of the packet router
- Improved CPU usage of the packet router
- Added a startup argument for disabling the packet router
- -DisablePacketRouting
- Added Esperanto to the game (100% complete)
- Updated all languages with the latest translations
- Updated language completion rates
- Updated community translators in the credits
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
[ 2022-02-03 15:02:50 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, this is a patch to bring the latest fixes from the Early Access version to Experimental, as well as some more fixes that might be a bit more unstable so they will stay here for the time being. The only other big thing that is different from Early Access, is that Experimental has the latest Dedicated Server changes. As always, if we introduced new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We will fix things ASAP! Merry FICS*MAS!, See you all again after the holidays, hope you all have a great time <3 BUG FIXES
- Fixed a crash related to Vehicle Automation for Clients
- Fixed a bug in the Load Vehicle Path UI where the Used by this vehicle checkmark was missing for Clients
- Fixed a crash when bringing up the Nobelisk Ammo Selection wheel without having any type of ammo on inventory
- Fixed G key not being properly bindable for Interact due to a conflict with the Cycle Nobelisk Ammunition binding
- Load/Save Path menu is now disabled when there are no paths
- Fixed Productive Packer Deluxe minigame being stuck in the world after the HUB was dismantled
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
- Using the following launch option should also work:
- -DisableSeasonalEvents
[ 2021-12-17 19:31:23 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, just a small patch to un-do the Networking Optimisations we added on yesterdays patch, which resulted in all kinds of issues, like not being able to pick up foliage on Client, not quite optimised turns out, whoops. As always, if we introduced new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We will fix things ASAP! We hope everything is working alright this time though haha Merry FICS*MAS!, We hope to see you all again soon and we hope you keep enjoying our game <3 BUG FIXES
- Undid all the Networking Optimisation changes from the previous build, which accidentally introduced a bunch of issues for Clients on Multiplayer and Dedicated Servers
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
- Using the following launch option should also work:
- -DisableSeasonalEvents
[ 2021-12-17 15:00:05 CET ] [ Original post ]
Hi Pioneers! Hello everyone, heres a patch with a bunch of assorted fixes just before we leave for vacation, hopefully they will make your experience with the game a bit better. As always, if we introduced new issues or made things better please let us know over at our QA Site https://questions.satisfactorygame.com/ We will fix things ASAP! Merry FICS*MAS!, See you all again soon and we hope youve been enjoying Update 5 and the current FICS*MAS event <3 UI
- Overhauled the Vehicle Recording UI, no longer a radial menu
- All Vehicle UIs (Trains and Vehicles) are now opened with Q by default
- Fixed some bugs with the Vehicle HUD not updating properly when stopping a recording midway without closing the loop
- Fixed Freight Cars failing to load/unload correctly with the rule set to Fully Load/Unload which lead to them getting stuck in docking until force cancelled
- Fixed Clients not being able to cancel the docking sequence
- Fixed the Map not being properly visible for some players who had previously unlocked more areas of it and added some future proofing so this hopefully doesnt happen again
- Fixed an issue with automated vehicle wait times being reset when loading a game
- Vehicles should no longer claim targets outside of stations when docked
- Fixed a bug where sometimes vehicle pauses would be longer than intended when they were far from any player
- Fixed issue where automated vehicles in long-distance mode would sometimes get out of sync for Client
- Fixed bug where Vehicles werent placeable in the Truck Station docking area
- Fixed crash that would sometimes happen when Vehicle path recordings were finished
- Fixed bug where right clicking coupons while picking them up from the AWESOME Sink would result in losing half of them
- Fixed not being able to rebind certain mouse buttons
- Network Optimizations that should result in some performance gain CPU side for Servers
- Network Optimizations that should result in some performance gain on servers hosting games with many Smart Splitters built
- Updated all languages with the latest translations
- Updated language completion rates
- Bunch of consistency fixes
- Fixed some typos
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
- Using the following launch option should also work:
- -DisableSeasonalEvents
[ 2021-12-16 12:30:03 CET ] [ Original post ]
Hi Pioneers! Hello once again everybody, this is a new experimental patch for us to continue working on the Dedicated Servers, as always, if you are having issues with his patch consider moving to the Early Access (default) version instead. If the patch is working better or we introduced some new issues specific to it, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. Merry FICS*MAS!, Hope youre all having a fun time with the update, see you all again soon <3 DEDICATED SERVERS
- Improved stability of the packet router
- Improved CPU usage of the packet router
- Added a startup argument for disabling the packet router
- -DisablePacketRouting
- Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
- Using the following launch option should also work:
- -DisableSeasonalEvents
[ 2021-12-02 20:12:45 CET ] [ Original post ]
Hi Pioneers! Hello again everybody, just a few small FICS*MAS related fixes and a UI change to the Network Quality setting in the options menu. Regarding the Network Quality setting, a while back we increased the default settings for it, so if you are having issues connecting in Multiplayer, switching it back to Medium (Default), Or Increasing it to a higher value might solve those issues, so we suggest trying out the settings to see if it helps. If were forgetting about some important issue please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. Merry FICS*MAS!, Hope youre all having a fun time with the update, see you all again soon <3 BUG FIXES
- Some minor FICS*MAS related bug fixes
- Added a pop up when switching the Network Quality setting explaining that it requires a restart to be effective
- Updated the tooltip of the Network Quality setting explaining what it does
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
- Using the following launch option should also work:
- -DisableSeasonalEvents
[ 2021-12-02 20:09:44 CET ] [ Original post ]
Hi Pioneers! Heres a small patch with some more bug fixes and some FICS*MAS related fixes, hope they help! If we introduced any new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. PS: Early Access and Experimental have temporarily been brought back to parity again, but we will continue releasing Experimental patches to test new changes or features in the future that are too unstable for Early Access, so if you dont want to worry about unexpected issues you should switch to the Early Access (default) version. Merry FICS*MAS!, Thanks for enjoying our game <3 BUG FIXES
- Fixed a bug where Trains docked at a Train Station could reserve Path Signals when Saving and Loading
- Fixed a case where Trains approaching Train Stations with a Path Signal right after the station would reserve the same Path Signal over and over
- Fixed holograms having the proper position for Client but the wrong one for Host/Server in some situations
- Fixed M.A.M. research tree FICS*MAS Holiday Event not unlocking in some scenarios
- Fixed game breaking typo on the FICS*MAS Calendar UI
- Added a launch option that Disables FICS*MAS and any other Seasonal Events
- -DisableSeasonalEvents (This does the same thing as ticking Disable Seasonal Events in the main menu or FG.DisableSeasonalEvents 1 in console)
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
- Using the following launch option should also work:
- -DisableSeasonalEvents
[ 2021-12-01 20:13:46 CET ] [ Original post ]
[previewyoutube=fwCWXlw8cXo;full][/previewyoutube] Hi Pioneers! This December Holiday Content and Event were brought to you by the FICSIT Inc. internal marketing department. The in-game Event is available in both Early Access & Experimental versions of the game until Jan 18th, 2022! Any resemblance to external holidays, celebrations, events, traditions, historical or contemporary, and their products, is purely coincidental. Patch Notes Its that time of the year once again so FICS*MAS is returning with all of the old content and some of it new, what is in there you wonder? Well thats part of the fun as you have all of December to find out!, And if you dont want to you can also opt out by clicking on Main Menu > Options > Gameplay > Disable Seasonal events. You can get started with some of the FICS*MAS content by checking the FICS*MAS Calendar in the HUB and the M.A.M. FICS*MAS Holiday Event Research Tree. Some of this content will only be available after certain dates, so we strongly recommend not skipping ahead, you will not be able to get some of these rewards if you do so. However, If youre worried about missing out on content, dont worry, you can unlock all of the content retroactively after the dates have passed and will continue to be able to do so until January 18th 2022. We broke something? Everything is nice? Let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. PS: Early Access and Experimental have temporarily been brought back to parity again, but we will continue releasing Experimental patches to test new changes or features in the future that are too unstable for Early Access, so if you dont want to worry about unexpected issues you should switch to the Early Access (default) version. Merry FICS*MAS!, See you all again soon <3 NEW
- FICS*MAS is officially back!
- Check the FICS*MAS Calendar and the M.A.M. research tree FICS*MAS Holiday Event to get started
- Made it so when a game running on DX12 detects an incompatible Intel graphics card it will set the renderer to DX11 instead, this is to solve crashes on Start-up or Loading due to DX12 incompatibility.
- If you are on an Intel GPU and youre running the game completely fine in DX12, you can still force it by adding the following launch options:
- d3d12
- DX12
- Fixed issue where dismantling all the Stations listed in a Train timetable would make the timetable show Invalid Next Station until you rebuilt the Train setup
- Fixed a bug where pause time on Vehicle Automation was not reset when manually overridden
- Automated vehicles will stay docked until their inventory is empty if unloading cargo
- Changes to priority and replication periods for Conveyor base actors, Should help reduce initial loading when spawning in around conveyors
- Emotes can now be added to the Hotbar by holding the Emote Wheel key and pressing the desired Hotbar Slot key
- Moved positions of Cancel and Start/Stop Recording in the Vehicle Record Menu to avert accidental selections of Stop Recording
- Removed Snow Mittens/Snowball Pile
- Snowball is now considered alternative Nobelisk Ammo, Equip the Nobelisk Detonator and press G to Switch Ammo types
- Updated all languages with the latest translations
- Updated language completion rates
- A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... [And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
- To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server. (Save and Load from the Save Manager also works)
- FG.DisableSeasonalEvents 1
[ 2021-11-30 20:37:17 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Its time for Experimental to be reopened once again. We would like to remind everyone that Experimental is where we do some changes that might be too unstable to put in the Early Access (Default) version, So if you are having no issues with the game right now you might want switch to or stay in the Early Access version. Todays patch includes a potential fix for those who are crashing on startup on when loading a game due to DX12 incompatibilities after we made it the default renderer. It also includes the first of many of the active developments for Dedicated Servers so we can keep on improving them. Has this update fixed your issues when launching the game? Is the Dedicated Server change good? Did we introduce a bunch of new issues instead of fixing them? Please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. Hope you all have a great weekend and you get to enjoy more of Update 5, thanks for playing our game <3 RENDERER
- Made it so when a game running on DX12 detects an incompatible Intel graphics card it will set the renderer to DX11 instead, this is to solve crashes on Start-up or Loading due to DX12 incompatibility.
If you are on an Intel GPU and youre running the game completely fine in DX12, you can still force it by adding the following launch options:
- d3d12
- DX12
- Implemented a mechanism that routes all server packets through the query beacon, in effect reducing the number of ports that need to be open/forwarded to 1, simplifying setup.
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
[ 2021-11-26 16:44:41 CET ] [ Original post ]
Hey everyone! Hope you're enjoying Update 5 and everything with it! It's been amazing seeing all the builds that have been popping up everywhere! It's always nice to be reminded that no matter how much time we spend trying to make cool looking builds internally, we will never be as creative as our community! There's a few more hotfixes on the way and we're also prepping something fun coming soon so stay tuned for that! If you've enjoyed what we do then consider hitting us up with a nomination for the Steam Awards. Or don't, that's totally up to you! We'll appreciate you no matter what you do. That's it. Short and sweet. Stay awesome! /Snutter
[ 2021-11-26 16:32:56 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, We hope youre all having fun with the Update, Weve noticed some issues still so heres a small patch for you all. Some of you are experiencing some common issues (Like corrupted game files) and the solutions to them might have been missed on the last patch notes due to them being so massive, so please take a look over at the Known Issues section in this patch notes and hopefully that will help! If youre still having issues or if we are forgetting something important or we introduced new issues after this patch, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. Thanks for enjoying our game, see you soon <3 BUG FIXES
- Vehicle path arrows in UI now have the correct positions
- Fixed a possible exploit in Vehicle fuel calculations
- Fixed a bug where Trains colliding at low speed could spam particle effects, leading to poor performance and could cause the game to crash in some cases
- Made Vehicles take available fuel for as long as they are docked
- Fixed the fuel consumption metrics in the Truck Stations not accounting for pauses and docking times in the path time
- Fixed a bug where a vehicle might be blocked indefinitely when in long distance mode
- Tracks will now try to automatically re-connect when there is a connection where one side of the connection is lost, commonly a result from save game modifications
- Fixed a bug that made Clients spam poll the server, now we should poll much less
- Fixed some more issues with the Crash reporter integration
- A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files. You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files... And on Epic by clicking on the three dots (...) next to the title or at the right side, depending on your selected library view > Verify This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that. If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
[ 2021-11-25 16:14:50 CET ] [ Original post ]
[previewyoutube=3Y4vILmorZ0;full][/previewyoutube]
Update 5 is available now on the good ol' Early Access branch! We've been absolutely blown away with all the creative constructions that have been made by our community since we launched the update on the experimental branch and we're super stoked to finally bring it over the stable branch for more people to enjoy it!
Let's take a look at what's new in this update! If you're looking for the full details then check the patch notes at the end of this post!
Cosmetics
New Cosmetic Build Pieces
We love what you all have done with your factories with what little you had, but what if you had more? In Update 5 weve added new cosmetic buildings pieces and reworked existing ones: Beams, new Walls & Windows, more Pillars & Frames, the list goes on for a bit and you can find it in full in the detailed patch notes below. Weve also added new walkways and walkway stairs and one of the most requested features, Ramp Railings. All of this, in combination with the build system improvements, will significantly change what your factories can look like. We cant wait to see what you all will create with all of this!
Signs
Better late than never but were finally adding Signs to the game! Signs come in various sizes, and you can customize them using a selection of layouts, icons, display text, and backgrounds depending on the Sign. Signs can be placed by themselves on a height adjustable pole, or they can be snapped to Storage Containers, Walls, and even each other to create highly customized displays.
Materials
Weve added new Materials for Foundations and Walls, and the newly added Roofs come with several Materials as well. While we had FICSIT and Steel Walls before, this changes how these buildings are unlocked and used. For example, new shapes of Foundations are still unlocked in the AWESOME Shop, and initially they only come in the standard FICSIT Material. But unlocking a new Material for Foundations, which you also do in the AWESOME Shop, will allow you to apply that Material to any of the Foundations you have available. Once youve unlocked a new Material you just select it in the Customizer, click or hold and just paint away! Any material you select will only be applied to structures that are relevant. Its a safe and easy way to quickly change the look of your existing factories. You can also place build pieces with the material you want from the get-go. Simply select the material type you would like the buildable to have and build away! You can even bind the material type to your hotbar if youre on the go.
Colors
Colors are now right there in the customizer too, since it fully replaces the Color Gun. This means painting your factory also benefits from hold to paint addition, which will make coloring faster than ever! You can find all the standard FICSIT colors in there and create your own Swatches and save them. After that you can either select them from the Customizer or bind them to your hotbar.
Patterns
Arrows, lines, symbols and many more Patterns can now be painted onto Foundations with the Customizer! There is a total of 58 Patterns that can be unlocked in the AWESOME Shop which will help you create clearer layouts for your factory floors.
Build System Improvements
Satisfactorys build systems have received a major overhaul to make building factories and production setup faster and cleaner. These systems are a large part of Satisfactory and are applied to lots of different building interactions, so it can be difficult to have them perfect at Experimental launch. Were confident they will be very helpful in their current state but let us know if you have any feedback on our Q&A site!
Soft and Hard Clearance
Previously (almost) all buildings had a building clearance that prevented you from building them into each other. We changed that now with the introduction of Soft and Hard Clearance! Buildings with Hard Clearance are all buildings that have functionality such as Constructors, Assemblers, Power Poles, Splitter, the HUB, etc. They will function largely as before and cannot be built overlapping with each other. Buildings with Soft Clearance are cosmetic and structural buildables as well as Conveyor Belts and Pipes, and they can now be built overlapping with any other buildings to give you more freedom when designing and building your factories, either for cosmetic purposes or to make even more compact factory floors. Whether your build pieces clip through each other or not is entirely up to you and if this is something that bothers you, you will still be notified by the game when Soft Clearance clipping occurs via an on-screen build warning and a new hologram color signaling those buildings are overlapping.
Quick Switching
Another addition to the Build System is that weve improved the Quick Switching system when constructing buildings. Previously, when holding E while in the build mode, a radial menu would open and allow you to select other buildings of the same type as the building you were constructing. Now you can simply tap E to cycle through those selections quickly and swap between things such as different Foundation height, Conveyor Belt speed or machine types.
Zooping
If you are tired of building one foundation block at a time, I know I am, you can just switch build modes and zooooop! This will make building much faster as youre now able to place up to 10 build pieces at a time. Zooping can be used for Foundations, Walls and most of the cosmetic build pieces by just dragging them horizontally or vertically, but it isnt available for any buildings such as manufacturers and power generators.
The Customizer
Are you tired of using the overly simplistic Color Gun? Are you finding the process of setting the color for every single foundation or wall piece tedious? Wish there were more cosmetic options for foundations, walls and roofs? Introducing the Customizer, a new way of adjusting your Walls, Foundations, and Roofs! After it is unlocked with the AWESOME Shop in Tier 2 you can find it as a new tab in the Build Menu. It replaces the Color Guns coloring ability and any Wall, Foundation, and Roof materials as well as Foundation patterns can be found here after you unlock them in the AWESOME Shop.
Trains
Signaling System
Ever since we introduced trains to the game back in the day, weve been wanting to add a Signaling System and were finally doing it! There now are two types of Train Signals: Block Signals and Path Signals. While a single Train on its own Track will continue to function just fine, shared Track setups will require the use of Signals to function. Block Signals can be placed along the train tracks to create sections of a track that only one Train can occupy at a time. They are excellent at preventing your Trains from crashing into each other, but do not take different paths going through the same block into account, which can result in a deadlock between Trains coming from different directions. Path Signals are used to reserve a path through one or more blocks so you can create safe, collision free, multi-directional intersections. Tracks that are reserved via path signals will only free up again once the Train that they were reserved for has passed through.
Collision
If you dont make use of the signals your trains will now collide with each other and derail spectacularly depending on their speed! Fixing up the aftermath of a collision is easy; you just walk up to any part of a derailed Train and press E. Keep in mind that you will still have to add Signals or adjust how you built the Track in order to prevent future collisions!
Timetables
Theres also been an update to how the Timetables work. You can now create some basic logic for what your Train should do when it stops at any given station, so you might have a Train only stop for a limited time or wait until its fully loaded, and you can also control what resources it should load or unload. This will open many options for customizing Train routes further.
Vehicle Improvements
Automation System Changes
Theres been a huge update to automated vehicle pathing and the systems surrounding it. Previously, automated vehicles would drive blindly at their next waypoint without considering where they would be going next. Now vehicles will take upcoming waypoints into consideration when driving, making their pathing much more reliable. Weve also introduced a basic obstacle avoidance system to handle cases where vehicles might run into something in their path, vehicles wont completely recalculate their route, but they will do their best to get going again. And in the cases where vehicles do get completely stuck then as a last resort, vehicle ghosting will make sure that vehicles stay on track.
Vehicle Paths
Weve added the ability to save and load recorded vehicle paths between Vehicles of the same type. That means if you save a route for example in a Tractor, you will be able to load that route into another Tractor to scale up throughput without re-recording that whole route. Another change is that a route now needs to be a closed loop, so it starts and ends at the same point. To make that clearer we changed the first node in a path to be easily recognizable.
Truck Stations
Truck Stations now have a new model and another Input and Output slot so the throughput has doubled. Also fuel consumption in Truck Stations is now a lot smarter as Vehicles will only take the amount of fuel needed to complete a full loop. Weve updated the UI for Truck Stations with additional information such as average fuel consumption and delivery throughput to make integrating them into your factories easier. And by the way, you can paint vehicles now! Even the Factory Cart!
Map Updates
Northern Forest
This area gotten a major facelift in Update 5. There have been some reworks regarding lighting and fog, very minor changes in the landscape, but the foliage has changed significantly. If youve built something in Northern Forest expect some trees and bushes stick up in your factories, but thats nothing your trusty old Chainsaw or some Nobelisks cant fix.
Dune Desert
Four new landmarks have been added, the northern cliff wall has gotten a lot of love and some additional smaller set dressing has been done. No major changes that should impact your factories, but some sweet improvements to this area. We havent made any changes to the Resource Nodes there so they will all still be in the same place
Caves
Youre also going to see a change to some of the caves in the game, which have a much richer and more mystical vibe to them now. Only a few caves have changed in Update 5, but the goal is to give this kind of treatment to more caves in the game moving forward.
New Factory Music
Weve added some new music for the factory playlist as well. There is a total of 5 new intermission and 3 new full-length tracks. Theyre great additions to the soundscape of Satisfactory, so keep your ears peeled while trying out all the new building options and let us know what you think!
Dedicated Servers
Were finally releasing an Experimental version of Dedicated Server support! And when we say Experimental, we mean EXPERIMENTAL. While we have been able to run them successfully and fix a lot of bugs, we expect more issues to appear as you all start using Dedicated Servers. You can help us getting the Dedicated Servers more stable by trying them out and sending us your feedback. You can find information on Dedicated Servers and setting them up on the wiki: https://satisfactory.fandom.com/wiki/Dedicated_Servers
Detailed Patch Notes
New Content
SIGNS
- Sign displays can be modified with Layouts, Icons, Text, Colour, Brightness, Surface, and Backgrounds
- Signs can be placed freely, or snapped to Walls, other Signs, Storage Container, and a small selection of other buildings
- The height of the Sign support can be adjusted by looking up or down
- Signs are available in the AWESOME Shop and come in different sizes:
- 3 Label Signs: 2m, 3m, and 4m
- 3 Square Signs: 0.5m, 1m, and 2m
- Display Sign
- Portrait Sign
- Small Billboard
- Large Billboard
- The Customizer is a new main tab in the Build Menu. The standard Build Menu tab is now named Builder
- Press X to open by default
- While in the Build Menu, pressing Q/X will swap between the Builder and Customizer tabs
- Unlockable in Tier 2, Resource Sink Bonus Program, together with the AWESOME Shop and Colour Cartridges
- Materials and Patterns can be purchased in the new Customizer section of the AWESOME Shop
- Materials, Colours and Patterns can be selected from the Customizer menu, they can also be placed on the Hotbar for quick access
- Selecting a Material, Colour, or Pattern allows them to be applied to a valid building, and the input can be held down for continuous application
- Materials are available for Walls, Foundations (including Ramps), and Roofs:
- 3 Wall Materials: FICSIT, Concrete, and Steel
- 5 Foundation Materials: FICSIT, Concrete, Grip Metal, Coated and Asphalt
- 4 Roof Materials: FICSIT, Tar, Steel, and Glass
- Patterns can be painted on any building in the Foundation category of the Build Menu.
- Patterns use the Secondary Colour slot of the Swatch applied to their Foundation.
- There are a total of 58 different Patterns available in the following bundles:
- Arrow Patterns
- Number Patterns
- Factory Zone Patterns
- Transportation Icon Patterns
- Factory Icon Patterns
- Pathway Patterns
- Solid Line Patterns
- Dotted Line Patterns
- The Colour section now features Default swatches for Factory, Pipes, FICSIT Foundations, and Concrete Walls & Foundations
- Beams
- Metal Beam
- Painted Beam
- Beam Connectors
- Beam Support
- Tilted walls
- 2 Tilted Walls: 4m and 8m
- 2 Tilted Corner Walls: 4m and 8m
- New Windows
- Hex Frame Window
- Full Frame Window
- New Frame Types
- Frame Ramp
- Inverted Frame Ramp
- Frame Wall
- Frame Floor
- New and reworked Pillars
- Reworked Metal Pillars and Big Pillar Support
- Removed the Pillar Top. The Pillar Support now covers both the Base and Top case
- Small Metal Pillar and Small Pillar Support
- Small and Big Frame Pillar
- Small and Big Concrete Pillar
- Automated Gate
- Automatically opens and closes
- Door rework
- Now have actual doors in the frame that automatically open and close, and can be configured to different states
- Ramp Walls
- 1-, 2-, 4-, and 8-meter Ramp Walls
- 1-, 2-, 4-, and 8-meter Inverted Ramp Walls
- 1-meter Wall
- Roofs
- Flat, 1-, 2-, and 4-meter versions
- New Railings
- Angle automatically when snapped to Ramps
- New Catwalks
- Straight, Corner, T-Crossing, Crossing, Ramp, and Stairs.
- First iteration of our Dedicated Server support (Still Experimental)
- How to setup dedicated servers: https://satisfactory.fandom.com/wiki/Dedicated_Servers
- Added 7 new emotes:
- Facepalm
- Rock
- Paper
- Scissors
- Point
- Wave
- Heart
Content Changes
BUILD SYSTEM
- Zooping
- You can now switch to the Zooping Build Mode by Tapping R to switch between build modes or by Holding R to bring up the selection wheel, this will allow you to build up to 10 pieces in any of the four cardinal directions.
- Theres also a Vertical mode which is useful for certain buildings like foundations to build them on top of each other instead of in a direction.
- Soft and Hard Clearance
- Buildings with functionality such as Constructors, Assemblers, Power Poles, Splitters, The HUB and others will have Hard Clearance, meaning they cannot be built on top or across each other
- Cosmetic buildings, Conveyor Belts and Pipes will have Soft Clearance, meaning they can be built on top or across themselves or any building, but will show a Overlapping others clearance, clipping may occur message
- Quick Switching
- You can now tap E to cycle between the available Quick Switch selections, You can still hold E to get the radial menu instead
- Foundations can now be rotated in 45 degree increments and you can hold CTRL to fine tune in even more angles
- You can now press A or D to choose between rails on an intersection while driving a Locomotive.
- Block Signals have been added
- Path Signals have been added
- Trains will now collide with each other and can be re-railed by pressing E
- Timetables have been reworked
- You can now assign some basic logic for what your Trains should do when they stop at a station
- Train Station Visuals have been updated
- New visuals for the Train Switches
- Vehicles can now be painted
- Updated Truck visuals
- Updated Truck Station visuals
- Vehicle recording is now completed by driving back to the first created node
- Vehicle self-driving AI overhaul, will now consider more than just the next waypoint and avoid obstacles when moving to their destination
- A queue system between self-driving vehicles has been added so they don't run into each other at Truck Stations and on their routes
- Vehicle self-driving path behaviour has also been overhauled
- Vehicles will now try to unstuck themselves as a last resort, ensuring that they get back on their route
- You can now Save and Load recorded vehicle paths for vehicles of the same type
- Additional Input and Output slots have been added to the Truck Station
- Vehicles will now only take the proper amount of fuel from a Truck Station that is needed to complete a full trip and they will not run out of fuel even when getting stuck or lost
- Truck Station UI has been updated to show average fuel consumption and delivery throughput
- Saved Vehicle Paths can be previewed in the Map while on the Load Path Vehicle Menu
- The Colour Gun has been removed from the game
- The Flower Petals MAM Research tree has been removed from the game
- Colouring now no longer requires Colour Cartridges but is instead free, so no more Flower Petal grinding just to colour the factory
- Instead, Patterns use the Colour Cartridges
- The Pattern Removal option refunds the Colour Cartridges when used to remove a Pattern
- AWESOME Shop Schematics now use dependencies, which means that they are not available for purchase until the player has unlocked the right ingredients
- I.E. The Steel Wall Material wont show up in the Shop until Basic Steel Production has been unlocked
- This applies for a bunch of items, such as Signs, Lights and many aesthetic build pieces and Materials that use more advanced resources, the common ones being Quartz Crystals, Quickwire, Silica and Steel Beams
- Signs require Quartz Crystals
- Also note that the Crystal Oscillator and Advanced Steel Production need to be unlocked to be able to unlock the Billboards
- Colour Cartridges have now been moved to Tier 2 under the Resource Sink Bonus Program milestone, together with the AWESOME Shop and Customizer
- Glass Foundation has been renamed to Glass Frame Foundation, and was moved to the Architecture > Frames category
- Updated the fall off, dispersion, and projectile curve of the Rebar Gun and Rifle
- Added new Category to the Build Menu titled Architecture and the following building types have been added to it
- Frames
- Roofs
- Beams
- Pillars
- Attachments
- Catwalks
- Walkways
- Reorganized the AWESOME Shop with the new Architecture and Customizer categories.
- Building Cost changes:
- Lights now require Quickwire and no longer require Quartz Crystals
- Lights Control Panel now requires AI Limiters and no longer requires Quartz Crystals
- The Customizer Material partially determines the build cost for Walls, Foundations, and Roofs.
- This cost is always 2 pieces of the part used by the specific Material
- Changing Material refunds the cost of the previous Material
- Foundation and Ramp cost has been changed to the consistent cost of 5 Concrete + Material Cost
- Wall cost (excluding Windows) has been changed to the consistent cost of 2 Concrete + Material Cost
- Windows now require Silica
- Roofs cost 3 Concrete + Material Cost
- Colouring no longer requires Colour Cartridges and is instead now free to use
- Patterns always cost 1 Colour Cartridge
- Using Pattern Removal refunds the Colour Cartridge
- Frames now cost Steel Beams
- Big Metal Pillar now costs 3 Concrete and 2 Iron Plates instead of 6 Concrete
- Big Pillar Support now costs 5 Concrete instead of 6
- Glass Frame Foundation now costs 2 Steel Beams and 5 Concrete
- Some AWESOME Shop unlocks have receive a slight change in their Coupon cost
- Increased Silica max stack size from 100 to 200, Updated Silica description
- Increased the amount of wood that is obtained from chainsawing pine trees in Northern Forest
- Added two new variants for the Storage Box:
- Medical Storage Box
- Hazard Storage Box
- Conveyor Lift Floor Holes. Can be snapped to Foundations to allow Conveyor Lifts to pass through them
- Hyper Tube Floor Holes. Can be snapped to Foundations to allow Hyper Tubes to pass through them
- Pipeline Floor Holes. Can be snapped to Foundations to allow Pipelines to pass through them
- Updated mesh and textures for the Build Gun
- Updated textures on Pipeline Pumps
- Northern Forest
- Major overhaul of foliage
- Reworks to lighting and fog
- Minor landscape changes
- Dune Desert
- Added 4 new landmarks
- Added a crater
- Polished the northern cliff wall
- Caves
- Major overhaul for a few caves
- Added 8 music tracks to the Factory playlist (only plays around factory buildings)
- 5 new intermission tracks (around 2 minutes each)
- 3 new full-length tracks (7-8 minutes each)
- Updated keybinding information across all HUDs
- Updated existing icons across all UI
- Truck Station UI has been updated
- Train UI has been updated
- Vehicle Station UI has been updated
- Vehicle self-driving menu has been updated
- Reworked Fluid/Pipes UI
- Lots of optimisations across the board for all the UI
- Minor adjustments to naming and descriptions in the Build Menu
- Hotbar now shows numbers from 1 to 0 since theres no 10 on a keyboard
- Overhauled Programmable Splitter and Smart Splitter UI
- Game progression is now shown on the HUD near the top right, can be turned off in the Options Menu
- Text under Icons in Radial Menus is now hidden by default, can be turned on in the Options Menu
- News feed (Main Menu) background is now darker and semi transparent for better readability
- Removed Delete Path option from the Vehicle wheel as you can now use Cancel Recording does the same thing
- Color and textures of the Power Slugs have been updated to me more easily distinguishable
- Green Power Slugs are now Blue Power Slugs
- Tapping E now allows for Quick Switching of buildables within the same category, holding E opens a radial menu.
- You can now lock your FPS to a specific number in the Options menu
- You can now manually and individually adjust the volume of every Factory Building and player Equipment to your liking
- While in Mass Dismantle mode, holding Mouse Button 4 (side button) will only keep either the most common, or the first, building type selected for dismantle
- This makes it easier to exclude accidental selections while Mass Dismantling a specific type of building
- Hotbars can now be switched while having the Build Gun out
- Walkways can now snap to Walls
- Shortcuts in the bottom right of the HUD have been updated to show all common actions
- Some default shortcuts have been changed:
- Default Flashlight keybinding is now B
- Default Map keybinding is now M
- Default Codex keybinding is now O
- Added an option to disable Mouse Smoothing in the Options menu
- Vehicles can now be sampled the same way buildings can with the build gun/dismantle gun
- You can know hold CTRL when hovering over wall with a different buildable of the same category to replace it instead of snap to it (i.E. Aiming at a Wall while having a Window out will usually snap to it, but holding CTRL will place it in the same spot as the wall instead)
- Conveyor Lifts now have an alternate build mode titled Reversed which reverses the direction of the belt for the Input/Output
- You can now de-select buildings youve selected with Mass Dismantling by aiming at the specific building and tapping CTRL
- You can now individually change the colours for all holograms in the Options menu. (Hologram, Dismantle, Hard Clearance, Soft Clearance)
- Changed so the snap guidelines always appear (The Green line to align to inputs/outputs)
- Shopping List colours are now clearer to distinguish
- Implemented a generic world grid alignment for Foundations by holding CTRL when placing them
- Walls can now be rotated when upgrading them
- Added Misophonia Mode under Audio Options, this will replace munching sounds with sounds not generated or connected to human interactions
- Quite significantly increased network scalability options. This should help with excessive load times on larger saves and for players who have never modified their network settings. (Gameplay > Network Quality)
- Improved feedback when purchasing an item on the AWESOME Shop
- Made DX12 the default graphics renderer. When not supported the game should still default to DX11. Options Menu might show DX12 as selected even though DX11 is the one active in these cases. (Known Bug, will be changed soon)
- Vulkan now available again as experimental renderer in the options menu
- Updates to a lot of LODs
- All walls and foundations are now more optimised
- Conveyor renderer optimisations
- Factory tick optimisations
- Updated all languages with the latest translations
- Updated language completion rates
- Fixed a bunch of text issues, typos, and inconsistencies
- Updated language completion rates in the language menu selection
- Changed the Arabic font to a more readable one
- Fixed a bunch of typos, spaces, and a bunch of inconsistencies
- Restructured formatting patterns to avoid excessive text optimisation, also using more complete phrases to make things easier to translate
- Fixed vehicles disappearing under the world
- Vehicles that have disappeared under the world but were still visible on the map have been brought back
- Blade Runners and the Medicinal Inhaler now display properly when equipped in all FOVs
- Many changes to the snapping for both holograms and buildings (Let us know if something doesnt work anymore or worked better in the past)
- Fixed Clearance boxes getting stuck when exiting the Build Gun after having used Quick Switch
- Fixed up storage boxes in vehicles not being interactable sometimes
- Fixed a bunch of text and localization-related bugs
- If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
- d3d11
- DX11
- d3d12
- DX12
- vulkan
- Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
- Go to the Server Install folder
- Open Engine.ini
- Add the following:
- [CrashReportClient]
- bImplicitSend=False
- Save changes and restart the Server
[ 2021-11-23 17:01:52 CET ] [ Original post ]
Hi Pioneers! Hello again everyone, Just a quick round of fixes for you all some of these issues are pretty high impact for you so we hope this makes things better for you all :) As always, for any issues new or old please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day. See you again very very very soon, Youre all awesome <3 BUG FIXES
- Fixed Wires being completely stretched in certain scenarios
- Vehicles now try to stop ghosting as soon as possible when blocked
- Fixed a calculation error when fuel is added manually
- Added some preventions for Trains falling out of the world when derailing
- Fixed an issue with the Crash Reporter not working as intended for the Main game (not Server) after the last update
- Directional arrows for the Vehicle in the Map preview when loading a Vehicle Path are now displayed from the centre of the Vehicle
- Fixed Double Ramp Asphalt Icons
- Added a tooltip for insufficient fuel
- Reduced Train Switch size
- Found an issue where threading was forced to be disabled for dedicated servers in some scenarios. Fixed it so now we should actually make use of multiple CPU cores
- Added tick rate information on the Server Status UI Menu
- Production Lights for all buildings should now be working again
- Updated all languages with the latest translations and published new content for translation
- Updated language completion rates in the language menu selection
[ 2021-11-23 13:12:03 CET ] [ Original post ]
- Satisfactory Depot - Linux [14.8 G]
Construct
Conquer nature by building massive factories across the land. Expand wherever and however you want. The planet is filled with valuable natural resources just waiting to be utilized. As an employee of FICSIT it’s your duty to make sure they come to good use.Automate
Construct your factories with gracious perfection or build intricate webs of conveyor belts to supply all your needs. Automate trucks and trains to reach your faraway outposts and be sure to handle liquids properly by transporting them in pipes. It’s all about minimizing manual labour!Explore & Exploit
Venture on expeditions to search for new materials and be sure to put everything to good use. Nature is yours to harvest! You have vehicles, jetpacks, jump pads and more at your disposal to make the exploration easier. Equip the proper safety gear as well, just in case you run into the local wildlife.FEATURES
• Open World: Explore the huge (30km2) alien planet that is Massage-2(AB)b with its unique fauna and creatures.• Co-Op: Build a factory yourself or share the joy with your friends. Up to you!
• Factory Building: Experience building a huge factory from a first-person perspective. Automate and optimize it to perfection for your personal satisfaction.
• Customization: Customize your factory to your own liking. Build at high altitudes or over wide plains, there is almost no limits in the making of your tailor-made factory.
• Vehicles: Travel the world with class. Use jump pads, factory carts, jetpacks, hypertubes, trucks or trains. The choice is yours!
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