Hello again everyone! The wait for 1.1 to reach the stable version is finally over and you can now start downloading and enjoy the 1.1 Update and all of its new features!
It’s no exaggeration to say this update includes more than a year worth of work from both our team and our partner Fishlabs ( https://fishlabs.de ) who have been working on the preparation for the Console versions as well as Controller Support with our blessing and collaboration, which is now available on PC as well
As usual, our patch notes are pretty long this time around as well, so grab a snack and get comfy reading while you wait for the download to finish
Special thanks for all of you who were part of Experimental and provided us with all your excellent feedback so we could polish up the Update as best as we could <3
New features:
Controller support
We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported
To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply
And if you’re playing on a Steam Deck, you will be happy to know that the game will recognize you’re running Steam OS and will default to Controller so things should work out of the box now
Photo Mode
There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings
Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer
There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios
You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around
Crash Site Dismantling
You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so
Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything
Personnel Elevator
To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator
Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design
You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads
Advanced Game Settings
No Fuel setting
The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles
Trains
Buffer Stops
We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work
To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through.
Quality Of Life
Left-handed Path and Block Signals
Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active
Railways rework
Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever
Hide HUD on Vehicles
Photo Mode does not support vehicles for now, but in the meantime you can still get some nice screenshots with the new option to hide all HUD while riding a vehicle
Buildings
Logistics
Conveyor Wall Hole
New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization. A big improvement compared to the existing Conveyor walls with a fixed placement for connections
Conveyor Lifts - Splitter and Merger support
The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds
Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds
Priority Merger
This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first
There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully
Conveyor Throughput Monitor
A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results
You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory
Quality Of Life
Pipeline Build Modes
Straight
After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement
Curved
Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup
Transport
Hypertubes
Hypertube Junctions
Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support
Once placed, it allows you to connect a hypertube to its 3 different paths
When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through
Hypertube Branch
Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape
Useful for connecting existing hypertube networks to newly built ones
It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction
Architecture
New Architectural Pieces
There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop
New Beams:
H-Beam
Shelf Beam
Round Concrete Beam
Braided Cable (it’s a beam)
Braided Cable Cluster (it’s also a beam)
New Misc.:
Roll-Up Gate (FICSIT, Concrete, Steel)
Road Barrier Corner
Basic Shelf Unit
Large Vent
Large Fan
Quality Of Life
Automatic connections of Conveyor, Pipes and Railways in Blueprints
There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out
When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram
Flashlight now works while inside Hypertubes
Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility
Drone movement and pathing improvements
Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes
Conveyor poles and Pipeline supports now have soft clearance
This will help adjust the placement even more in limited spaces as they can now overlap with other buildables
Nudging can now be done vertically as well
Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down
Removed max distance limit on Nudging
You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging
Visual Improvements
Falling Trees
Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects
Spore & Gas Pillar VFX
Spore and Gas Pillar visual effects have gotten an overhaul to improve their look
Explosive Rebar and Nobelisk VFX
Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well
Power Slugs VFX
Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards
Audio Improvements
Dynamic occlusion system for foundations and walls
Factory sounds will now be occluded and muffled if they are behind walls or other obstacles Different buildings will also change the way the sounds occlude, for example glass or metal.
Audio indoor detection system and local acoustic context
Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well
Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.
Voice Chat Attenuation
Now has different strength levels adjustable in settings Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies
Narrative
We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions
Localisation
With 1.1, we have also updated all the translations for both our official and community translated languages
For this update, Ukrainian has also now been added as an officially translated language, Thanks to our friends at UnlocTeam for the Ukrainian localization!
Modding
Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager
Dedicated Server - Port Forwarding Updates
If you Host a dedicated server, you should read the next block as many new improvements have been added to allow for extra flexibility since the last update
We have updated the Port Allocation Strategy in Reliable Messaging
New features:
Explicit Port Configuration
A new -ReliablePort= command-line parameter allows explicit port selection.
The value must be an integer between 0 and 65535.
If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.
Default and Configurable Port Ranges
The following settings in Engine.ini control port allocation:
The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength).
By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.
[h3]Client Awareness & NAT Handling Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this. To address this, the server now communicates the listening port to clients during the initial handshake. If external port remapping is used, the server must be aware of the external port via: The ExternalPortRangeBegin config setting (for remapped ranges). The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).
Server Host Requirements (TL;DR) If hosting a single server, port 8888 TCP must be open by default. If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open. The server will attempt up to 512 ports before failing (configurable). If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect. Logging is in place to help server maintainers verify the allocated ports.
Bug Fixes
There are many bugfixes that we could not properly do during 1.0 which were tested in experimental and will now carry over to 1.1
Some of the most important ones include, we did some major improvements to our Foliage Replication system, Lightweight Buildables system and Customizer, which you can read in further detail over here:
But even if you don’t, you should notice some significant performance improvements if you’ve had a big save over the years as well as a smoother multiplayer experience
We have been working hard on stabilizing the update through our Experimental release, but as always, if we forgot about something or if you’re encountering something we didn’t see before, please let us know over at our QA site https://questions.satisfactorygame.com/ We read your posts every day
Thank you for reading all the way until here, we really appreciate everyone's continued support over the years, hope you all enjoy the update
1.1 Experimental Update v1.1.0.6
Hi Pioneers!
Hello again everyone, Here’s a small patch in preparation for tomorrow’s official release for 1.1 with some fixes we really wanted to get in as well as the latest community translations
If you happen to encounter any new issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day
See you all again tomorrow <3
BUG FIXES
Fixed Invert Mouse look not working properly for KBM and Controller from the previous patch
Fixed Camera shake from the Intro carrying over if the Intro was skipped
Fixed Blueprints exiting Nudge Mode when confirming auto connections
Fixed Blueprint auto connections not appearing for connections behind the Blueprint
Fixed Blueprint auto connections incorrectly confirming connections that aren’t valid (Without the link icon in the hologram)
Potential fixes for multiple ReliableMessaging related crashes
Fixed the Chainsaw mode selection wheel being missing and the modes not working properly
Fixed being unable to search in the Drone Port destination list
CONTROLLER
Fixed being unable to close the UI after doing a search with no results and moving to the cost (Right thumbstick click) part of the UI
LOCALISATION
Updated community translated languages with the latest translations
Updated language completion rates
Weekend Deal - 30% Off!
Satisfactory is on discount at 30% off until the 12th of June! 17:00 UTC / 12:00 CDT
And if you didn't know already, the new 1.1 Update is officially releasing next week on the 10th of June!
If you would like to know what is (and what isn't) coming with 1.1 be sure to check out our video on it:
1.1 Experimental Update v1.1.0.5
Hi Pioneers!
Hello again everyone, In case you missed the announcement video, 1.1 is soon leaving experimental so everyone will be able to try out the new content on the 10th of June
In the meantime, here’s another patch as we get ready to prepare for the official release
If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues
If there’s some major issues you’re having that you think we should definitely address before release, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day
And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual
See you all again soon <3
BUG FIXES
Fixed a bug where Splitters/Mergers could be sampled in order to teleport items across long distances without requiring to build belts in-between
Fixed an issue where the Personnel Elevator songs could not be changed while in Multiplayer
Potential crash fix for Shader related issue when closing the game
Fixed a crash on very old saves after the Reversed Lift fixes
Potential crash fix for cutting down trees with the Chainsaw
Fixed Personnel Elevator audio playing without power
Fixed Personnel Elevator audio lingering after dismantling
Fixed Splitter/Merger attached to ends of Conveyor Lifts not working when placed as part of a blueprint
Fixed build effect on Train Signals becoming stuck permanently by disallowing upgrading of Signals for now
Fixed Personnel Elevator entrance being built incorrectly when building one from top to bottom
Fixed Personnel Elevator music not syncing in Multiplayer
Fixed Signs being non-interactable when snapped to a Foundry
Fixed Blueprints not syncing correctly between players in Multiplayer
CONTROLLER
Fixed an issue with the Login Button for Epic Account not being correctly focused when using a controller
Fixed loss of focus when using Advanced Game Settings to Give Item after using the search function
Fixed Camera axis inversion having incorrect values when using a controller
Fixed Controller navigation not being focused on the Crash Site slot
Fixed options being affected by the thumbstick when not highlighted
Fixed text fields not allowing new text on Signs, Text is now fully selected when editing Signs for easier deletion
Added button prompts in UI for Copy Paste Settings on Extractors
Fixed inconsistencies when entering menus with DPAD Right and Thumbstick Right
UI
Improvements to text in the options menu
Re-arranged the new Accessibility menu
Fixed unintentional duplicate entries in the Options Menu
CONTROLLER QOL
Added a new setting “KBM Switch on Controller Disconnection” which will automatically switch the configuration back to Keyboard and Mouse when a Controller is disconnected or cannot be found
Added new “Hold to Zipline” option to toggle under Options > Controls > General
Added a button tooltip to know how to add a custom value in the Options menu entry fields
Space Elevator required items can now be looked up in the codex by selecting them and pressing Left Thumbstick Click
AUDIO
Tweaked ElevADA Voice Over behavior to make it feel more diegetic and more integrated into the world as the audio should now feel as if it is coming from the speaker in the Personnel Elevator
LOCALISATION
Updated community translated languages with the latest translations
Updated language completion rates
Fixed several bugs related to missing string tables and localisation issues
1.1 Experimental Update v1.1.0.4
Hi Pioneers!
Hello again everyone, It’s been a while since the last update which means there’s a lot of new fixes coming up
Some highlights are fixes to the Conveyor Throughput Monitor breaking in some scenarios, lots of controller bug fixes and some QOL like the ability to Nudge the Personnel Elevator and the Conveyor Wall Hole, Some improvements to our Steam Deck support and Ukrainian is now an officially supported language!
If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues
If we introduced any new issues or there’s anything that you would really like us to address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day
And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual
See you all again soon <3
BUG FIXES
Fixed automatic blueprint connections not copying customizations applied to the building they are connecting to
Fixed items on Conveyor belts visuals displaying incorrectly (Showing up in front of the exit instead of coming out of it) when attached to Conveyor Lifts that were built in reversed Conveyor Lifts mode
Please note that Reversed Conveyor Lifts that are affected by this will have to be rebuilt in order to fix this, the issue is visual only however as it does not affect production of items
Fixed Conveyor Throughput Monitors displaying as 0 items/min after moving too far away from them in some scenarios
Fixed Conveyor Throughput Monitors displaying 0 items/min after using a Splitter or Merger on the belt they are connected to
Fixed Conveyor Throughput Monitors disappearing when saving and loading in some scenarios
Upgrading/Downgrading Conveyor belts will now cause the Conveyor Throughput Monitors to be dismantled and refunded, so they have to be rebuilt after
Fixed a bug where Slide Jump height boost was always applied when jumping, even when not performing a Slide Jump
Fixed Pioneers falling through the world when Saving/Loading inside a moving Personnel Elevator
Fixed Helmets not displaying properly after using any customization
Fixed Power connection being offset in the Fuel Generator
Potential fixes for crashes related to Building Railways and Train Stations/Platforms in multiplayer
Fixed being unable to through Conveyor Walls
Fixed a bug where Compass Icons would turn grey after using Decoupled Camera
QOL
Personnel Elevator now supports Nudging
Conveyor Wall Hole now supports Nudging
NARRATIVE
Removed ADA commentary during regular building (Set to play every ~30 mins) due to community feedback
VFX
Added Distance Field Collisions for the Smelter and Foundry Smoke when using High or Ultra VFX Quality in the Video Options menu
CONTROLLER
Controller should now default to the native controller implementation instead of Steam Input by default
If Steam Input is necessary it can still be overridden by clicking on Library > Satisfactory > Properties > Controller > Override for Satisfactory > Enable Steam Input
Please note that this mostly concerns PC, as on Steam Deck Steam Input is enabled by default
You can now Hide the HUD while riding a vehicle with LB/L1
Fixed Button prompts overlapping in the Character Customization HUD
When toggling Show Dolly Settings in Photo Mode, you now will return to the previously highlighted option in the Settings Menu instead of the top
Fixed not being able to properly move items within your inventory while using the Resource Sink
Fixed situations where holding Interact to close a menu would trigger the interaction of the object in view instead
You can now wipe the To-Do List by holding Y/Triangle in the To-Do List Menu
Added scrollbar to the Train Station UI
Fixed the Button Hints disappearing when putting down the Boombox and picking it back up
Fixed haptics from Host applying to other player’s controllers while using Equipment in Multiplayer.
Fixed Radial Hotbar for Buildables flickering if Dismantle is held at the same time
Fixed audio outputting from the DualSense™ speaker after reloading the game while having headphones connected
Changed picking up the Golf Cart to Holding the interact button instead of tap
Fixed focus loss issues when deleting Blueprints
STEAM DECK
Improved Controller support experience by making the default selection to be Controller when launching from a Steam deck
Changed default Steam controller Configuration to be Gamepad with Camera Controls instead of Mouse and Keyboard
If you have previously changed your default Controller configuration and are running into issues or would like to try the default controls, You will need to switch to the default suggested config (Gamepad with Camera Controls)
MODDING
Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager
DEDICATED SERVER
Fixed infinite loading screen after server save/load cycle on Linux Dedicated Server
Potential fixes for Crashes when reloading a Save while the server is running and there are clients in the session
LOCALIZATION
Added Ukrainian language as one of our official languages. Thanks to our friends at UnlocTeam for the Ukrainian localization!
Updated community translated languages with the latest translations
Updated language completion rates
1.1 Experimental Update v1.1.0.3
Hi Pioneers!
Hello again everyone, we wanted to address some of the more important issues we’ve heard from you all before we go on a long weekend from our office in Sweden (Easter holidays), so here’s a small but hopefully helpful patch
If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues
If we introduced any new issues or there’s anything that you would really like us to address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts as soon as we’re all back!
And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual
See you all again soon <3
BUG FIXES
Fixed a memory leak that would lead to an Object Limit related crash when playing for prolonged amounts of time
Fixed Radar Tower UI not appearing at all when interacting with it
Fixed Blueprint Auto Connect alignment so it also considers height differences between connections
MODDING
Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager
LOCALIZATION
Updated community translated languages with the latest translations
Updated language completion rates
1.1 Experimental Update v1.1.0.2
Hi Pioneers!
Hello again everyone, Today we have a big patch containing a lot of fixes that we have been preparing since release, this patch should hopefully improve the 1.1 experience for everyone
If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues
Given the amount of changes, there might be some new issues so please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day
And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual
See you all again soon <3
BUG FIXES
Fixed issues where mouse clicks in Photo Mode would trigger equipment in hand
Potential fix for scenarios where Blueprint Auto connections would sometimes not work in Multiplayer
Potential fix for issues with the vertical movement for the Decoupled Camera in Photo Mode
Fix crash for Clients in multiplayer when Host is using Sign holograms
Fixed issue where Hard Drive list in MAM would not activate its scroll box, making it impossible to select or research Hard Drives if the list was too long
Fixed snapping issue when snapping a Railway to a Buffer Stop
Fixed issue where MAM buttons would be “sticky” so their hover over menu would continue displaying and only close when you stopped hovering on them or hovered in another Category with the Mouse
Fixed new buildables not appearing in the Icon Library
Fixed bug where blueprint auto connection were playing a lot of snapping sound effects when auto connecting to an open-ended Railway junction
Fixed holograms not being able to be nudged when snapped to attachment points
Fixed snapping points in the bottom part of the Basic Shelf Unit
Fixed train tracks being able to be branched and create switches from the end of a Train Station or Freight Platform which would result in issues
Fixed issues when snapping the Personnel Elevator in Foundations
Fixed Photo Mode Poses and Pioneer Positioning Nudge affecting Vehicles and Hypertubes
Fixed Photo mode reset button not properly resetting Nudge and Rotation in some scenarios
Fixed issue where while in Dolly Mode and having Blend Camera ON the Zoom would move in steps instead of smoothly
Fixed bug where the front attachment point of Beams was moved to the back
Fix for Crash when joining as client while host has a Hologram active and protection against crashes like this in the future
Fixed bug where hostile creatures would lose hostility when using Photo Mode and entering the Decoupled Camera
Fixed rotation inconsistencies when building Conveyor Lifts
Fixed Train collision notice audio not playing
Fixed crash related to Splitter and Mergers in some scenarios
Fixed crash when loading a save caused by Railway Switches
Fixed incorrect player name tag in multiplayer when entering Decoupled Camera
Fixed Reversed Conveyor Lifts not splitting
Fixed Crash Sites respawning after being dismantled
Fixed visual artifacts on the Input/Output after dismantling a Splitter/Merger attached to a Conveyor Lift that is attached to a Floor hole
QUALITY OF LIFE
Increased distance for Blueprint Auto Connection Detection from 10m to 16m (2 foundations)
Blueprint auto connections for Pipes and Belts now detect connections that are on top of themselves (Just like train tracks)
Blueprint auto connections now prioritize the connection that is most aligned with themselves, instead of the closest connection
Added a new option to Hide HUD while inside of all Vehicles by pressing T on keyboard
PHOTO MODE
Improved UX by greying out options based on context
Moved Saturation, Contrast and Tint to affect the final image instead of being in the middle of the colour correction stack to provide a more intuitive and predictable experience
Reworked Tinting function to allow it to go through the whole colour spectrum
Added Tint Intensity Slider
Increased Decouple Max Range
Increased minimum possible value for Dolly Duration to prevent the camera from moving too fast
Increased maximum Dolly duration to 40 seconds (Previously 20 seconds)
CONTROLLER SUPPORT
Vertical Nudging is now available with Controller by holding R1/RB
Improvements the styling of Photo Mode UI for better focus visibility
Improved the Controller button prompts in Photo mode
Improved the Dolly Settings menu in Photo mode UI
Improved the controller detection and fallback to Keyboard when a Controller cannot be detected
Fixed vertical zoom sliders in the Map
Fixed focus loss issue when changing Colors/Icons in a Blueprint Designer and pressing the Back button
You can now press A/X while in the sliders in Photo mode to input numbers with keyboard
Fixed focus loss when opening the Show session ID with a controller
You can now properly enter text with a keyboard in the To-Do List while using a Controller
Fixed focus loss when changing resolution with a Controller
Adjusted button hold durations where applicable
Added Controller button hint for Chainsaw Mode Single/Area
Adjustments to the controller look sensitivity
Fixed focus loss on Character customization colour picker
Improved Controller scheme diagram on the Pause menu
Colour picker in Customizer presets should now work with controller
Fixed Snapping a Splitter/Merger to a Conveyor Lifts making a portion of the Conveyor Lift disappear
AUDIO
Added new track “Ode to the Elevator” Track to the Elevator Music
Fixed ADA messages that were missing voice lines
1.1 Experimental Update v1.1.0.1
Hi Pioneers!
Hello again everyone, Today we have a patch with some fixes we wanted to get in before the weekend that will hopefully make the 1.1 experience more enjoyable for some Pioneers
If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues
We kept this patch small to hopefully not introduce any new big issues but if you happen to encounter any issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts ASAP!
And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual
See you all again soon <3
BUG FIXES
“Invert Look” option for Mouse should be available again under “Controls” in the options menu
Potential fix for a BuildableSubsystem crash in Multiplayer when the color preset is updated
Potential fix for a crash when joining multiplayer if the Host has a hologram out as Client loads in
Potential fix for a crash related to Reliable Replication on Dedicated Server
Fixed Conveyor Lifts built on the reverse build mode visually moving in the opposite direction
Please note that for saves that have been re-saved in 1.1, you will have to rebuild the Lifts to fix the visuals, this bug does not affect the actual output of the lift, so they will continue to move items correctly even if they are not rebuilt
New helmets from the Elevator video are now available!
Update 1.1 is out now on Experimental!
Hi Pioneers!
Today it’s the release of our first content update since leaving early access and we would like to introduce you all to our newest features with our 1.1 update!
This update is available right now on the Experimental version of the game, so before trying it out it’s always good to BACKUP YOUR SAVES
This is how you can access the Experimental version:
Steam: Right clicking the game > Properties > Betas > Beta Participation > Experimental
Epic: Go to your library and download the Experimental version
Why Experimental? Since the 1.0 release, we want to continue delivering a stable experience on the default version of the game
Using experimental allows us to polish everything up some more before releasing it to everyone and potentially including some side effects which might affect the current experience
Also, as usual this update is quite big in terms of changes as we’ve been working alongside with Fishlabs (https://fishlabs.de) for a few years now
They have designed and implemented the controller support in preparation for the Console release (Yes, Satisfactory is coming to consoles if you didn’t know already) with our blessing and collaboration
This update includes many years worth of work so as usual, if you find anything unexpected or something that was working before suddenly does not work anymore, please let us know over at our QA Site https://questions.satisfactorygame.com/
Your posts are incredibly helpful and your feedback is always appreciated, But for now let’s dive into the new content <3
1.1 New features:
Controller support
We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported
To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply
Photo Mode
There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings
Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer
There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios
You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around
Crash Site Dismantling
You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so
Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything
Personnel Elevator
To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator
Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design
You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads
Advanced Game Settings
No Fuel setting
The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles
Trains
Buffer Stops
We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work
To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through
QOL
Left-handed Path and Block Signals Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active
Railways rework
Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever
Buildings
Logistics
Conveyor Wall Hole
New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization. A big improvement compared to the existing Conveyor walls with a fixed placement for connections
Conveyor Lifts - Splitter and Merger support
The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds
Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds
Priority Merger
This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first
There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully
Conveyor Throughput Monitor
A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory
QOL
Pipeline Build Modes
Straight
After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement
Curved
Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup
Transport
Hypertubes
Hypertube Junctions
Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support
Once placed, it allows you to connect a hypertube to its 3 different paths
When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through
Hypertube Branch
Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape
Useful for connecting existing hypertube networks to newly built ones
It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction
Architecture
New Architectural Pieces
There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop
New Beams:
H-Beam
Shelf Beam
Round Concrete Beam
Braided Cable (it’s a beam)
Braided Cable Cluster (it’s also a beam)
New Misc.:
Roll-Up Gate (FICSIT, Concrete, Steel)
Road Barrier Corner
Basic Shelf Unit
Large Vent
Large Fan
QOL
Automatic connections of Conveyor, Pipes and Railways in Blueprints
There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out
When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram
Flashlight now works while inside Hypertubes
Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility
Drone movement and pathing improvements
Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes
Conveyor poles and Pipeline supports now have soft clearance
This will help adjust the placement even more in limited spaces as they can now overlap with other buildables
Nudging can now be done vertically as well
Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down
Removed max distance limit on Nudging
You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging
Visual Improvements
Falling Trees
Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects
Spore & Gas Pillar VFX
Spore and Gas Pillar visual effects have gotten an overhaul to improve their look
Explosive Rebar and Nobelisk VFX
Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well
Power Slugs VFX
Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards
Audio Improvements
Dynamic occlusion system for foundations and walls
Factory sounds will now be occluded and muffled if they are behind walls or other obstacles
Different buildings will also change the way the sounds occlude, for example glass or metal.
Audio indoor detection system and local acoustic context
Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well
Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.
Voice Chat Attenuation
Now has different strength levels adjustable in settings Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies
Narrative
We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions
Bug Fixes
There are many bugfixes that we could not properly do during 1.0 as well as improvements that are currently being tested in experimental, which will carry over to 1.1
For more info on the changes that will carry over from current Experimental please check the links below:
If you have Host a dedicated server, you should definitely give the next block a read as many new improvements have been added to allow for extra flexibility since the last update on Experimental
We have updated the Port Allocation Strategy in Reliable Messaging New features:
Explicit Port Configuration
A new -ReliablePort= command-line parameter allows explicit port selection.
The value must be an integer between 0 and 65535.
If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.
Default and Configurable Port Ranges
The following settings in Engine.ini control port allocation:
The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength). [*] By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.
Client Awareness & NAT Handling
Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this.
To address this, the server now communicates the listening port to clients during the initial handshake.
If external port remapping is used, the server must be aware of the external port via:
The ExternalPortRangeBegin config setting (for remapped ranges).
The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).
Server Host Requirements (TL;DR)
If hosting a single server, port 8888 TCP must be open by default.
If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.
The server will attempt up to 512 ports before failing (configurable).
If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.
Logging is in place to help server maintainers verify the allocated ports.
Experimental Update v1.0.1.6
Hi Pioneers!
Hello again everyone, Here is another patch for Experimental, today we have a much bigger change that improves our Foliage, Lightweight, Recipe and Schematics systems to overcome multiple networking bottlenecks that we’ve had in the past
While playing in Multiplayer and Dedicated Servers, you could end up in situations where after removing large amounts of foliage, foliage might stop replicating completely, resulting in foliage being non-interactable or not properly disappearing, the same could happen to buildables like Foundations and Walls among others after building many of them.
We’ve made improvements that should result in less strain on Unreal Engine’s replication system leading to an improved multiplayer experience, they should also alleviate the “Reliable Buffer Overflow” issues on joining a session, as well as addressing additional side issues like interacting with the Advanced Game Settings menu during multiplayer kicking you out of a session
With this, there should be a significant improvement in how fast foliage and buildables are loaded, compared to joining a save and seeing buildables and foliage pop in and out of existence or have them be uninteractable
Since changes in Experimental might have some unexpected side effects, please BACKUP YOUR SAVES before trying it out
You can find your saves in: %LocalAppData%/FactoryGame/Saved/SaveGames/ There should be a folder with a lot of numbers, that is your Steam/Epic ID and that folder will contain your saves, you can copy this folder somewhere else
If you would like to know more about this change and the previous changes added to experimental you should watch our video on them by our community manager Mikael https://youtu.be/Z3UtGdftZbc
If you would like to quickly access the Experimental version, first BACKUP YOUR SAVES and then:
For Steam: Then right click the Game on Steam > Properties > Betas > Beta Participation > Select Experimental
For Epic: Look in your game library for “Satisfactory Experimental” from there you can install it
And don’t forget to BACKUP YOUR SAVES before you start playing
We’re very curious to hear about your experience with this latest patch so please let us know over at our QA Site if you encounter any new issues https://questions.satisfactorygame.com/ We appreciate all of your feedback
And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual
See you all again soon <3
OPTIMIZATION
Bulk data replication
Improves the Foliage, Lightweight, Recipe and Schematic systems in Multiplayer and Dedicated Servers
DEDICATED SERVER
Bulk data replication
This change requires you to open your current TCP Port (7777 by default) on top of the already open UDP port, as now both are used for networking