Here’s a big patch for a bunch of assorted issues with some nice sprinkles of QoL on top :)
If we somehow made things worse or new bugs popped up please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day and it helps us a lot
Hopefully this makes everyone’s experience with the latest update a lot better and thank you for your patience, we hope to make things even better for everyone.
See you all next time!, Thanks for playing our game <3
BUG FIXES
Fixed crash when selecting Inverted Ramps (and added a bit of future proofing so it doesn’t happen again)
Potential fix for a crash related to tireconfig deletion
Fixed Nobelisks being invisible when first equipping for Clients
Fixed a rare crash when accessing the Train Station UI as Client
Made text prompts on Quick Switch more consistent
Fixed the + and – buttons on the to-do list being highlighted by default when adding items to the list
Fixed Vehicle paths selected from the “All Vehicle Path” tab made by a different vehicle remaining selected when returning to the “Load Vehicle Path” tab
Fixed a crash in the vehicle system
Fixed ammo count issues for Clients
Fixed remaining issues with Fuel and Vehicles
Vehicle docking wait times are now saved
Fixed a bug where vehicles could get stuck docking until their inventories were full
Fixed broken Water Extractor Snapping (This time for real)
Fixed so patterns are no longer rotated based on foundation rotation (Double for real)
Another potential fix for some of the foliage not being able to be picked up/chainsawed in Northern Forest and Rocky Desert/Dune Desert
Fixed Pipeline Pump Mk.1 not playing sounds
Actually fixed invisible belts, lifts and pipes sometimes being invisible for Clients (Triple for real!!!)
Fixed so beams properly align their rotations with snapped foundations
Fixed beam connectors snapping to the sides of beams
Fixed issues with beams and pillar snapping
Fixed issues when upgrading buildings
Stackable Pipe and Hyper Tube supports now also properly increase cost in UI when zooping
Fixed Conveyor Lifts not properly snapping
Updated Large Billboard to line up with other signs when placed
Fixed a Conveyor Lift visual bug when snapping through Floor Holes
Fixed Signs being able to be placed on weird rotations on pillars
Fixed some general hologram placement logic
Fixed some Beam rotation issues and improved how Beam zooping determines direction
QUALITY OF LIFE
Added “Misophonia Mode” under Audio Options, this will replace “munching” sounds with sounds not generated or connected to human interactions
You can now press F to manually dock a vehicle on a Truck Station
Added a volume slider for “Manual Mining” under Equipment Volume
Added tooltips to Vehicle station elements (Hover over)
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
Added “Other” as a Category on the Signs Image Browser sub-menu, Added Emotes and CheckIt Icons to it
Added Emission Strength (Brightness) and Surface Finish (Matte, Glossy) settings to all Signs
DEDICATED SERVERS
Implemented a first revision of the Save Manager in the “Manage Saves” tab under Server Manager
Increased the beacon connection timeout to 30 seconds (Previous value was 5 seconds)
Update 5 Fixes v0.5.0.8
Hi Pioneers!
Hello again!, Here’s more fixes to a lot of the top issues we’re seeing from your reports.
As always, if there’s something we’re forgetting or something new that we introduced please let us know over at our QA site https://questions.satisfactorygame.com/ We read your posts every day.
Thanks for the support and we hope you’re enjoying our game <3
BUG FIXES
Potentially fixed certain bushes/flowers not being able to be chainsawed in Northern Forest
Fixed typo in Concrete Foundation 2 naming
Factory Cart should now have proper physics on new foundation types
Fixed build gun looking weird during the Drop Pod Sequence
Fixed Factory Cart not having colours when held in the hands slot
Fixed Crash related to snapping a Conveyor Lift between two Conveyor holes which were too close together
Fixed a bug where the Conveyor Lifts would repeat the snapping sound in some scenarios
Fixed bug where Stackable Conveyor poles would not increase the cost in UI when zooping
Fixed minor visual bug when snapping a Conveyor Lift between two floor holes
Fixed a bug where complex clearance would not be spawned on the server, blocking clients from building despite holograms being ok with it on server
Fixed Hyper Tube support holograms being invisible
Fixed Water extractor snapping issues
Fixed Self Driving Trains being slow when a Client was travelling in them
Potential fix for invisible Conveyor Belts, Lifts and Pipes
Fixed Train Honk not being rebindable and setting Left Mouse Button to Move Forward making the Train always honk
Fixed To-Do List not saving when reconnecting to a multiplayer session
Manually driven vehicles now take Fuel from Truck Stations
Fixed a Vehicle related crash
Hopefully fixed all issues with the Vehicle Refueling logic
Hopefully fixed all issues with Vehicles running out of fuel
Fixed two rare crashes in the Conveyor Renderer
Fixed player has joined messages not showing up for Clients
BALANCING
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
Updated Raw Quartz and Quartz Crystal descriptions to reflect new use cases
QUALITY OF LIFE
Added Text only layouts to Portrait Signs
Added Big text layouts to Square Signs and Billboards
Changed Power Poles to have soft clearance
Adjusted Street Light clearance size
Adjusted snapping size for Power Poles and Street Lights
Signs can now snap to Beams and Pillars
Added a directional indicator to the Signs hologram so it’s possible to tell their position when rotated
Added a “Consumables Volume” Sub Option and Medicinal Inhaler volume control has now been added under “Equipment Volume”
Implemented a generic world grid alignment for Foundations by holding CTRL when placing them
Walls can now be rotated when upgrading them
DEDICATED SERVER
Fixed spelling mistake in the server is offline message
Server state is now polled a lot less by the clients (at most 3 times per second) and clients back off gradually if a server does not respond to pings which makes the client behaviour less consistent with DDOS attacks
Clients do not store DNS lookup results in the server manager file and instead the DNS lookups are made every time the client starts up which makes the clients work better for servers with Dynamic DNS
LOCALISATION
Fixed a bunch of text issues, typos, and inconsistencies
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
Update 5 Fixes v0.5.0.6
Hi Pioneers!
Hello again everybody! Another week, another round of fixes, hope this makes everyone’s experience with the game more Satisfactory :)
As always if we’re missing some important things that you think should be addressed, please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll look into it ASAP
See you all again soon <3
BUG FIXES
Fixed inventory slot abbreviated item text breaking the layout if the text was too long
Fixed Milestone Progression UI not being visible anymore
Conveyor Lifts and Floor Holes should now properly have soft clearance
Potentially fixed a crash when mass dismantling
Potentially fixed a crash related to using the Rebar Gun on Dedicated Server
Fixed SFX for Crafting and Work Bench being missing
Fixed an issue where the cursor would jump to the end when typing in the middle of a sign textbox
Re-added 2 missing Crash Sites
Potential fixes for some Pipe snapping issues
Potential fix for a Floor Hole related crash
Fixed Chainsaw custom volume settings not working properly
Fixed Vehicle physics not working as intended on foundations
Potential fix for Signs being reset when rejoining a game
Fixed background images used as icons on Signs being stretched
Fixed Hologram snapping always using automatic clearance snapping if a Client was building, it now updates settings between Client and Host/Server
Fixed customizer shortcuts being wiped from Hotbars in offline saves
Potential fix for rare crash on join in multiplayer
Fixed Nobelisk/Snowballs on Dedicated servers
Fixed Miner Mk.1 standby switch not working
Fixed more issues with clearance snapping
Fixed vehicle icons not rotating on the map
Fixed some scenarios where Trains waiting at a signal could sometimes have a collision with a Train passing by on a parallel track
QUALITY OF LIFE
Changed ladders to have soft clearance
Added indicator for the HUD in Build Mode to display how many objects are being built when zooping
Changed conveyor attachments to have soft clearance
Added the FICSIT Check Mark to the monochrome icons in Signs
Improved interaction for Freight Carts and automatic doors
OPTIMISATION
Adjusted sky light
Adjusted clouds
Adjusted post processing
DEDICATED SERVER
Added IPv6 Support
Made FGAbstractServerWidget public for modders
UI should now properly display when new connections are stablished
LOCALISATION
Fixed a bunch of text issues (Typos, capitalization, inconsistencies, etc)
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
Update 5 Fixes v0.5.0.5
Hi Pioneers!
We happened to fix a few more things, including that Train issue below which was a bit severe so here’s a small patch to fix them up.
There are still more things to fix and we’re aware of some newly introduced issues (like the Milestone UI at the top right corner disappearing) and we’ll fix them ASAP.
There are probably more things you might discover through the weekend so please let us know about them over at our QA Site: https://questions.satisfactorygame.com/ We will read all your posts on Monday with our morning coffee :)
Once again, Have a great weekend and we hope you’re still enjoying the update, see you all again soon <3
BUG FIXES
Fixed a bug that would cause Trains to get stuck in docking forever resulting in bad performance in affected saves
Fixed some missing Uranium IDs
Adjusted ramp snapping rules to be more consistent
Fixed bug where clearance boxes for buildings would be a tiny bit smaller than intended, causing weird clearance snapping alignment issues
Some clearance snapping rotation fixes
QUALITY OF LIFE
Changed Signs to have Soft Clearance
Shrunk the clearance size of floor holes a bit
Update 5 Fixes v0.5.0.4
Hi Pioneers!
Hello again everybody, here’s another patch with a bunch of fixes, including some of the things we’ve seen reported the most in our QA site and other places
As always, if we introduced new issues or if we haven’t fixed something that you think we should, 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 weekend and enjoy playing our game, thanks for all your support <3
BUG FIXES
Fixed up clearance snapping rotation issues
Fixed a bunch of UI issues that led to Clients not being able to set Timetables in Multiplayer
Fixed Hyper Tube entrances not properly snapping to Hyper Tube supports
Added some extra safety checks for dismantling to hopefully prevent some crashes
Re-added missing Bauxite nodes
Re-added missing Uranium node
Fixed G key being unable to be rebound
Fixed Pipeline and Hyper Tube Wall attachments being offset
Fixed Beam rotation when building them vertically
Potential fix for a Crash related to Instance Bucket
Fix for the Train payload being reset on load and staying like that until the next time the train is loaded
Fixed Server crash related to Vehicle end play
Fixed Client for crash related to not-yet-replicated member
Temporary fix for Trains getting stuck in Docking State, Docking animations might not work until a proper fix is applied
Fixed Pipe Fluid indicators not showing the correct fluid
Fixed crash related to the Hotbar when Client joins a game in Multiplayer
Fixed a crash when joining a game via invites or online status on Steam
Fixed some cases where invites sent from Steam weren’t being delivered
Fixed a crash when using Parachutes as Client
Fixed unlocked visible areas in the Map getting reset
Fixed Pipes displaying Headlift, now they display Flow Rate (Pumps display both)
Corrected the Corner Ramp rotation (This means that if you’ve manually corrected them yourself, you will have to rebuild them, sorry for the inconvenience)
QUALITY OF LIFE
Stackable poles changed to have soft clearance
Added zooping to Quarter Pipe foundations
Conveyor lifts partially changed to have soft clearance
Floor holes partially changed to have soft clearance
Changed so the snap guidelines always appear (The Green line to align to inputs/outputs)
You can now rebind the key for Quick Apply Material in Hotbar
Shopping List colours are now clearer to distinguish
DEDICATED SERVER
Changed "-GamePort" server parameter to "-Port"
Added a “Save Game” server command
Flipped around the Show/Hide Address Toggle Button text in the Add Server popup
LOCALISATION
Updated the new entries in the Options Menu to make them localisable
Update 5 Hotfix v0.5.0.3
Hi Pioneers!
As you may or may not have noticed, funnily enough we did introduce some new issues™️ on the previous build, there was an EOS related crash when starting a new game or loading a save which has now been fixed.
So you can now enjoy the previous fix to the fullest :D
BUG FIXES
Fixed EOS related crash when loading or starting a new game
To avoid people missing what the previous patch contained, I’m including it alongside this post in it’s original formatting.
Sorry for the inconvenience and confusion there but it’s all been sorted out.
Until next time!
---
Hi Pioneers!
Another day another batch of fixes :)
As always, if there’s something that’s annoying you or preventing your progress please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll be checking all your comments every day, you can let us know if we introduced new issues as well
There are more fixes to more stuff in the works but for now hopefully these make for a better experience,
We hope you’re all enjoying this new update, take it easy <3
BUG FIXES
Fixed an issue where the HUB would spam sounds during the tutorial phase
Fixed “Press _ to dock” message getting stuck when exiting the Locomotive
Fixed a crash related to conveyor items
Potential fix for a sign related crash
Fixed being unable to close the Locomotive Menu with V
Fixed grass being missing from Rocky Desert (and possibly other locations)
Fixed some shader bugs in the AWESOME Sink UI
Fixed Building Status Indicator Lights not working
Rolled back latest EOS plugin to the previous version, this should solve all sorts of messages people are seeing when starting up the game, shouldn’t create any new issues™️
Fix for Trains with carts containing fluids not being able to go up hills
Fixed Clients not being able to save or remove colour presets in the customizer
LOCALISATION
Updated language completion rates
Fixed a bunch of typos
Update 5 Fixes v0.5.0.2
This patch has been temporarily rolled back due to a crash on load/new game, we're preparing a hotfix for this hotfix :)
---
Hi Pioneers!
Another day another batch of fixes :)
As always, if there’s something that’s annoying you or preventing your progress please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll be checking all your comments every day, you can let us know if we introduced new issues as well
There are more fixes to more stuff in the works but for now hopefully these make for a better experience,
We hope you’re all enjoying this new update, take it easy <3
BUG FIXES
Fixed an issue where the HUB would spam sounds during the tutorial phase
Fixed “Press _ to dock” message getting stuck when exiting the Locomotive
Fixed a crash related to conveyor items
Potential fix for a sign related crash
Fixed being unable to close the Locomotive Menu with V
Fixed grass being missing from Rocky Desert (and possibly other locations)
Fixed some shader bugs in the AWESOME Sink UI
Fixed Building Status Indicator Lights not working
Rolled back latest EOS plugin to the previous version, this should solve all sorts of messages people are seeing when starting up the game, shouldn’t create any new issues™️
Fix for Trains with carts containing fluids not being able to go up hills
Fixed Clients not being able to save or remove colour presets in the customizer
LOCALISATION
Updated language completion rates
Fixed a bunch of typos
Update 5 Bugfix v0.5.0.1
Hi Pioneers!
Just a small crash fix, even though this has a workaround (Inputting items manually from your inventory) we don’t want to hinder progression for all the people who started fresh with this update who might not find the workaround themselves.
We are aware of a bunch of other issues like the EOS issues (being asked to log in on startup every time, etc.), and other bugs and we’ll work on them ASAP but if you think there’s an important issue that you would like to see fixed please let us know over at our QA Site: https://questions.satisfactorygame.com/
We’ll be checking all of your comments every day. There’s more fixes coming soon but for now thank you all for your support and I hope you’re enjoying the new update <3
BUG FIXES
Fixed an occasional crash when inputting items into the Space Elevator via conveyor belt in certain scenarios
Update 5 is now out on Experimental!
Hi Pioneers!
Update 5 is now available on Experimental. If you have been following our YouTube videos you’ve seen lots of the new content already, but you can find all of that (and as usual a few exciting surprises) summarised in our Patch Notes video below. And if you want to go straight to the nitty gritty details, we have the full list of detailed patch notes further down as well!
[previewyoutube="QfaReoks6OM;full"]
With this Update we have worked on many of the base systems in Satisfactory to improve the game. It’s all ready for you to play with, but we are just starting the Experimental period for this release, and we appreciate all the feedback you can give us. If you have thoughts on these new features or find any bugs, feel free to visit our Q&A site and let us know what you think! The site can be found here: https://questions.satisfactorygame.com/
Let's go ahead and dig into the new content available to you now. We can’t wait to see what you all will create with this!
Signs
Better late than never but we’re finally adding Signs to the game! Signs come in various sizes, and you can customise 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 customised displays.
Customizer
Are you tired of using the overly simplistic Colour Gun? Are you finding the process of setting the colour 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.
Materials
We’ve 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 you’ve 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. It’s 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 you’re 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 Changes
Satisfactory’s 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. We’re 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 signalling those buildings are overlapping.
Quick Switching
Another addition to the Build System is that we’ve 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 you’re 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 isn’t available for any buildings such as manufacturers and power generators.
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? Well in Update 5 we’ve 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.
We’ve 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.
Trains
Signalling System
Ever since we introduced trains to the game back in the day, we’ve been wanting to add a Signalling System and we’re 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 don’t 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
There’s 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 it’s fully loaded, and you can also control what resources it should load or unload. This will open many options for customising Train routes further.
Vehicles
Automation System Changes
There’s 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.
We’ve also introduced a basic obstacle avoidance system to handle cases where vehicles might run into something in their path, vehicles won’t 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
We’ve 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 recognisable.
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.
We’ve 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 you’ve built something in Northern Forest expect some trees and bushes stick up in your factories, but that’s nothing your trusty old Chainsaw or some Nobelisks can’t 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 haven’t made any changes to the Resource Nodes there so they will all still be in the same place
Caves
You’re 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
We’ve added some new music for the factory playlist as well. There is a total of 5 new intermission and 3 new full-length tracks. They’re 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
We’re 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, 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
CUSTOMIZER
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
4 Foundation Materials: FICSIT, Concrete, Grip Metal, and Coated
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
COSMETIC BUILDABLES
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.
DEDICATED SERVERS
First iteration of our Dedicated Server support (Still Experimental)
How to setup dedicated servers: https://satisfactory.fandom.com/wiki/Dedicated_Servers
EMOTES
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.
There’s 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 other’s 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 45º degree increments and you can hold CTRL to fine tune in even more angles
TRAINS
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
VEHICLES
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
BALANCING
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” won’t 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
FACTORY
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
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
WORLD
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
SOUND
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)
UI
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 there’s 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
QUALITY OF LIFE
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 you’ve 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)
RENDERER
DX12 now available again as experimental renderer in the options menu
Vulkan now available again as experimental renderer in the options menu
OPTIMISATION
Updates to a lot of LODs
All walls and foundations are now more optimised
Conveyor renderer optimisations
Factory tick optimisations
LOCALISATION
Updated all languages with the latest translations and published new content for translation
Updated language completion rates in the language menu selection
Changed the Arabic font to a more readable one
BUG FIXES
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 doesn’t 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
Experimental Patch v0.4.3.1
Hi Pioneers!
Hello everybody, first round of 4.26 related fixes coming right up
Did we break something new? Something is still broken and is annoying or preventing your progress? Please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day <3
See you all again soon <3
BUG FIXES
Fixed UI icons being displayed vertically
Fixed Milestone Launch Button disappearing
Fixed Vulcan rendering being overexposed, especially in the red channel
Fixed rendering issues on Vulkan when using a HDR monitor
Fixed DX12/Vulkan specific prompt showing up every time an option was changed
Fixed minor issue related to the world grid for Drones
Potential fix to the crash on exit for DX12/Vulkan
KNOWN ISSUES
Playing on the Early Access version after having changed to DX12 or Vulkan on Experimental might lead to crashes on start-up or other unexpected behaviour, to fix this launch the Experimental version again, switch back to DX11 (default) and then launch the Early Access version again
Alternatively, you can fix this by editing the config file as described below:
Enable/Disable DX11/DX12/Vulkan via config file
Consider backing up your config files if you are not used to this kind of stuff*
Open the config file (copy paste into file explorer): %localappdata%\FactoryGame\Saved\Config\WindowsNoEditor\Engine.ini
To enable DX12 add the following 2 lines to the config file:
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
To enable Vulkan add the following 2 lines to the config file:
DefaultGraphicsRHI=DefaultGraphicsRHI_Vulkan
To enable DX11 simply remove the above lines from your config file. DX11 is the default setting when neither of the other 2 options are present
<*> 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.