Satisfactory cover
Satisfactory screenshot
Genre: Simulator, Strategy, Adventure, Indie

Satisfactory

Update 5 is Out Now!

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Update 5 is available now on the good ol' Early Access branch! We've been absolutely blown away with all the creative constructions that have been made by our community since we launched the update on the experimental branch and we're super stoked to finally bring it over the stable branch for more people to enjoy it!

Let's take a look at what's new in this update! If you're looking for the full details then check the patch notes at the end of this post!




Cosmetics


New Cosmetic Build Pieces


We love what you all have done with your factories with what little you had, but what if you had more? In Update 5 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. We can’t wait to see what you all will create with all of this!

Signs


Better late than never but we’re finally adding Signs to the game! Signs come in various sizes, and you can customize them using a selection of layouts, icons, display text, and backgrounds depending on the Sign.

Signs can be placed by themselves on a height adjustable pole, or they can be snapped to Storage Containers, Walls, and even each other to create highly customized displays.

Materials


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 Improvements



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 signaling 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.

The Customizer


Are you tired of using the overly simplistic Color Gun? Are you finding the process of setting the color for every single foundation or wall piece tedious? Wish there were more cosmetic options for foundations, walls and roofs?

Introducing the Customizer, a new way of adjusting your Walls, Foundations, and Roofs! After it is unlocked with the AWESOME Shop in Tier 2 you can find it as a new tab in the Build Menu. It replaces the Color Guns coloring ability and any Wall, Foundation, and Roof materials as well as Foundation patterns can be found here after you unlock them in the AWESOME Shop.




Trains


Signaling System


Ever since we introduced trains to the game back in the day, we’ve been wanting to add a Signaling 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 customizing Train routes further.




Vehicle Improvements


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 recognizable.

Truck Stations


Truck Stations now have a new model and another Input and Output slot so the throughput has doubled. Also fuel consumption in Truck Stations is now a lot smarter as Vehicles will only take the amount of fuel needed to complete a full loop.

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, Brightness, Surface, and Backgrounds
  • Signs can be placed freely, or snapped to Walls, other Signs, Storage Container, and a small selection of other buildings
  • The height of the Sign support can be adjusted by looking up or down
  • Signs are available in the AWESOME Shop and come in different sizes:
    • 3 Label Signs: 2m, 3m, and 4m
    • 3 Square Signs: 0.5m, 1m, and 2m
    • Display Sign
    • Portrait Sign
    • Small Billboard
    • Large Billboard

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
    • 5 Foundation Materials: FICSIT, Concrete, Grip Metal, Coated and Asphalt
    • 4 Roof Materials: FICSIT, Tar, Steel, and Glass
  • Patterns can be painted on any building in the ‘Foundation’ category of the Build Menu.
  • Patterns use the Secondary Colour slot of the Swatch applied to their Foundation.
  • There are a total of 58 different Patterns available in the following bundles:
    • Arrow Patterns
    • Number Patterns
    • Factory Zone Patterns
    • Transportation Icon Patterns
    • Factory Icon Patterns
    • Pathway Patterns
    • Solid Line Patterns
    • Dotted Line Patterns
  • The Colour section now features Default swatches for Factory, Pipes, FICSIT Foundations, and Concrete Walls & Foundations

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
  • New visuals for the Train Switches

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
  • Saved Vehicle Paths can be previewed in the Map while on the Load Path Vehicle Menu

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
    • 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

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
  • Hyper Tube Floor Holes. Can be snapped to Foundations to allow Hyper Tubes to pass through them
  • Pipeline Floor Holes. Can be snapped to Foundations to allow Pipelines to pass through them
  • Updated mesh and textures for the Build Gun
  • Updated textures on Pipeline Pumps

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
  • News feed (Main Menu) background is now darker and semi transparent for better readability
  • Removed “Delete Path” option from the Vehicle wheel as you can now use “Cancel Recording” does the same thing

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)
  • Changed so the snap guidelines always appear (The Green line to align to inputs/outputs)
  • Shopping List colours are now clearer to distinguish
  • Implemented a generic world grid alignment for Foundations by holding CTRL when placing them
  • Walls can now be rotated when upgrading them
  • Added “Misophonia Mode” under Audio Options, this will replace “munching” sounds with sounds not generated or connected to human interactions
  • Quite significantly increased network scalability options. This should help with excessive load times on larger saves and for players who have never modified their network settings. (Gameplay > Network Quality)
  • Improved feedback when purchasing an item on the AWESOME Shop

RENDERER
  • Made DX12 the default graphics renderer. When not supported the game should still default to DX11. Options Menu might show DX12 as selected even though DX11 is the one active in these cases. (Known Bug, will be changed soon)
  • Vulkan now available again as experimental renderer in the options menu

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
  • Updated language completion rates
  • Fixed a bunch of text issues, typos, and inconsistencies
  • Updated language completion rates in the language menu selection
  • Changed the Arabic font to a more readable one
  • Fixed a bunch of typos, spaces, and a bunch of inconsistencies
  • Restructured formatting patterns to avoid excessive text optimisation, also using more complete phrases to make things easier to translate

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

KNOWN ISSUES
  • If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
    • d3d11
    • DX11
    • d3d12
    • DX12
    • vulkan

  • Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
    • Go to the Server Install folder
    • Open “Engine.ini”
    • Add the following:
    • [CrashReportClient]
    • bImplicitSend=False
    • Save changes and restart the Server

Update 5 Fixes v0.5.0.14

Hi Pioneers!

Hello again everyone, Just a quick round of fixes for you all some of these issues are pretty high impact for you so we hope this makes things better for you all :)

As always, for any issues new or old please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.

See you again very very very soon, You’re all awesome <3

BUG FIXES

  • Fixed Wires being completely stretched in certain scenarios
  • Vehicles now try to stop ghosting as soon as possible when blocked
  • Fixed a calculation error when fuel is added manually
  • Added some preventions for Trains falling out of the world when derailing
  • Fixed an issue with the Crash Reporter not working as intended for the Main game (not Server) after the last update


UI

  • Directional arrows for the Vehicle in the Map preview when loading a Vehicle Path are now displayed from the centre of the Vehicle
  • Fixed Double Ramp Asphalt Icons
  • Added a tooltip for insufficient fuel


QUALITY OF LIFE

  • Reduced Train Switch size


DEDICATED SERVERS

  • Found an issue where threading was forced to be disabled for dedicated servers in some scenarios. Fixed it so now we should actually make use of multiple CPU cores
  • Added tick rate information on the Server Status UI Menu
  • Production Lights for all buildings should now be working again


LOCALISATION

  • Updated all languages with the latest translations and published new content for translation
  • Updated language completion rates in the language menu selection

Update 5 Fixes v0.5.0.13

Hi Pioneers!

Hello everyone, here’s a patch for a bunch of the remaining issues, including a fix for the Vehicle Station refueling issues from last week, Crash reporter integration for Dedicated servers and more.

If we’re forgetting something or we introduced some new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.

See you again very soon, Thanks for your support <3

BUG FIXES

  • Fixed an issue where Vehicles would not receive fuel from a station if their fuel inventory was empty
  • Fixed an issue where Vehicle Paths were not updated after a station was built over them
  • Fixed issues with Vehicles getting out of sync with their Vehicle Stations after loading a game
  • Fixed up LOD bias on Pillars
  • Fixed Vehicles burning up fuel when standing still
  • Fixed issue in the main foundation/wall material that caused secondary colours to affect the primary
  • Fixed a rare crash that affected save edited saves
  • Fixed Power Lines being able to be selected as a customizer target which would then result in them looking weird when a colour swatch was applied


UI

  • Added directional arrows to the path in the Map preview when loading a Vehicle Path


DEDICATED SERVERS

  • Added Crash Reporter integration for Dedicated Server for both Windows and Linux.
    o This is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
    o Go to “SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer\”
    o Open “Engine.ini”
    o Add the following:
    [CrashReportClient]
    bImplicitSend=False

    o Save changes

Update 5 Fixes v0.5.0.12

Hi Pioneers!

Hello everyone, today’s patch has some new stuff and a bunch of fixes all around, New Material for Foundations, brand new Train Switches and Holograms for easier rerailing when train collisions occur!

We’re still focusing on stability so if there’s something we’re forgetting please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll read your posts with our morning coffee on Monday :)

Hope you all have a great weekend, Thanks for enjoying our game <3

NEW

  • Asphalt Foundation Material for the Customizer is now available in the AWESOME Shop
  • New visuals for the Train Switches
  • Holograms will be shown on top of Railways so Trains can be more easily re-railed when a derailing occurs and all the Trains/Carts are at least 50m away from the track

BUG FIXES

  • Fixed an issue with Vehicles being stuck docking forever if there were Fuel issues
  • Fixed a crash related to Swatches, players affected by this might still need to apply correct defaults to get everything back to normal.
  • Added some fallback data so saves affected by null Swatch groups can get their Swatches back to normal
  • Fixed diagonal build mode not working for Beams
  • Fixed Water Extractor guideline snapping not working properly
  • Fixed issues with swatches on Pipeline buildables
  • Fixed “START GAME” Button being off screen in the New game menu
  • Better detection for when vehicles fall through the ground
  • Fixed issue with vehicles sometimes teleporting upwards when loading a game
  • Fixed Hyper Tube Hole icon being bugged in the AWESOME Shop

DEDICATED SERVERS

  • Enabled background and hi-prio task sets for servers to match what they are for the game, This should further improve multicore CPU usage

Update 5 Fixes v0.5.0.11

Hi Pioneers!

Hello everyone, another day another patch, featuring a new visual feedback display for Block and Path Signals, Hyper Tube Floor Holes, Dedicated Servers allowing more cores to be used, some crash fixes and a bunch of polish!

Are we forgetting some big issues? Please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day.

Thanks for all your support, see you all again soon <3

NEW

  • Added Block/Path Signal visual feedback when placing down
  • Hyper Tube Floor Holes are now available in the AWESOME Shop

BUG FIXES

  • Fixed some FICSIT Factory Swatches being wrongly applied to some foundation types after last update
  • Fixed a crash related to Vehicle Automation
  • Fixed a crash when deleting Vehicle path nodes and trying to load that Vehicle Path
  • Fixed some remaining foundation issues
  • Assorted polish for new foundations
  • Foundations should now only rotate 90ºs when aligning to world grid

UI

  • News feed (Main Menu) background is now darker and semi transparent for better readability
  • Updated a bunch of icons
  • Removed “Delete Path” option from the Vehicle wheel as you can now use “Cancel Recording” does the same thing

LOCALISATION

  • Fixed a bunch of typos, spaces, and a bunch of inconsistencies
  • Hidden some technical strings from localisation
  • Restructured formatting patterns to avoid excessive text optimisation, also using more complete phrases to make things easier to translate

DEDICATED SERVERS

  • Servers should now use all available cores (Up to 26 worker threads) on both Windows and Linux

Update 5 Fixes v0.5.0.10

Hi Pioneers!

Hello everyone, today’s patch should finally fix some of the issues that we’ve fixed a few times but keep coming back, as they say, fifth time’s a charm, if they don’t work this time, they are haunted or something I dunno. (We’ll try yet again to fix them of course)

As always, if we’ve made things better or way worse, please let us know over at our QA site https://questions.satisfactorygame.com/ We read your comments every day

See you all again soon! <3

RENDERER

  • Made DX12 the default graphics renderer. When not supported the game should still default to DX11. Options Menu might show DX12 as selected even though DX11 is the one active in these cases. (Known Bug)

BUG FIXES

  • Fixed incorrect default materials on some foundations/walls after the introduction of the “Concrete Foundation”, “Grip Metal Foundation” and “Coated Concrete Foundation” materials introduced last patch
  • Fixed Options Menu not scrolling down all the way in certain menus
  • Fixed Fuel Generator Status Indicator being offset
  • Fixed “Current Objective” display in HUD showing the wrong requirements for some objectives
  • Fixed visual bug where conveyor lifts would extend upwards when snapping from a Floor Hole
  • Fixed more Beam Rotation issues
  • Fixed Beam rotation issues when snapping to Supports and Connectors
  • Made most bushes destructible by Nobelisks
  • Made some small flowers in Northern Forest interactable again
  • Fixed a bunch of visual issues with Conveyor Lift snapping
  • Fixed bug where Beam dismantle returns wouldn’t match the build cost
  • Fixed the search function in the Customizer not working properly

QUALITY OF LIFE

  • Added Lizard Doggo to Sign Icons (Icon > Image Browser > Other)

LOCALISATION

  • Updated all languages with the latest translations and published new content for translation
  • Updated language completion rates in the language menu selection

Update 5 Fixes v0.5.0.9

Hi Pioneers!

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
  • Hopefully fixed remaining Nobelisk issues for clients (Firing, Explosions, UI Feedback, Responsiveness)
  • 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