Another week another round of fixes, all crashes related to loading a save should be fixed now™, Miners are upgradable again without side effects and a few more fixes before the big day tomorrow :o
Are we forgetting something? Let us know over at our QA site: https://questions.satisfactorygame.com/ Is everything amazing? You can also let us know.
We’ve been noticing that once again people have been having issues with unexpected crashes or weird behaviour with the game (Like all painted buildings looking weird) related to corrupted game files.
If you’re experiencing issues, 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 of it, 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.
Can’t wait to see you all again <3
BUG FIXES
Fixed Miners not being able to be upgraded/downgraded, this time for real™
Fixed up bug where light meshes had an emissive when turned off.
Fixed a crash when loading from session to session.
Another attempt at fixing leaves looking weird in conveyor belts.
Fixed collision on smoke LOD mesh
LOCALISATION
Updated community translators in the credits
Updated the visuals for community translators in the credits; Languages are now highlighted and longer translator lists are broken into several lines to display everyone.
Updated all languages with the latest translations.
Updated language completion rates in the language menu selection.
Update 4 Fixes v0.4.0.11
Hi Pioneers!
When I said “see you all again very soon” I really meant it, here’s some more goodies to enjoy for the weekend.
Did we make everything worse? Did we make everything better? More unintended new bugs? Let us know at our QA site https://questions.satisfactorygame.com/ We will read your feedback with our morning coffee on Monday :)
Have a nice weekend everybody, thank you for playing our game <3
BALANCING
Moved Hover Pack to early Tier 7 and replaced Cooling System and Radio Control Unit by Heavy Modular Frame and Computer in its recipe.
Jetpack no longer requires Computers for its unlock, making it a bit easier to unlock in early Tier 6.
Rebalanced Plutonium production - Generally reduced Nitrogen usage and reduced Bauxite and Sulfur usage on some alts. - Updated radiation levels to fit new item production rates.
Updated Sink point values for items affected by recent balance changes.
Reduced default round-trip Battery cost for Drones to 4 (from 5) and reduced cost/distance from 1.66 to 1 Battery per kilometre.
Recipe Rebalances:
Nitric Acid: Halved output and halved Water and Nitrogen input
Fertile Uranium: Reduced Nitric Acid usage from 40 to 15 per minute (Nitrogen usage reduced by 62.5%) and reduced Sulfuric Acid usage from 40 to 25 per minute.
Instant Plutonium Cell: No longer uses Nitrogen, reduced Aluminum Casing from 25 to 10 per minute.
Halved Uranium Waste output (From 20 to 10 per minute)
Halved Uranium Waste usage on all relevant recipes, so ratios remain the same: - Non-fissile Uranium 72 to 37.5 per min - Fertile Uranium: 50 to 25 per min - Plutonium Pellet: 50 to 25 per min
BUG FIXES
Adjusted Hover Pack volume settings.
Reverted the fix: “Fixed a bug that prevented Miners from being upgraded/downgraded” as it erroneously allowed extractors to be upgraded into other Extractors. (Read more in the “Known Issues” section at the bottom)
OPTIMISATION
Refactored scalability implementation for background thread. Makes the system more future proof and mod friendly.
Fixed more conveyor belt items.
MODDING
Added a bunch of logging to hopefully help with the Modding save issues.
Added a change that may help find missing content on load for modded sessions (Maybe).
KNOWN ISSUES
Some LODS will look a bit off this patch (again), Proper fix soon™
Yesterday’s patch with the “Fixed a bug that prevented Miners from being upgraded/downgraded” fix enabled Extractors to be erroneously upgraded into other extractors (I.E. Water Extractor into Oil Extractor) this could result in crashes and other undefined behaviour, we recommend dismantling/rebuilding any Extractors upgraded to another type of Extractor due to this bug as it might lead to future issues. Proper fix for the Miners not being able to be upgraded/downgraded soon™
Update 4 Fixes v0.4.0.10
Hi Pioneers!
Yet another small but hopefully meaningful patch for you all <3
Did we somehow break everything again? Let us know over at our QA Site https://questions.satisfactorygame.com/ If our fixes finally worked you can also let us know :)
See you all again very soon!
NEW BUGS
Cheatcrete™ has been unfixed.
BUG FIXES
Fixed a bug that prevented Miners from being upgraded/downgraded.
Tweaked hologram materials for better visibility
Fixed Aluminum Casing having the wrong texture in conveyor belts.
Potential fix for the “No error message” crash on Continue/Load.
Fixed Light Quality option resetting every time the game was launched.
Fixed bug where the distance between drone stations wouldn’t be calculated properly, causing incorrect round-trip time estimates and battery consumption, Battery consumption should now properly increase over larger distances.
LOCALISATION
Miscellaneous fixes to text inconsistencies and spelling
Hidden more debug strings.
KNOWN ISSUES
Some LODS will look a bit off this patch (again), Proper fix soon™
Update 4 Fixes v0.4.0.9
Hi Pioneers!
We have another round of fixes and improvements coming right up after our Easter break :)
As always if we somehow made things worse please let us know at our QA site https://questions.satisfactorygame.com/ we read your posts every day.
There’s more on the way since we’re trying to wrap up remaining issues before we move to our EA release, so please stay tuned, see you all again soon <3
BUG FIXES
Fixed multiple instances of building SFX playing at the same time when near each other.
Attempt #5 to fix the crash in AFGReplicationDetailActor_BuildableFactory. This time it’s different, no, really, it is.
Made the hologram material slightly more bearable with reduced contrast, should help with being able to see text inside some holograms. Still subject to change.
Hopefully fixed Giant items being left behind in the world when unequipping stuff.
Additional check to see if the game is running or not, should reduce crashes in FGBackgroundthread.
Balanced sounds in equipment that changed during the engine upgrade.
UI
Inventory tooltips now display a maximum of 3 recipes, with a hint to the codex if there are more alternate recipes.
Made Tooltips a bit more compact.
OPTIMISATION
Added distance cull to skeletal meshes.
Enabled only ticking when rendered for several skeletal meshes.
Texture2D Array sampling stability / performance test for factory material, should reduce GPU cost for factory buildings in general, mainly noticeable on lower spec machines.
Improved light falloff settings, light should have a smooth transition when possible.
Upped lighting scalability. Lights should render much longer on higher settings. (Be sure to reset the Light Quality option in the video settings for it to work properly)
LOCALISATION
Fixed a bunch of mistakes and typos.
Updated scripts for test languages and completion rates
Updated all languages with the latest translations.
Updated completion rates.
KNOWN ISSUES
Battery LODS will look a bit off this patch, VFX and Animated part will cull too early. Proper fix soon™
Texture tiling on some factory buildings will look off caused by the texture2D array test.
Update 4 Balance Patch v0.4.0.8
Hi Pioneers!
The weekend is near and we know that’s the best time to play Satisfactory so here’s a balance patch for you all to try out! :D
Let us know how good and amazing the changes are in our QA site https://questions.satisfactorygame.com/ if they aren’t good you can also tell us I guess
See you all again soon, wish you all the best <3
BALANCING
Increased the Bauxite usage on most alternative recipes using Bauxite or Aluminum parts.
Increased Aluminum usage of Radio Control Units and Heat Sinks (Standard recipes).
Rebalanced Plutonium Fuel Rod standard recipe, increased power yield, and reduced Plutonium Waste production.
Rebalanced all Alternative Plutonium Recipes.
Fixed and rebalanced Infused Uranium Cell recipe.
Exact Standard recipe changes:
Radio Control Units cost slightly more casings now (from 30 to 40 per minute).
Heat sink production rate has been lowered to 7.5/min (from 10/min) and now costs more Alclad Sheets and less Copper Sheets (From 4 to 5 and 4.5 to 3 per Heat Sink, respectively).
Plutonium Fuel Rods now produce four times as much power but cost twice as much and are produced at half the rate.
Encased Plutonium Cells output at half the rate to match new Plutonium Fuel Rod production.
Fixed up a mistake made with the Non-fissile Uranium standard recipe (the numbers for Sulfuric Acid and Nitric Acid were swapped... oops).
Halved Plutonium Waste output per minute (was 2 per generator, is now 1).
Exact Alternative recipe changes:
Sloppy Alumina & Electro: - Aluminum Scrap: Adapted the numbers and increased bauxite usage.
Instant (Aluminum) Scrap: - Adapted numbers for water (input and output).
Pure Aluminum Ingot: - Slightly increased both input and output rate (ratios are the same).
Alclad Casing: - Increased Aluminum Ingot usage.
Radio Control System: - Increased Aluminum Casing usage.
Heat Exchanger: - Increased usage of Aluminum Casing by 100% and Rubber by 50%.
Cooling Device: - Increased Heat Sink usage.
Turbo Rigour Motor: - Renamed to Turbo Electric Motor, decreased Electromagnetic Control Rod and Rotor usage, increased Radio Control Unit.
Infused Uranium Cell: - Properly uses Uranium instead of Uranium Pellets now, did another balance pass while we were at it.
Non-fissile Uranium: - Reduced Nitric and Sulfuric Acid usage, reduced water output.
Instant Plutonium Cell: - Reduced Nitrogen usage, halved output rate to match new Plutonium Fuel Rod balance
Plutonium Fuel Unit: - Doubled production time.
Update 4 Fixes v0.4.0.7
Hi Pioneers!
Hello again everybody! Another small round of fixes today because we love you all.
If we managed to break something that was working fine before please let us know at our QA site https://questions.satisfactorygame.com/ You can also give us feedback on stuff you like or don’t like or remind us of old unfixed issues!
See you all again soon, thank you for playing <3
BUG FIXES
Fixed missing sounds in Geyser nodes
Attempt #4 at fixing the UFGReplicationDetailInventoryComponent crash
Fixed Sort button not working in Vehicle Storages
Fixed Clients not being able to see Information in Drone Ports
Fixed issues with items not rendering properly in conveyor belts #PraiseBen
Fixed Light Intensity in UI displaying as 1000% instead of 100%
OPTIMISATION
Factory tick optimisations #AlsoPraiseBen
LOCALISATION
Updated test language translations
Fixed some more typos and consistency issues
Hidden more irrelevant strings for localisation
Made more strings localisable
Update 4 Fixes v0.4.0.6
Hi Pioneers!
Let’s start off this week with a new batch of fixes shall we?
As always you can let us know if we’re forgetting some issues or introduced new ones over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day!
See you all again soon, thanks for your support <3
BUG FIXES
Fixed Drone Station Inventory not working for Client
Drone Pathfinding and World Grid improvements. Drones will not fly to the closest cell if trying to pathfind outside of the grid instead of crashing. Building outside of the grid might have some weird behaviour but shouldn’t cause crashes anymore
Removed an ensure that caused many crashes when loading a big save
Fixed crash related to Drone Stations when loading the game
Fixed a bug where Drones would skip a station if saving when it’s docking, causing it to take off and bring the items back again when loading
Drone Status should now show the proper name
Fixed being unable to change intensity in the Street Light UI
Attempt #3 to fix crash related to the UFGReplicationDetailInventoryComponent
Fixed Nobelisk sound delay bug on destructible boulders
OPTIMISATION
Enabled PushModel Replication. This should significantly improve CPU performance for hosts/single player for large saves
Optimized VFX for the Fuel Generator
LOCALISATION
Fixed some typos and spelling inconsistencies
Made some a lot of strings localisable
Fixed some text wrapping issues
Updated all languages with the latest translations
Updated completion rates
Update 4 Hotfix v0.4.0.5
Hi Pioneers!
It seems that yesterday’s patch made Ziplines much worse for some of you so we’re releasing a small patch to fix that, among a few other things
Keep us updated with any other issues we might be missing at our QA site https://questions.satisfactorygame.com/ we read your posts every day!
See you again soon, thank you for playing our game <3
BUG FIXES
Drone Port names cannot be blank anymore
Fixed the Zipline issues introduced in the last patch
Fixed the efficiency values being displayed incorrectly
Fix on radioactivity check when dealing with modded items that are not loaded
Attempt #2 to fix a crash related to the UFGReplicationDetailInventoryComponent
Update 4 Fixes v0.4.0.4
Hi Pioneers!
Hello again everybody, there’s a lot of fixes and some nice QOL additions for you all in this patch so let’s get to it
If something is still not working like it should please let us know over at our QA site https://questions.satisfactorygame.com/ we’ll do our best to fix it ASAP
See you all again soon <3
BUG FIXES
Fixed “Floor is too steep” appearing when railway switch controls were placed in between foundations
Fixed overclocking not showing the correct value when pasting settings in some situations
Potential fix for a scenario where the Drones would take a nonsensical path to their destination
Potential fix for a rare crash
Power connection for the power extractor is no longer offset
Fixed clients not being able to see Crash Site rewards
Packaged Nitric Acid now uses a Fluid Tank so packaging and unpackaging match requirements
Fixed scrolling in Train Station UI
Fixed exploit that made it able to obtain multiple upgrades of the Space Elevator at the same time in multiplayer
Fixed a crash related to the Compass
Nuclear Power Plant UI now properly shows waste output
Fixed a crash related to the cargo mesh component
Lights now properly report consumption in UI
Fixed Night Mode not working the first night it was enabled
Fixed a bug where Drones would teleport when dismantling a Drone Station they are about to dock on
Fixed Lights consuming power when they were off
Fixed Aluminum Casing texture in conveyor belts
Fixed Fuel Generators producing power even when lacking sufficient Fuel
Fixed a crash related to the conveyor renderer
Fixed multiple events and messages (Like the M.A.M. completion message) being played at the same time
Reworked correction velocity for the Zipline which should fix players getting launched in the air when using it
Fixed particle effects in the Resource Wells
Fixed bug that allowed to use the Hover Pack with no power by spamming space
Fixed bug where the Hover Pack would automatically activate hover mode in some scenarios where it shouldn’t
Fixed a rare crash related to Drones
Fixed Drone Ports allowing duplicate names
Fixed bug where the M.A.M. wasn’t able to be sampled with the eyedropper
Corrected Personal Storage Container centre. This will cause Personal Storage Containers to be moved slightly. #BlameBen
Improved conveyor belt renderer stability
WORLD
Removed some rewards around Resource Wells
QUALITY OF LIFE
Copy paste now autofills Power Shard slots if available
Zipline now conserves velocity when you start ziplining
Disabled clearance check on fences, now players can build Street Lights and Power Poles in between them
Certain buildings can now be rotated 45 degrees when placing instead of only 90 degrees: - Jump Pad - U-Jelly Landing Pad - Street Light - Personal Storage Container - Light Control Panel - Power Switch - M.A.M. - AWESOME Shop - Craft Bench - Equipment Workshop
Changed Min/Max values for the Light intensity
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Added English (Canada)
Fixed a bunch of errors and typos, hidden some non-translatable strings
Updated the list of community translators in credits
Update 4 Hotfix v0.4.0.3
Hi Pioneers!
Another patch so soon? We have some more key fixes and we don’t want to make any of you wait so here it goes! :)
Remember to let us know about any issues you might be experiencing in our QA site https://questions.satisfactorygame.com/ you can also give feedback on the new content and the game overall, we read your posts every day.
See you all again soon, hope you all have great weekends and thanks for playing our game <3
NEW CONTENT
Added icon to Water in Compass and Map
Changed the number of decimals in overclocking from 1 to 4
BUG FIXES
Light Control Panel now has the proper icon in the AWESOME Shop
Fixed crash that happened when trying to Reset settings in certain conditions
Fixed wrong ingredients being shown for Flood Lights in the AWESOME Shop
Fixed Mk.2 Pipelines being converted into Mk.1 when dismantling junctions
Fixed crash when tabbing out during loading while on Fullscreen
Fixed rare crash which could happen when using the Zipline
Fixed an extremely rare crash which could happen when trying to drop from a Zipline by crouching
Removed the Radio Control Unit from the M.A.M. research tree as it is no longer relevant there
Fixed FOV not being applied when loading a game
Fixed Miners not showing production rate for Clients
Properly removed prototype scalability feature
Fixed Trains moving very slowly when the player approached them from a far away distance
BALANCING
Increased Zipline speed and decreased speed reduction when zipping upwards
LOCALISATION
Updated all languages with the latest translations