Today we’re finally moving the lastest Experimental updates to the Early Access version.
The main changes that weren’t here before are the EOS SDK Upgrade which has allowed some players who were previously having issues with Multiplayer connections to be able to play now (We are aware there are other connection issues as well and we’re working on those too) the modding related changes and .exe renaming (Satisfactory properly shows on task manager again) alongside some bugfixes.
As always, If things are not working like they should please let us know over at our QA site https://questions.satisfactorygame.com/ We read your comments every day.
If you’re having issues after updating please verify your game files!.
Thank you all for your support, see you again soon <3
EOS
Upgraded EOS SDK to 1.11.0
MODDING
Allow modules with id SML to always load
Marked more stuff with FACTORYGAME_API
Game Icon changed and process renamed back to Satisfactory
BUG FIXES
Attempt at making the background thread more stable when loading a save from a game session
Fixed the UI Scaling slider in the options menu shaking the screen
Potential fix for the game not always shutting down entirely
Log spam related to the Candy Cane basher should be fixed
HUD Scaling option should now properly save
HUD Scaling option can now be properly applied from the main menu
Experimental Update v0.4.2.2
Hi Pioneers!
Hello again, today we have another small update, we’ve been noticing some reports of people being unable to join multiplayer games or getting “Connection Timed Out” messages, so we have updated our EOS SDK to see if this potentially resolves these issues so if you are currently experiencing those issues please give the Experimental version a try.
There shouldn’t be any new issues from this upgrade but if there are any please let us know over at our QA site https://questions.satisfactorygame.com/ and we will try to solve them ASAP.
Thank you all for playing our game <3
EOS
Upgraded EOS SDK to 1.11.0
BUG FIXES
Log spam related to the Candy Cane basher should be fixed
HUD Scaling option should now properly save
HUD Scaling option can now be properly applied from the main menu
Experimental Update v0.4.2.1
Hi Pioneers!
Hello again everybody, it’s been a while, today we’re releasing this patch for the Experimental version with a lot of things that might affect the modding community so we want to get some feedback on whether things are okay or not before we move it to the Early Access version.
There’s a few fixes that made its way over here because why not, but the focus is the modding related changes, if you’re comfortably playing and using mods you might want to stick to the Early Access version instead as this update might break them for a while.
If there’s some newly introduced issues with this update that aren’t mod related, you can let us know over at our QA site as usual https://questions.satisfactorygame.com/ We read all of your posts.
Until next time, take care everybody <3
MODDING
Allow modules with id SML to always load
Marked more stuff with FACTORYGAME_API
Game Icon changed and process renamed back to Satisfactory
BUG FIXES
Attempt at making the background thread more stable when loading a save from a game session
Fixed the UI Scaling slider in the options menu shaking the screen
Potential fix for the game not always shutting down entirely
Update 4 Fixes v0.4.2.0
Hi Pioneers!
Hello again everybody, here’s another patch to fix some more issues, including some adjustments to the new hologram effects.
Are we forgetting some important issues? Please let us know at our QA Site https://questions.satisfactorygame.com/ We read all of your posts
A reminder for people have been having issues with unexpected crashes or weird behaviour with the game, 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.
See you all again soon <3
VFX
Further tweaks to hologram depth and directional arrows
BUG FIXES
Fixed a bug where the Y key couldn’t be rebound in the settings
Fixed holograms not displaying properly in Dune Desert or after having been in Dune Desert
EQUIPMENT
Adjusted the Hover Pack to explain its “Disable” and “Slow-fall” controls.
Increased Hover Pack Slow-fall from 60 to 120 seconds
Update 4 Fixes v0.4.1.1
Hi Pioneers!
Good news everyone!, Here’s a small patch with a few assorted changes, from crash fixes to brand new Hologram and Dismantle effects and some performance improvements
Are the new effects amazing?, Did this patch break everything? Please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.
A reminder for people have been having issues with unexpected crashes or weird behaviour with the game, 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.
Until next time, Thank you all for playing our game <3
VFX
New Hologram and Dismantle effects!
BUG FIXES
Fixed a crash related to the build gun
Fixed a crash related to upgrading power poles
Fixed “Reliable Overflow Buffer” error when joining a Multiplayer game
Fixed another crash when loading saves
OPTIMISATION
Loading times should be better and should use less RAM
UI
Fixed issue where the scroll bar in the Build Menu categories didn’t work properly
LOCALISATION
Fixed a few issues with ADA voice lines
Fixed some typos
Updated all languages with the latest translations
Updated language completion rates
Update 4 is Out Now!
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What's up!
Update 4 is now finally available on Early Access! This update is jam-packed with new content! So let me break it down for y'all!
If you're looking for the complete patch notes of the update then scroll to the bottom of the post!
Drones
Transporting things on conveyor belts is cool and all - but transporting things using drones is indisputably better, so we added that. Still, they wouldn’t let me stand on them though on account that it could interfere with the drone’s avionics. I don’t blame ‘em.
Drones are designed for long-range, low-capacity transportation and unlocks in tier 7 & 8. The drones are fully automated, traveling between two fixed ports and navigating themselves around any obstacles they encounter along the way.
Each port can only contain one drone but they move across the map extremely quickly and are far easier to set up than Trains, Belts, or Trucks. Drones require batteries as fuel and their consumption rate and travel speed become more efficient as delivery distances increase. They can’t carry much, but they’re doing their best.
Hover pack and Ziplines
But drones aren’t the only thing flying around! There’s new equipment pioneers from FICSIT Inc. can also utilize such as the brand-new hover pack to get a good overview of their production lines and build from a higher vantage point! Hover packs draws power from the power grid and doesn’t require any extra fuel to function. However, they’re not the fastest way to get around and explore with, but not everything’s a competition.
In addition to this there’s also a new tool called the zipline, used to zip around your power poles in your base!
Nuclear Power & New Buildings
We’ve extended the nuclear refinement processing the game to be able to produce Plutonium Fuel Rods. Not only that but there’s also a bunch of new buildings in the update that play an integral part in some of the nuclear production lines such as the blender, the particle accelerator, and the resource well pressurizer & extractor. But also, some that will improve the existing aspects of the game such as the power storage and power switch.
Update 4 Fixes v0.4.0.12
**Hi Pioneers!**
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.