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
Updated completion rates
Update 4 Hotfix v0.4.0.2
Hi Pioneers!
Hello again everybody, thank you all for your comments, we’re extremely happy to see that you’re enjoying the update <3
Thank you for all your reports in our QA site as well https://questions.satisfactorygame.com/ we’ll continue monitoring it to make sure there aren’t any huge issues preventing you all from enjoying the game.
With that said we have fixed a lot of stuff already so let’s get right into it!
There was a small hotfix deployed yesterday for a crash a lot of people were experiencing when loading their saves, patch notes were as follows:
Patch Notes: Early Access (EXPERIMENTAL) - v0.4.0.1 – Build 146943
BUG FIXES
Fixed one of our current top crashes
Now, for today’s patch notes:
NEW CONTENT
M.A.M. completion pop up in HUD
144 FPS lock option
BUG FIXES
Fixed Freight Carts still having collision when empty
Fixed loading/unloading Freight Carts while standing on or near it crushing players
Fixed some Resource Wells not allowing Extractors/Pressurisers to be placed
Fixed some options being missing from the options menu
Fixed FPS settings not saving
Fixed Motion Blur value not being applied correctly
Fixed Auto Save not working
Fixed Graphical Options not saving
Fixed a Crash that would happen on saves where Water Pumps had been wrongly upgraded to Geothermal Generators due to a previous bug
Changed max width of tooltips so longer recipes don’t go out of bounds
Changed the size of some things in the Build Menu info so the cost slots can be regular size
Fixed the colours when hovering over the M.A.M. text
Fixed the button of the craft bench glowing
Fixed characters appearing as giants when holding the Snowball Pile
Fixed M.A.M. completion global sound not playing
Updated the size of the Alternate Recipe buttons in the M.A.M.
Fixed the last tier of the Space Elevator being unlockable without completing the requirements for it
Fixed a visual bug in the Hadron Collider UI
Fixed being unable to add things to cart in the “You may also like” section of the AWESOME Shop
Potentially fixed a crash in the dot damage component
Fixed a crash when opening the Map
Fixed a mistake with the output of an alternate recipe for Supercomputer
Potential fix for a conveyor renderer crash
Fix for a crash related to invalid player pawn
Hotfix on lighting #praiseben
LOCALISATION
Fixed Power Grid typo
Miscellaneous fixes and debug changes
Updated all languages with the latest translations
Update 4 is now out on Experimental!
Hi Pioneers!
Here it is, Update 4 out on Experimental. Before you read through everything here, you might want to check out our Patch Notes video showcasing all the cool new stuff that has been added to Satisfactory in this update.
[previewyoutube="Dp77ih_XmkY;full"]
We’ve already teased and showcased a bunch of the content that you are getting with this patch, but there are some spicy surprises we were hiding until the release. Now Satisfactory is taking to the air with Aerial Transportation for your resources and the Hover Pack to make factory building and traversal extra smooth. Additionally, we have added Lights to the game in a way that should not immediately destroy your performance. We are still working on them, but we hope you will already find them quite enjoyable. On top of this the Power Storage and Generator changes will affect how you deal with dreaded blackouts and the updated Tier 7 and added Tier 8 bring a whole lot of new late game content for you to play with. Together with the new content we’ve also worked on lots of smaller and bigger changes across the game to improve it, there are improvements to networking, optimisations, UI, quality of life, all the good stuff. You can find the full list in the patch notes below.
Of course, this is the initial Experimental release of Update 4 and that means we are still actively working on many of these features and improvements, but now we want you to try them out and give us feedback. If you find issues or have feedback for us, you can post it on the Questions Site or upvote existing posts to let us know what is important to you. The site can be found here: https://questions.satisfactorygame.com/
We are expecting this update to spend around a month on Experimental for us to be able to react to your feedback and fix everything up nicely for the Early Access release. With that in mind we are aiming for it to be fully released on the 13th of April. Fingers crossed on that for all of you waiting for the update to be stable!
Since we are still actively working on this content there are some issues known to us that you can find in their own section at the end of the patch notes if you want to check them first before switching to Experimental.
Update 4 is one of the biggest updates we have made so far. We started working on it after summer last year alongside 3.5, so it is super exciting to finally share it with all of you. Hope y’all are going to enjoy it a lot!
Cheers and thank you for playing and sharing the awesome stuff you do in Satisfactory <3
NEW CONTENT
AERIAL RESOURCE TRANSPORT
LIGHTS
EQUIPMENT
BUILDINGS
RESOURCES
CHANGES
BALANCING
PROGRESSION
OPTIMISATION
QUALITY OF LIFE
NETWORKING
UI
FACTORY
WORLD
WILDLIFE
EQUIPMENT
PLAYER CHARACTER
SETTINGS
BUG FIXES
KNOWN ISSUES
Final Teaser for Update 4
We've got one last teaser for you before Update 4 drops on the experimental branch on March 16th. Stay safe until then!
[previewyoutube="1WUB7XdTS6Y;full"]
- Snutter
Modular Builds 0.3.8.11
Hi Pioneers!
It’s time for everybody’s favorite, another small update for the modding community, but there’s also an optimization change that might have some positive impact
If it somehow makes things worse please let us know over at our QA site https://questions.satisfactorygame.com/ you can also let us know if it made things better, I’m sure some people on the team would appreciate it :)
See you all again soon <3
NEW CONTENT
Enabled shared build environment for modular builds
OPTIMISATION
Reduce instance mesh component memory foot print, should improve instance creation and updating