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Satisfactory screenshot
Genre: Simulator, Strategy, Adventure, Indie

Satisfactory

Conveyor Networking Rework Update 4 (EXPERIMENTAL)

Hi Pioneers!

With this update we have fixed all of the currently known crashes related to the new Conveyor Networking update, so you should no longer crash™ when playing multiplayer

This update also contains a few other fixes and some more optimisation tweaks

If you are still experiencing any issues or crashes or want to tell us about the performance changes in the latest updates, please let us know over at our QA site https://questions.satisfactorygame.com/ we read your feedback over there every day

Thank you all for your invaluable feedback, there’s more updates and improvements in the works so look forward to it

BUG FIXES

  • Fixed the last known Conveyor Replication crash
  • Programmable and Smart Splitter now properly resets to the full item list when the search is deleted


OPTIMISATION

  • Fixed distance field update settings on the Train Station/Truck Station
  • Fixed up significance on particle effects
  • Attempt at reducing Freight Cart update costs
  • Removed some unnecessary checks when loading a save

Conveyor Networking Rework Update 3 (EXPERIMENTAL)

Hi Pioneers!

Here’s a small patch for you all which should take of another one of the big crashes left, If we missed something please let us know at our QA site https://questions.satisfactorygame.com/ Remember that you can also post any general feedback or issues regarding the update as well, we will be happy to read them.

Thanks for playing and see you again very soon <3

BUG FIXES

  • Fixed another Conveyor Replication crash

Conveyor Networking Rework Update 2 (EXPERIMENTAL)

Hi Pioneers!

To start off this week we have some fixes to some of the crashes you might have been experiencing in the latest Experimental Update while playing on Multiplayer, there are still a few of them that we are working on so please keep your crash reports coming and if you’re experiencing any sort of issue, please let us know in our QA site at: https://questions.satisfactorygame.com/ so we can continue to polish this patch.

In this update, we have bunch of new optimization improvements which should be mainly apparent on big factories where there is a lot of these buildings are repeated.

We have also fixed a bug with log files getting a lot of spam and resulting in a big waste of Hard Drive space, If you were playing in Korean and didn’t know about this you can check your log files in “AppData\Local\FactoryGame\Saved\Logs” and delete any log files you might not want.

If you still see something wrong with your logs after playing with this new Update, please let us know at the QA site above.

Thanks for playing and see you soon <3

BUG FIXES

  • Fixed some Conveyor replication Issues
  • Fixed log file spam when playing the game in Korean

OPTIMISATION

  • Enabled update rate optimizations on:
    - Freight Platform/Fluid Freight Platform (Will be tweaked further in the future)
    - Nuclear Power Plant
    - Packager


  • Fixed tick type for:
    - Electric Locomotive
    - Freight Cart
    - Freight Platform/Fluid Freight Platform
    - Nuclear Power Plant
    - Packager
    - Resource sink


  • Fixed cull distance on Freight Platform/Fluid Freight Platform

LOCALISATION

  • Updated all languages with the latest translations

Conveyor Networking Rework Update (EXPERIMENTAL)

Hi Pioneers!

Thank you all for submitting your crash reports and for your posts over at our QA site, we are aware of the new crashes that have surfaced and in today’s patch we are including some more tools for us so we can fix these new issues more efficiently and bring a better experience to everybody as soon as possible.

If you are still experiencing issues please let us know in our QA site at: https://questions.satisfactorygame.com/ and keep sending your crash reports so we can fix them.

We have also included two new FOV options that should be of extra interest to players with ultrawide monitors, you can find them under Options > Video, please let us know what you think about them.

And lastly we have included a new console command so we can get even more debug info which we need in some cases, the command is “ToggleDebugOverlay” and to use the console it must be enabled by pressing CTRL+Shift+L and using the “§” key to bring it up.

Hope you all have a great weekend, there’s more updates to come, see you next time and thanks for playing!


OPTIMISATION

  • Improved logging in Conveyor replication for debugging


QUALITY OF LIFE

  • Added extra options:
    - Maintain Y-Axis FOV Aspect Ratio
    - First Person FOV Modifier
  • Added console command:
    - ToggleDebugOverlay

Conveyor Networking Rework (EXPERIMENTAL)

Hi Pioneers!

Today we have an optimization update for you, the networking for the conveyor belts has been reworked to be more stable, this should take care of some of the most common crashes and desyncs related to Conveyor Belts for Clients in Multiplayer.

This has been tested internally but as always with big changes, all the variables of a bigger environment might result in unexpected bugs so if you notice anything wrong please let us know as soon as possible in our QA site at: https://questions.satisfactorygame.com/ so we can work on polishing this so we can roll out those improvements to everybody.


OPTIMISATION

  • Reworked Conveyor Networking


BUG FIXES

  • Fixed Search boxes being case sensitive in languages other than English


LOCALISATION

  • Updated all languages with the latest translations

The Fluids Update

Heyo!

[previewyoutube="GdQl1oNR8Io;full"]

The fluids update (aka update 0.3.6, aka the November Update in October, aka the update between update 3 and update 4) is now available on the Early Access branch of the game! If you haven't been able to check it out on the Experimental branch or followed us on any of our streams highlighting all the features in this update, then let me break it down for ya!

Also, Patch Notes can be found at the bottom of this post.

The Packager



This bad boy can pack/unpack so many liquids. While it doesn't really add any new feature in the game, the packager is a cheaper building for specifically handling the packaging/unpackaging of liquids.

  • It consumes 10 MW of power.
  • It costs 10 plastic, 10 rubber, 20 steel beams to construct.
  • It has all the 'packaging' and 'unpackaging' recipes that was previously in the refinery with the exception of 'diluted packaged fuel' alternative recipe.

    This is because that one is not actually about packaging or unpackaging, it mixes Heavy Oil Residue with Water to create diluted fuel which is a process the Packager shouldn't handle.

    This is also due to balancing as some setups would be very strong. We might move it later once we feel comfortable rebalancing that stuff again.

  • It's much smaller than a refinery. It perfectly fits on a single foundation and is less than 3 walls high.
  • The inputs and outputs on each side of the packager are now vertically placed on the building.

    This is currently the only production building that does this. It is a bit of a test case, but we're quite confident it will work out well. It is mostly to reduce all the crisscrossing of belts and pipes while setting up a large row of them. Make sure to let us know what you think of this!


Any refineries currently running any packaging and unpackaging recipes will still work after the update, but we are looking into removing the option to select those recipes in the refinery. So existing setups will still work but from that point on the packager will be needed for any new setups using those recipes.

New Jump Pads and Ceiling/wall power mounts



For the Fluids Update we've also added a few Quality-of-Life features for the game. One of which is changing a little bit how jump pads work in the game.

Jump Pads



  • Previously Jump Pads would just apply a uniform force on the player when they step up on them. Now jump pads will instead calculate the force needed to hit the target, making them much more reliable.
  • Upon construction the angle of the jump pad can now be configured with a visual indication of simulated player trajectory.
  • Jump Pads will consume power by charging up. It can charge itself up to 3 times. It will only consume power during the charge and then idle until the next charge. One jump consumes a single charge.


Ceiling & Wall Power mounts



  • Power mounts can now be mounted at the bottom of foundations, making it possible to run power mounts in the ceiling of your factories.
  • When dragging wires from buildables the connector will now match from what surface is aimed towards, meaning it will automatically switch between power poles for ground, wall mounts for walls, etc.


In the above video you may also see some pioneers sitting down. This is unfortunately not coming until Update 4 and the person making the video has been fired seven times. This is just a cosmetic feature where any players not currently in the session will sit down and once they join the pioneer will stand up.

Ladders!!!


Of course, the most important new feature in the minor update is the addition of ladders!

  • Their height can be adjusted.
  • They can be attached to walls and under and on the side of foundations.


Pipeline Mk.2


For some reason people wanted more pipes so I guess we're adding that.

  • Unlocked in Tier 6.
  • They cost 2 copper sheets and 1 plastic.
  • Maximum flowrate is 600m3 per minute.
  • Pipes can be upgraded similar to conveyor belts.
  • There are currently no plans for mk.3 pipes, and even if we add that the maximum flow rate will stay at 600m3 due to technical limitations.


Pump Mk.2



  • Unlocked in Tier 6, with the Mk.2 Pipe.
  • Costs 2 motors, 8 plastic, and 4 encased industrial beams.
  • Consumes 8 MW of power.
  • Maximum recommend head lift is 50 meters. Like with Mk.1 pumps, it allows 10% more before it actually stops pumping, so it can pump up to 55 meters effectively.
  • The length is the same as the Mk.1 pump's length.


  • Mk.1 pumps were scaled down by ~75% of their original size as we felt they were clipping too often for players.
  • We've added hologram head lift feedback for pumps to see how far the pump will push fluid through the pipe.
  • Pumps can now be snapped to the optimal head lift distance, meaning it's a lot easier to build pumps at the perfect distance.
  • Pumps can also now be rotated for more fine tuning of placement.


Valve



  • They cost 4 rubber and 4 steel beams.
  • Unlocked in Tier 5, in the Oil Processing milestone
  • Allows players to limit the maximum flow rate of a pipeline.
  • Valves do not stop head lift.
  • Valves do stop backflow (so they are directional).
  • Valves do not consume power.


If you wanna see these in action you can also check out our teasers leading up the release of the update!

Fluids Update on Experimental - https://youtu.be/iahxEfLCFWU
Ladders, Pipes, Pumps, and Valve - https://youtu.be/R_vSyaBC-yI
Jumps pads, Wire connectors - https://youtu.be/oZwZtn4RHJg
Packager - https://youtu.be/hvdlZ6e_o5Q

Thanks for coming to my TED talk. Hope you'll enjoy the minor update and stay tuned for more things to come!

Snutter

Patch Notes



Patch Notes: Early Access (EXPERIMENTAL) - v0.3.6.5 – Build 136408

NEW CONTENT



  • Packager 

    • Unlockable in Tier 5, Alternative Fluid Transport
    • New building for packaging and unpackaging recipes 

  • Pipeline Mk.2 

    • Unlockable in Tier 6, Pipeline Engineering Mk.2
    • Able to transport 600m³ of fluids per minute

  • Pipeline Pump Mk.2

    • Unlockable in Tier 6, Pipeline Engineering Mk.2
    • Has a total head lift of 50 meters

  • Head lift feedback

    • When building Pipeline pumps there is now feedback to help placing them for optimal head lift distribution

  • Valve

    • Unlockable in Tier 5, Oil Processing
    • New attachment that can be used to limit the flow rate of a pipeline

  • Ladder

    • Unlockable in the AWESOME Shop
    • Their height can be adjusted by dragging the mouse Up/Down before placing
    • Just like the Wall attachments, they also can attach to Walls and under and on the side of Foundations

  • Two new alternate recipes

    • Steel Canister
    • Coated Iron Canister


FACTORY



  • Pipeline Pumps can now be rotated before being placed 
  • Wall attachments can now be placed under and on the side of Foundations (Power/Pipeline/Hyper Tube Wall attachments) 
  • Jump Pads (Overhaul)

    • Added visual feedback with the launch trajectory for the current Jump Pad and pre-existing ones while building
    • Launch angle can be adjusted while placing with Mouse Wheel, extra fine tuning is possible by holding down Ctrl while adjusting the angle 
    • Updated visuals, it is now a new single mesh instead of several different ones 
    • Renamed previous iteration of the Jump Pads to "Old Jump Pad" 
    • Removed Old Jump Pads from the Build menu, Codex and Quick Search 

  • Refinery

    • Updated visuals 
    • Updated build menu icon


BUG FIXES



  • Improved connection mesh for Power Poles and Wall Power Poles to always face the player and position better
  • Realigned ladders on some buildings where you could not grab onto them properly when climbing down
  • Fixed the capitalization of coal in the Resource Scanner 
  • Fixed items being invisible near crash sites in certain parts of the map 

QUALITY OF LIFE



  • Build gun hologram will automatically switch to Wall Power Poles when aiming at a Wall or Foundation Side/Bottom when building a cable
  • You cannot put Power Slugs or Hard Drives in the trash
  • Removed velocity checks from Ladders so you can always grab onto them  

LOCALISATION



  • Updated all languages with the latest translations 
  • Added new language: Serbian (Latin) 

Fluids Update Bugfixes - Patch Notes

Hi Pioneers!

Another short and sweet patch to fix some bugs for you all <3

There’s more in the works so will definitely want to stay tuned, remember to check our social media pages for more information about the game and head over to https://questions.satisfactorygame.com/ if you have any bugs/feedback you would like us to check

As always, thanks for playing, see you again soon!

BUG FIXES

  • Every resource in the Resource Scanner is now capitalised correctly
  • Fixed a bug where 90º Jump Pads would be partially invisible for Client


LOCALISATION

  • Updated all languages with the latest translations

Fluids Update Fixes - Patch Notes

Hi Pioneers!

I’m sure nobody was expecting the next patch to be that soon, were you? :D, just to give you all a little extra here’s some stuff to play around with before the weekend, as always your feedback means a lot to us so here’s some balancing for our latest additions and a few extra bug fixes

If you happen to spot any issues please let us know at https://questions.satisfactorygame.com/ we will appreciate reading all your posts with our morning coffee on Monday

But until then, have a great weekend and keep enjoying the game, see you again soon! <3

BALANCING

  • Valve is now unlocked in Tier 5, Oil Processing. (Was previously in Tier 6, Expanded Power Infrastructure). The cost of the Valve is unchanged.
  • Pipeline Mk.2 and Pump Mk.2 are now located in their own Milestone in Tier 6. (Were previously in Tier 7, Bauxite Refinement.)
    - The new Milestone, 'Pipeline Engineering Mk.2', costs: 1000 Copper Sheets, 400 Plastic, 400 Rubber, 50 Heavy Modular Frames.
  • To fit the new unlock location Pipeline and Pump Mk.2 building costs have changed to:
    - Pipeline Mk.2: 2 Copper Sheets + 1 Plastic
    - Pump Mk.2: 2 Motor + 4 Encased Industrial Beams + 8 Plastic
  • Pump Mk.2 power consumption was reduced from 12 to 8 MW.


BUG FIXES

  • Fixed items being invisible near crash sites in certain parts of the map
  • Actually fixed the capitalization for Coal in the Resource Scanner

Community MERCH!

What's up!

[previewyoutube="nXt1hY9-pgg;full"]

A while back we announced the FanForge contest winners on our YouTube channel and today those same designs are now available!

There are some really juicy designs that community drew up! Check em out below or/and head over to forfansbyfans.com/feature/satisfactory-fan-forge-community-designs see them all!

Make sure to use the code doggo for 20% off all Satisfactory designs until November 11th!





Until next time,

Snutter

Fluids Update Bugfix - Patch Notes

Hi Pioneers!

We’re continuing our work fixing and polishing this Fluids Update so here’s another round of bugfixes, there are a few other issues we are aware of and we’re working hard on those as well so expect another patch coming up soon :)

If there are any issues, feedback, or bugs you think we should be addressing please let us know in our QA site at https://questions.satisfactorygame.com/ we read everyone’s new posts and comments over there every day

We hope you’re all having a good time with the newest update, see you again soon!

BUG FIXES

  • Wall Power Poles can no longer be upgraded into regular Power Poles
  • Fixed some cOAL nodes having the wrong mesh north of grass fields
  • Restored Jump Pad interaction of a certain vehicle to be as floaty as before
  • Fixed Jump Pads not making sound when activated by a vehicle
  • Sorting inventory should no longer result in items getting deleted in certain scenarios


LOCALISATION

  • Updated all languages with the latest translations