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

Satisfactory

1.0 Fixes v1.0.0.4

Hi Pioneers!

Hello again everyone, Today we have another patch with a pretty sizeable amount of bugfixes and other polish including several crash and bug fixes, multiplayer interaction fixes, many UI, Visual and Audio fixes, and more!

Given the amount of fixes in this patch, please let us know over at our QA Site if we might have introduced any new issues https://questions.satisfactorygame.com/ We read your posts every day, so also let us know if there’s anything important that hasn’t been addressed already

See you all again soon, It’s amazing to see so many of you still enjoying our game every day and it means a lot to all of us <3

BUGFIXES

  • Potential fix for a rare crash when dismantling a drone at the end of its takeoff sequence
  • Fixed a bug where the Object Scanner menu would open when pinging
  • Fix for some buildables disappearing in very old saves (Around Update 2)

    • This fix is not retroactive, this means if you have overwritten a save with missing buildings after playing the 1.0 version, those buildings will remain missing.

      This only prevents buildables disappearing on old saves that are loaded/re-saved from this patch onwards. We’re sorry for the inconvenience, this was a very complicated issue.

  • Fix for items placed inside the Toilet not showing up properly in Multiplayer
  • Fixed the Drop Pod at the start sequence not being visible when walking too far away from it in multiplayer
  • Fixed Nobelisks getting stuck in the air around the area of a recently destroyed Gas Pillar or Destructible Rock
  • Fixed a bug where connecting a Pipeline Junction, Pipeline Pump or Valve to a Pipeline connected to a Pipeline Floor Hole would make it lose connection to the Pipeline Floor Hole
  • Fixed Power Poles and Power Tower not being properly customizable in Multiplayer
  • Fix for Blueprints not showing up or being unusable in sessions that ended with a period/fullstop
  • Fixed not being able to upgrade/replace Walls with CTRL+LMB in Multiplayer
  • Fixed a bug where the build mode would be displayed as N/A after sampling a Conveyor belt while in Dismantle mode in Multiplayer
  • Fixed items not being interactable while being inside the Spore Flower Gas
  • Fixed some buildables being sent to the center of the map when building them inside a Blueprint Designer in Multiplayer and Dedicated Servers
  • Fixed items still refunding materials and clogging up the inventory when dismantling and using No Build Cost in Advanced Game Settings
  • Fixed an uncommon issue where rebuilding Train Stations in the same spot could freeze the game
  • Fixed Pipeline Pump sounds sometimes still playing after being dismantled
  • Fixed Railway Block visualization, it should now work as intended again
  • Fixed Trains rolling away in Multiplayer if entered from a steep slope


GAMEPLAY

  • Updated Pipeline Junction to be consistent in size
  • Added Soft Clearance to Pipeline Junction


UI

  • Fixed the Blueprint designer not being able to be closed with ESC
  • Fixed long text not properly scaling in some of the menus
  • Fixed Auto Save text being cut off in some languages
  • Added a prompt to warn about unsaved changes in Timetables for Trains when closing the menu
  • Fixed measurement unit being missing in the Fluid Freight platform transfer rate
  • Fixed issues with the focus and selection of the Hard Drive list
  • Updated the Split Stack Slider to fix existing issues when splitting certain amounts
  • Added a scroll bar to the HUB rewards (Used by Mods)
  • Updated the text for the Server Restart Interval option to make it clearer to understand
  • Removed double parenthesis and exclamation mark on the “Not Enough space to Pick up Ore” messages


TECH ART

  • Fixed shadows on the Resource Scanner
  • Fixed Gas from Gas Pillars not being removed in some areas even after destroying the Gas Pillars
  • Fixed Dismantle effect when hovering not showing up correctly when aiming at Glass structures
  • Fixed items in Conveyor Belts spinning when passing by the junction where two Conveyor Belt segments meet
  • Disabled Frame Generation being on by default

    • There is now a new option in the options menu to enable it again

  • Disabled Mouse Smoothing being on by default


ANIMATION

  • Fixed up animation to pet the Lizard Doggo


AUDIO

  • Fixed the “Whoosh” sound effect that would occasionally happen when traversing near previously picked up Somersloop
  • Fixed a the Work bench crafting SFX not being in sync with the visuals
  • Fixed ambient sounds of foliage rustling by the wind stacking up and being too loud in some areas
  • Toned down the ambient sounds in Crater Lakes as it was a bit too loud and overwhelming
  • Added equip/un-equip sounds for Blade Runners, Gas Mask and Parachute
  • Lowered Coal-Powered Generator volume
  • Fixed first time equip audio for the Xeno-Zapper continuing to play even if the animation has been cancelled by another action
  • Fixed sounds for the Oil Refinery, Assembler, Converter and Manufacturer sometimes stacking and playing multiple times
  • Added options menu sliders to adjust the volume for the Converter, Quantum Encoder and Alien Power Augmenter
  • Updated all sub-drop downs in the Audio Settings to be sorted alphabetically
  • Added a new slider in the options menu to adjust the volume of the Crafting Bench
  • Fixed a bug where the Dimensional Depot would sometimes stop playing it’s idle sound effects


WORLD

  • Fixed Water Extractors sometimes giving Nuclear Waste in some locations
  • Fixed some Slugs being out of bounds and unobtainable
  • Fixed two Crash Site items that showed the incorrect item, they now show Silica as they should
  • Fixed Iron Node under the terrain
  • Fixed some underwater VFX not properly playing in the west coast of Rocky Desert
  • Pushed back the World Map borders (North West Diagonal) so everyone can access their old bases again


DEDICATED SERVER

  • Fix for Dedicated Server failing to bind the Server API shutting down in some scenarios


LOCALISATION

  • Updated community translated languages with the latest translations
  • The following languages are now fully translated

    • Ukranian - українська - Professionally translated by the Unloc localization studio

  • The following languages are now partially translated by community, the percentage number represents how much is translated so far

    • Esperanto 59%
    • Finnish - Suomi - 53%
    • Latvian - Latviešu valoda - 59%
    • Norwegian - Norsk - 82%
    • Romanian - Română - 68%

  • Please note that for languages to be reimported into the game, they need to reach at least 50% completion, if you want to help out check out info on our Discord.


KNOWN ISSUES

There are languages missing
These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese.

A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more.

A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.

I Can't Switch supported Languages (workaround available)

If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the %LOCALAPPDATA%\FactoryGame\Saved\Config folder to %LOCALAPPDATA%\FactoryGame\Saved\Old_Config, then launch the game.

Plugin Error on launch

This is related to mods installed, Mods have been updated and now work with 1.0 so please make sure to update all your mods!. Keep in mind that not all mods have been updated yet.

[Crash] Shader Cache (workaround available)

Users may experience the following Fatal Error when booting up the game: [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal.

This can be fixed by forcing DirectX 11 (dx11) as the rendering API via the launch command: -dx11

Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s

Text information on how to set launch options: https://satisfactory.wiki.gg/wiki/Launch_arguments

White static effect over the game (AMD Radeon 5000 Series GPUs, possibly others)

This issue seems to be due to driver issues. Some workarounds on current drivers are:


  • Try disabling upscaling
  • If you really want to use upscaling, try using something other than FSR
  • If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
  • Force DirectX 11 as the rendering API through the launch command: -dx11


Mouse sensitivity feeling sluggish with V-Sync turned on
We’re currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.

Players starting at tier 2 on Dedicated Servers
Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. We’re currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.

1.0 Fixes v1.0.0.3

Hi Pioneers!

Hello again everyone, today we have a decently big patch with a LOT of bug and crash fixes, as well as other changes like updated community translations and more!

There are still some issues we’re looking into addressing and investigating, so please continue to let us know your feedback regarding our 1.0 Release, it helps a lot

If we happened to introduce any new issues with this patch or if there are other issues we may be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again soon, We’re super happy to see you all still enjoying our game <3

BUGFIXES

  • Fixed Early Access supporter pack not working for people who own the game on Epic Games Launcher
  • Fixed Slide Jumping accidentally being slower than it did during Update 8
  • Potential fix for a crash when obtaining the "New fear unlocked" achievement
  • Fixed a rare crash when throwing a Nobelisk in multiplayer and unequipping the Detonator right after
  • Fixed objects inside the poison clouds of Gas Pillars being uninteractable
  • Fixed Blade Runners being visible in only one leg in Multiplayer
  • Fixed a crash when dismantling a hypertube while someone is traveling through it
  • Fixed a crash when joining a multiplayer game that had many offline pioneers in it
  • Fixed Conveyor lifts not outputting items anymore when connected to a Conveyor Wall
  • Fixed Blueprints being slightly offset compared to previous updates
  • Fixed Cables sometimes getting the dismantle highlight stuck on them
  • Fixed being able to Jump or Crouch while interacting with certain menus
  • Fixed Conveyor Wall Mounts being able to snap to invalid buildables
  • Fixed a crash when loading a save while a player was inside a Vehicle
  • Fixed some customizations being skipped in Multiplayer when rapidly applying them
  • Fixed Object Scanner not detecting Hard-Drives in some scenarios until saving and reloading near a crash site
  • Fixed a crash on load in saves with corrupted Drones in them
  • Fixed a soft lock in multiplayer when leaving a session during Objective 4 of the Onboarding tutorial
  • Fixed multiple crashes that could happen when closing the game


TECH ART

  • Fixed some visual issues with the Buildgun when deploying the Parachute
  • Corrected the colors of Mk.5 Conveyor Belts
  • Fixed some visual issues when looking upwards and crouching or sliding with some equipment
  • Adjustments to the first time equip animation for the Xeno Basher
  • Visual adjustments to the Blade Runners in first person


UI

  • Fixed the not being able to scroll in the Hard Drive list in the MAM after researching many Hard Drives
  • Fixed Hide Static Key Shortcuts and Hide Dynamic Key Shortcuts options under User Interface not working
  • Fixed "Press RMB to respawn" sometimes getting stuck on screen in multiplayer
  • Fixed Network Quality and other settings
  • Fixed shift click not refilling inventory slots if there was not enough space for the entire stack to fit
  • Fixed Radar Towers being visible in the compass despite being turned off in the Map
  • Fixed a bug where some parts of the map would always be engulfed in fog of war and show an incorrect shape
  • Updated the Map
  • Fixed a bug where collapsable lists in the Options Menu would sometimes be expanded when exiting and re-entering menus or using the search function
  • Fixed issue where Train Station names wouldn’t change in multiplayer until closing and reopening their UI
  • Fixed Storage Container in the Blueprint Designer not showing an interact prompt
  • Fixed not being able to write correct values on Valves in Multiplayer


AUDIO

  • Fixes to the Alien Power Booster Attenuation on the laser when it's powered
  • Added a Creature Volume Slider for passive creatures; Manta, Space Giraffe and Flightless Birds


WORLD

  • Fixed being able to swim outside of the water near some waterfalls


DEDICATED SERVER

  • Fixed Advanced Game Settings not being Reset when creating a new game in some scenarios
  • Fixed Dedicated Server failing to bind the Server API shutting down the server


LOCALISATION

  • Updated community translated languages with the latest translations
  • The following languages are now fully translated by community

    • Turkish - Türkçe
    • Vietnamese - Tiếng Việt

  • The following languages are now partially translated by community, the percentage number represents how much is translated so far

    • Arabic - اَلْعَرَبِيَّةُ - %58
    • Bulgarian – български – 57%
    • Czech – Čeština – 51%
    • Hungarian – Magyar – 83%

  • Please note that for languages to be reimported into the game, they need to reach at least 50% completion, If you want to help out check out info on our Discord.
  • Fixed credits for all the LQA Testers



KNOWN ISSUES

[Installation] 1.0 doesn’t download

  • Please make sure to exit Steam or the EGS launcher fully, or try verifying the game's files, and reattempt downloading the game.


[Installation (Steam)] There is an .exe error when launching the game

  • Please restart Steam and verify the game's files.


There are languages missing

  • These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese.

    A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more.

    A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.


I Can't Switch supported Languages (workaround available)

  • If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the %LOCALAPPDATA%\FactoryGame\Saved\Config folder to %LOCALAPPDATA%\FactoryGame\Saved\Old_Config, then launch the game.


Plugin Error on launch (workaround available)

  • This is related to mods installed. Mods currently do not work with 1.0 so please make sure to disable or even delete all your mods, until they are updated!


[Crash] Shader Cache (workaround available)

  • Users may experience the following Fatal Error when booting up the game: [File:C :\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal.


    This can be fixed by forcing DirectX 11 (dx11) as the rendering API via the launch command: -dx11

    Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s

    Text information on how to set launch options: https://satisfactory.wiki.gg/wiki/Launch_arguments


White static effect over the game (AMD Radeon 5000 Series GPUs, possibly others)

This issue seems to be due to driver issues. Some workarounds on current drivers are:


  • Try disabling upscaling
  • If you really want to use upscaling, try using something other than FSR
  • If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
  • Force DirectX 11 as the rendering API through the launch command: -dx11


Mouse sensitivity feeling sluggish with V-Sync turned on

  • We’re currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.


Players starting at tier 2 on Dedicated Servers

  • Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. We’re currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.

1.0 Hotfix v1.0.0.2

Hi Pioneers!

Hello again everyone, We have been monitoring the issues some of you are having since we released and today we have a potential fix for one of the most prominent crashes with no workarounds that we have identified

After this patch, crashes related to Conveyor Belts/Lifts (AFGConveyorItemSubsystem) should hopefully be solved for everyone

This patch exclusively contains fixes for this issue, given its severity we didn’t want to wait for these fixes to be out so everyone could enjoy playing through the weekend :)

We have more fixes on the way for other issues being prepared and verified but in the meantime, Remember to upvote and post about any other bugs or issues in our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again soon, we hope you all continue to enjoy our game <3

BUGFIXES

  • Potential fix for a crash in saves with Conveyor Belts/Lifts (AFGConveyorItemSubsystem)


KNOWN ISSUES



[Installation] 1.0 doesn’t download

  • Please make sure to exit Steam or the EGS launcher fully, or try verifying the game's files, and reattempt downloading the game.


[Installation (Steam)] There is an .exe error when launching the game

  • Please restart Steam and verify the game's files.


There are languages missing

  • These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese.

    A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more.

    A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.


I Can't Switch supported Languages (workaround available)

  • If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the **%LOCALAPPDATA%\FactoryGame\Saved\Config* folder to **%LOCALAPPDATA%\FactoryGame\Saved\Old_Config*, then launch the game.


Plugin Error on launch (workaround available)

  • This is related to mods installed. Mods currently do not work with 1.0 so please make sure to disable or even delete all your mods, until they are updated!


[Crash] Shader Cache (workaround available)

  • Users may experience the following Fatal Error when booting up the game: [File: C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal.

    This can be fixed by forcing DirextX 11 (dx11) as the rendering API via the launch command: -dx11
    Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s


    Text information on how to set launch options: https://www.pcgamingwiki.com/wiki/Glossary:Command_line_argument


I can’t see the Early Access reward (Epic Games)

  • Everyone that has supported us during Early Access will receive some rewards upon starting up the game in 1.0, in the form of a new Helmet, Build Gun, and Trinket for said gun.

    These rewards currently don’t appear on the EGS version of Satisfactory 1.0 - we know who you are and are currently working on getting this sorted! Thank you all so much for all the support!


White static effect over the game (AMD Radeon 5000 Series GPUs, possibly others)
This issue seems to be due to driver issues. Some workarounds on current drivers are:

  • Try disabling upscaling
  • If you really want to use upscaling, try using something other than FSR
  • If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
  • Force DirectX 11 as the rendering API through the launch command: -dx11


Mouse sensitivity feeling sluggish with V-Sync turned on

  • We’re currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.


Players starting at tier 2 on Dedicated Servers

  • Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. We’re currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.

1.0 Hotfixes

Hi Pioneers!

Hello again everyone, we want to say thanks for such an amazing reception to our 1.0 release. It has been incredible for all of us, and we really appreciate your enthusiasm

With that said, we have noticed that some of you are having issues that might prevent you from playing, so here are some fixes that will hopefully allow you to enjoy the game as well

If there are other problems that you still think need to be addressed, please let us know over at our QA Site https://questions.satisfactorygame.com/ Your posts have been extremely helpful so far and we read them all every day

Most of the team is taking a small break this Friday and Monday to recharge our batteries after the release, so we might take a bit more time to prepare the next set of fixes

In the meantime, you can check our Known Issues section below for information and workarounds if you’re still experiencing issues.

We hope you all continue enjoying our game and have a lot of fun over the weekend. See you soon <3


BUG FIXES

  • Fixed an issue where Coal Generators would stop working after interacting with them in some scenarios
  • Fixed a crash when chainsawing certain foliage
  • Please note that some foliage cannot be removed with the chainsaw currently, but it is removable by the Nobelisk
  • Removed the remaining functionality to take high-res screenshots while using photo mode since it was previously broken and causing crashes
  • Fixed two crashes related to AbstractInstance that could occur when joining specific saves in Multiplayer or Dedicated Servers
  • Fixed several crashes related to both hosting and joining multiplayer sessions


UI

  • Removed the suggested driver version popup for AMD drivers
  • Added a new tooltip on the Language selection menu

    • Some community translated languages are missing due to new and rewritten content for 1.0 that hasn’t had time to be translated yet. These will be added over time as more gets translated. If you’d like to help with translations, please join our Discord!



DEDICATED SERVERS

  • Fix for Dedicated Server Manager/HTTP API not binding to the correct bind address when there is only one network adapter in the system or multihome active, resulting in Server Manager not working.


KNOWN ISSUES



[Installation] 1.0 doesn’t download

  • Please make sure to exit Steam or the EGS launcher fully, or try verifying the game's files, and reattempt downloading the game.


[Installation (Steam)] There is an .exe error when launching the game

  • Please restart Steam and verify the game's files.


There are languages missing

  • These are the only officially supported languages: English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese, Russian, Simplified & Traditional Chinese.

    A lot of translations for Satisfactory have been community driven, which means that every other language previously available (and potential new ones) needs to be translated by the community, before being added as community translations once more.

    A lot of people in the community have already shown interest in helping us out with translations and we are ever so grateful to you all and we'll update translations in game as they come in! If you want to help out check out info on our Discord. Please note that you need to have been part of the server for a time to be eligible for this.


I Can't Switch supported Languages (workaround available)

  • If you still have any issue switching between officially supported languages, a quick fix for this is to exit the game, rename the **%LOCALAPPDATA%\FactoryGame\Saved\Config* folder to **%LOCALAPPDATA%\FactoryGame\Saved\Old_Config*, then launch the game.


Plugin Error on launch (workaround available)

  • This is related to mods installed. Mods currently do not work with 1.0 so please make sure to disable or even delete all your mods, until they are updated!


[Crash] Shader Cache (workaround available)

  • Users may experience the following Fatal Error when booting up the game: [File: C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures are Fatal.

    This can be fixed by forcing DirectX 11 (dx11) as the rendering API via the launch command: -dx11
    Video of how to set dx11 as a launch option: https://www.youtube.com/watch?v=cn3e-m4a-hU&t=438s


    Text information on how to set launch options: https://www.pcgamingwiki.com/wiki/Glossary:Command_line_argument


I can’t see the Early Access reward (Epic Games)

  • Everyone that has supported us during Early Access will receive some rewards upon starting up the game in 1.0, in the form of a new Helmet, Build Gun, and Trinket for said gun.

    These rewards currently don’t appear on the EGS version of Satisfactory 1.0 - we know who you are and are currently working on getting this sorted! Thank you all so much for all the support!


White static effect over the game (AMD Radeon 5000 Series GPUs, possibly others)
This issue seems to be caused by broken AMD GPU drivers. Some workarounds on current drivers are:

  • Try disabling upscaling
  • If you really want to use upscaling, try using something other than FSR
  • If you really want to use FSR, try changing the value of the FSR application by single digit increments towards either the lower or higher end of your current settings
  • Force DirectX 11 as the rendering API through the launch command: -dx11


Mouse sensitivity feeling sluggish with V-Sync turned on

  • We’re currently investigating an issue where some players experience very sluggish mouse movement with V-Sync turned on. In the meantime, we recommend playing with V-Sync turned off if the mouse controls feel overly annoying.


Players starting at tier 2 on Dedicated Servers

  • Players are currently starting off at tier 2 upon entering the game on Dedicated Servers, skipping past tier 1. We’re currently looking into limiting the skipped parts of the game on Dedicated Servers to the intro sequence only (tier 0), and possibly even enabling players to experience tier 0 on Dedicated Servers as well.

Satisfactory 1.0 out now!

Hi Pioneers!

Our Early Access journey has come to an end, and what a journey it’s been, after more than 5 years of adding features, fixing bugs, and improving the game with your feedback, we are happy to finally release the 1.0 version of Satisfactory!

We are sending 1.0 off with MANY new features and changes, so grab some snacks and get ready to go through the patch notes while you are downloading the update :)

As always, if you encounter some issues with this new release, please let us know over at our QA Site https://questions.satisfactorygame.com/ We always appreciate your feedback, and we’ll try to address any new issues ASAP.

Thank you so much to all of you for your support so far, it has been invaluable for us <3

TIER 9



The final Phase of Project Assembly, Phase 5 is now available, meaning players can finally complete Project Assembly and Save the Day (and finish the game).

Phase 5 grants access to Tier 9, featuring 5 new end game Milestones with new buildings, resources, production lines, and crazy sci-fi features that push FICSIT technology to the limit.

If you would like to see the new additions in motion, please check out our teaser video on them:

https://youtu.be/KBgxQh5jEq4

There are new buildings, production lines and features to play around with, these include:


CONVERTER



This building utilizes Strange Alien Matter, aka S.A.M., to enable matter conversion and transmutation. It can be used to convert one raw resource into another, for example Limestone into Iron and Copper into Caterium, allowing players to put resource nodes to good use that might have been neglected otherwise.

It is also used for various processes essential for the development of other Tier 9 technology, such as the production of the synthetic metal Ficsite and the generation of Excited Photonic Matter.

QUANTUM ENCODER



The most high-tech production building in the game. The Quantum Encoder is used to produce the most complex parts, down to the quantum level, such as Superposition Oscillators and Neural-Quantum Processors.

The Quantum Encoder requires Excited Photonic Matter to operate and produces Dark Matter Residue as a byproduct.

CONVEYOR BELTS/LIFTS MK.6



This is the final and fastest conveyor belt in the game, it can transport up to 1200 items per minute (up from 780 from Mk.5).

This should be particularly exciting for those who want to utilize their Pure Node Overclocked Mk.3 Miners to their full capacity without being bottlenecked by Mk.5 Belts, or if you just like seeing items be transported as fast as possible.

BLUEPRINT DESIGNER MK.2 & MK.3



You wanted bigger Blueprint Designers... so here they are. Since Update 7 the Blueprint Designer has been available in Tier 4, with a size of 4x4 foundations (or 32x32x32 meters).

With Satisfactory 1.0, you will also be able to unlock the Blueprint Designer Mk.2 (5x5 or 40m3) in Tier 6 and the Blueprint Designer Mk.3 (6x6 or 48m3) in Tier 9.

The size increases greatly expand the use cases and options available with Blueprints.

FICSONIUM



Ficsonium is a new nuclear resource unlocked in Tier 9 that can be used to power Nuclear Power Plants.

It uses Plutonium Waste for its production, and unlike Uranium and Plutonium it does not generate its own waste.

This means you will finally be able to get rid of all your nuclear waste, at the cost of setting up this highly demanding and extremely radioactive production line.

PORTALS



Portals can be used by pioneers to allow near-instant travel between factories, but space-time travel does come with a cost, namely in the form of Singularity Cells and massive amounts of power.


MAM



This time bringing a long-awaited use to the Mercer Spheres, Somersloops and SAM! With the new Alien Technology research in the MAM, you can unlock new goodies such as:

DIMENSIONAL DEPOT



A favorite feature of ours, the Dimensional Depot allows you to use alien technology to upload resources to another dimension, which allows resources to be used at any time while building and crafting!

Both Mercer Spheres and S.A.M. are required to unlock and build the Dimensional Depot, as well as upgrade its storage and upload speed capacities in the MAM.

ALIEN POWER AUGMENTER



This building uses Somersloops to amplify the power produced on a power grid. The more total power that is being produced on the grid, the more power will be generated by the Power Augmenter.

You can also boost this further with Alien Power Matrices created with the Quantum Encoder.

ALIEN PRODUCTION AMPLIFIER



As an alternative to the Power Augmenter, Somersloops can also be used to boost production by inserting them into a production building.

This greatly boosts the resource output of that building without requiring any additional resource supply, but instead significantly increasing the power consumption.


HUB



The HUB has now gotten a finalized version. In here you will be able to find a much cozier place to relax after some factory building (and also do your business).

It also contains a brand-new locker you can interact with to finally access some highly requested features:

PIONEER COSMETICS



You can now change the appearance of your pioneer to your liking. These changes all work in Multiplayer/Dedicated Servers so you can give your own personal touch to your multiplayer sessions.

HELMET & BUILDGUN SKINS AND TRINKETS



Several helmet options are now available to customize your pioneer’s appearance, along with different skins for the Build Gun and even various Build Gun trinket choices.

CHARACTER COLORING



Your pioneer’s colors can now be fully customized, allowing your suit to look exactly the way you want it.

These changes apply to equipment as well!


FACTORY COSMETICS



Of course, we didn’t forget about the looks of the factories themselves, so now you have a new set of buildings and new customizer options to really make your factory shine. They can all be found in the AWESOME SHOP.

AWESOME SHOP



Steel Framed Windows

This pack in the AWESOME Shop now includes 3 new types of windows in addition to the existing ones:

  • Honeycomb Frame Window
  • Triple Frame Window
  • Angled Frame Window


Construction Fences

This new pack in the AWESOME Shop includes:

  • Tarp Construction Fence
  • Construction Fence


Metal Barriers

This new pack in the AWESOME Shop includes:

  • Low Barrier
  • High Barrier


Paint Finishes

These are purchased individually

  • Unpainted
  • Copper
  • Chrome
  • Carbon Steel
  • Caterium


BALANCING



Milestones changes

  • The Jetpack Milestone can now be unlocked at the start of Tier 5, no longer requiring Oil resources.
  • Trains can now be unlocked without needing Heavy Modular Frames or Computers.
  • Train Signals now have their own Milestone.
  • Fuel Generator now has its own Milestone and no longer requires Heavy Modular Frames or Computers to unlock.
  • Some Milestone costs between Tier 3 and 8 have been slightly adjusted to improve progression flow.
  • Control System Development has been added to Tier 7, featuring the Blender, Radio Control Unit and Supercomputer.


Phase 4 costs

  • The cost for unlocking Phase 4 has been reduced, hopefully allowing pioneers to reach Phase 5 before the heat death of the universe.


Recipe changes

  • Computers no longer require screws and the cost of the remaining three components has been reduced, simplifying initial Computer production.
  • All alternative Computer recipes, and all recipes using computers, were adjusted to reflect the base recipe changes.
  • The Encased Industrial Beam now uses fewer Steel Beams but more Concrete.
  • The Heavy Modular Frame recipe got its number shuffled a bit to make for a cleaner production line.
  • The Magnetic Field Generator no longer requires Batteries and is now produced in the Assembler instead of the Manufacturer.


New parts and recipes

  • Strange Alien Matter, Reanimated SAM, and SAM Fluctuators are now available via MAM Alien Technology research and Tier 9.
  • Tier 9 introduces 10 new production parts, including Diamonds, Super-position Oscillators, and Ficsonium.
  • Three new Project Parts are also available in Tier 9 to help complete Project Assembly.
  • Rocket Fuel and Ionized Fuel are new fuel types available in the MAM.
  • Synthetic Power Shards allow the creation and automation of Power Shard, without the need for grinding innocent lifeforms into crystals. This recipe can be unlocked in the MAM after reaching Tier 9.


New alternative recipes

  • New alternative recipes are available for various Tier 9 parts.
  • Several underperforming alternative recipes have been adjusted for better viability.
  • Several new alternative recipes are available for underrepresented parts.
  • Various alternative recipes were added and rebalanced for raw resource refinements.
  • The Uranium Fuel Unit now requires Rotors instead of Beacons, which have been removed.
  • The alternative Portable Miner recipe, Automated Miner, has been overhauled to only required Steel Pipes and Iron Plates.


Drones

  • Can now use almost all fuel types, instead of only batteries.
  • The speed of the Drones is different per fuel type, with better fuel providing higher speed.


Biomass Burner

  • Biomass Burners now have a Conveyer Belt input port.


Fuel Generators

  • Fuel Generators now produce 250 MW instead of the previous 150 MW.


MAM changes

  • Programmable Splitters and Geothermal Generators no longer require Supercomputers to be unlocked or built.
  • The Gas Mask is now available in the MAM – Mycelia, instead of Tier 5.


Hard Drive rerolling and saving

  • Each Hard Drive now only gives two Alternative Recipe options instead of three.
  • Each Hard Drive can be ‘rerolled’ once, to show two different Alternative Recipe options.
  • After scanning, the Hard Drive selection is saved in a separate tab in the MAM, so you no longer must make a choice right away and can even scan more Hard Drive while you think it over.



QUALITY OF LIFE



Straight conveyor belts

  • You can know build 90º turn conveyor belts in a straight shape, instead of the usual curved. Just change the build mode when building conveyor belts, available from the start, no unlocking required :)


Straight railways

  • You can now hold CTRL when building Railways to make perfectly straight lines with them as well, instead of the usual curves.


Free placing signals

  • You can now place signals freely at any point of the railway, instead of only at set spots.


Blueprint dismantling

  • While dismantling, you can also now change the build mode to completely dismantle all parts of a blueprint, instead of only a single element from it at a time.




BUILD SYSTEM



Clearance

  • We’ve updated the clearance of all buildings so they should have old issues resolved and be easier to place next to each other now.
  • Guidelines
  • There are now two types of guidelines when holding CTRL.
  • Solid color
  • You will see these when aligning a building from the sides.
  • Gradient
  • You will see this when snapping buildables from an input or output.


NARRATIVE


There is now narrative and lore in the game. We implemented this in a way which won’t be intrusive for existing players since Satisfactory is still a factory building game at its core, but there should still be a lot of interesting lore to dive into for those who were looking for more details about FICSIT, A.D.A., Project Assembly and more!

If you would like to hear even more details regarding the narrative, please check out this video:



WORLD



We have done an extensive polish pass of all the areas and assets in the world, which is now fully completed and been given a lot of care an attention from all angles.

This includes major polish for water, waterfalls, lakes, rivers and oceans getting a major overhaul.
The world vista has been reworked and updated.
All rewards, creatures, hazards and obstacles have been polished for every area.
Previously unfinished areas like Jungle Spires, Southern Forest, Bamboo Fields, etc are now finalized.
Every area in the world has been given ambience, sound and atmosphere polish and improvements.

And lastly, Resource Nodes have received visual polish as well as significant changes to some placements. Various Nodes have been moved, changed, removed, and added to improve the overall experience and resource distribution across the world.

This might require you to rebuild portions of your factory if you use the nodes which were removed or had their type or purity changed.

If you would like to know a lot more of the specifics you can check out this video our CMs made about the changes:

[TAG-190]

There are also some detailed map diagrams with the changes that you can find in the description of the video.

PROGRESSION



If you’re continuing a save from a long time, certain narrative elements might not trigger as they would in a new playthrough, you might also have to re-do certain things like Milestone unlocks given that messages have now switched around or fix-up your factories given the World and Balancing changes that have come with 1.0.

You can continue your playthrough in its entirety in any old save (Even saves from our very first release in 2019 should be supported!) but you will miss out in some of these aspects.

If you want to experience all the story elements properly, we recommend starting a new game from the beginning to get the full experience in its entirety.

ACHIEVEMENTS


Achievements are finally here as part of our 1.0 release, so you can enjoy doing some achievement hunting to try to complete them all.

Please note that achievements are not retroactive and are only tracked from now on, so certain actions might have to be repeated to unlock some achievements, this could be yet another reason to make playing the game from the start worth it.

OPTIMIZATIONS





SAVE SYSTEM OPTIMIZATION



Saving and Autosaving should now take considerably less time than ever before. This should make it so the autosaving happening is a lot less disruptive and will be especially noticeable in big factories!

LIGHT WEIGHT INSTANCES - ACTORS



We’ve optimized the way we handle how foundations and walls are handled so you should now be able to build foundations without having to sacrifice as much performance/loading times for it later on, your existing saves will also benefit from these changes which in some of the mega factories we’ve seen should be a very significant improvement.

CONVEYOR ITEM REPLICATION, SCALABILITY & RENDERING REWORK



There should now be some significant improvements in the look of items traveling on conveyor belts in Multiplayer, as well as some significant improvements in performance for big saves with a lot of conveyor belts.

TRAIN REPLICATION REWORK



Trains should now be a lot better to drive around when playing in Multiplayer, as well as watching them be self-driven there should be a significant decrease of rubber-banding overall thanks to all the improvements.

ONLINE INTEGRATION



There are many new settings that you can apply to a session. Now you can play singleplayer with all the multiplayer capabilities disabled. You can now play exclusively using Steam to connect, or exclusively use Epic Online Services, as well as choose to have Crossplay between both platforms.

Account linking has also changed allowing more flexibility, as it can now be managed entirely from Epic’s website by logging into a linked account.

DEDICATED SERVERS





They have been fully reworked and are now complete, they should also work better than ever. We’ve resolved a lot of lingering issues with dedicated servers, and we plan to focus on addressing more issues that you might find from now on.

The servers are now faster to download with a smaller size, and easier to install as they only use port 7777 UDP/TCP. We now correctly bind to IPv4 and IPv6 simultaneously, so you no longer need to use the multihome command line. You can now run it as windowed or as just console. Additionally, there is now TLS support for added security.

We’ve also improved the in-game UI/UX to tweak all the session settings or advanced game settings. Additional to the now-adjustable server settings, you can now also download a save from a server to continue playing locally if you’re the server admin.

We have added support for an HTTP API, so it is now possible to create applications to communicate with the dedicated server for those who are interested in developing tools for it :)

BUG FIXES



This time around, we have fixed such an overwhelmingly massive number of bugs since the last update, at the time of writing we have 3,312 bug tickets marked as fixed and 92,052 submits having been made in our build management system since the last public update (v0.8.3.3).

To make the patch notes more enjoyable for everyone, instead of being 50+ pages of bug fixes which would drown the info about the other goodies, we’ve decided to keep the patch notes more focused on new content and major changes.

This also gives us the opportunity to start fresh with knowing what you all care about for us to fix and for you to let us know if we forgot anything important (or broke it again, whoops).

You can give us all your bug related feedback in our QA Site, we read it every day: https://questions.satisfactorygame.com/

Anything you post here will help us fix those issues in future patches!

Only 2 weeks left until 1.0 Releases!

Summer may soon be over, but for some of us, that end couldn’t come any faster.

In just over 2 weeks, what has been an 8-year long development process and 5-year journey through Early Access will end, and Satisfactory 1.0 will finally launch on September 10th. While this date does not mark the definitive end for the game’s development, it is certainly a colossal milestone for our team as much as for our community, and one worth celebrating fondly. Today, we want to dive into a few more details about what exactly it is we’ll be celebrating, so without further ado: helmets on, Pioneers (as if you have a choice).

PHASE 5 AND TIER 9





If you skipped physics back in school, now is the time to catch up. The main attraction of 1.0 will be the endgame, and we’re thrilled to finally be able to share that it comes in the form of a brand new fifth phase and ninth tier with a heavy focus on Quantum Technology! While many parts from earlier tiers will be relevant in progressing through phase 5, a bunch of new items are being added on top, almost all of them as complex to craft as their names are hard to articulate. With all these new toys available to you, your goal will be to give the Space Elevator one last run for its money and finish Project Assembly once and for all.

While we won’t share the juiciest details with you just yet, phase 5 is aimed to feel like a natural progression path continuing from phase 4, in terms of gameplay and advancements in technology. We’re also intending for it to add to the narrative beats coming in 1.0 (more on that very soon…), through many of the phase’s ongoing visuals and the logic behind how some of the machines operate. And as the icing on an ever more power consuming cake, we’ve also addressed some recurring feedback regarding a few things in the game. Perhaps the Mk.3 Miner was never the issue?

Finally, it is worth noting that with phase 5 introduced to the game, the no-longer-final phase 4 will have its requirements for completion relaxed. The previous requirements were placeholder and intentionally tuned to absurd numbers to deter people from completing it during Early Access, and that worked about as well as you’d expect considering the players we’re dealing with. The new requirements will be as follows: 500 Assembly Director Systems, 500 Magnetic Field Generators, 250 Thermal Propulsion Rockets and 100 Nuclear Pasta. FICSIT is expecting pristine performance, Pioneer.



NARRATIVE



In fact, more on that right now! The narrative of Satisfactory has been cooking in the oven for a long time. After receiving the initial wave of feedback from our first playtests, it was clear that players wanted a purpose as to why they were building all their factories and committing industrial takeover. Over the course of Early Access, however, we’ve chosen to not include a work-in-progress story in the game at all, to not show our hand early and reveal spoiler-y elements of the world before they are fully complete. Keeping the story under wraps has also allowed us to rethink how we approach it whenever it grew too big or ambitious, and to reiterate on it whenever we felt like a different style of storytelling in Satisfactory made sense.

So, let’s talk about what does make sense: the goal of the implementation of Satisfactory’s narrative is for it to be non-disruptive to the core gameplay loop, while leaving the world people have already gotten familiar with unchanged. Satisfactory is first and foremost a factory building game, and this narrative must fit that vision. Thus, there will not be any campaign mode to access from the main menu, nor a marked “main scenario” route to follow on your map etc., like players may expect from many other titles. There also won’t be any cutscenes that outright stop player movement or agency. There will be an ending to the game to work towards, but it won’t halt your building momentum or stop you from further progressing your factories in your session or save file - all gameplay elements will remain undisturbed.

Being this secretive about Satisfactory’s story for so many years has, naturally, also led to things changing about the narrative itself since its original conception. In fact, almost every detail we’ve teased about story specifics on various Socials has been changed. The broad strokes remain the same - Planet Massage-2(A-B) is still the same world you’ve come to know, and you’re still a Pioneer working for FICSIT. FICSIT itself has changed a lot, however, and characters such as Caterina Parks and Steve are no longer part of the game. Really, the only familiar aspect of FICSIT remaining is ADA, Vocaloid and all, because we’re not interested in finding out how fast our office will be torn to shreds (rightfully) by you all if ADA is ever removed.

Finally, Mercer Spheres and Somersloops, which we’ve labeled as story-related work-in-progress items in the past, will still have some connection to the narrative but their main purpose has been changed to also be related to factory building.

If you plan on experiencing the story together with others in multiplayer, it’s important to know that expository advancements that happen by completing milestones, phases or research are session wide. However, there are triggers in the world that also provide nearby Pioneers with exposition, and these will only be experienced by players in close enough proximity to these triggers when they are… well, triggered. If you’re not in the vicinity of these points when someone else approaches them, you will not experience that piece of narrative until you trigger that same element yourself, so go get exploring! 



ACHIEVEMENTS



Long requested, long awaited, long time coming, achievements will finally be a thing in Satisfactory as of 1.0! The list includes a healthy mix of achievements related to progression or milestones, with a nice chunk of exploratory ones and even a couple of memes thrown in as well. Make FICSIT raise their eyebrows - it may just be worth your time. 

A common question we’ve received is if achievements will retroactively unlock on your current saves. The short answer is that they will unfortunately not. The long answer is that since 1.0 adds or changes something in almost every progression stage in the game, it’d quite frankly be very clunky and weird to attempt to spot where players have met the criteria for certain achievements, and if those criteria can be considered equal between Early Access and 1.0. On top of everything else that 1.0 alters in the game from its earliest stage, achievements could be yet another reason to make a replay of the game worth it!

ALT. RECIPES AND HARD DRIVES



We’ve changed how the acquisition of alt. recipes works in 1.0. Before 1.0, the system was disruptive to gameplay by how the MAM was essentially blocked while you had recipes pending to choose from. It was also quite unintuitive for newer players who might not know what alt. recipes they should’ve been going after and annoying for veteran players with its random factors.

In 1.0, there will be a separate tab in the MAM for hard drive research, where all drives you’ve acquired are listed. You can click between them as you’ve finished researching them, and thus freely hop between drives to inspect available alt. recipes without one drive blocking the next. On a certain drive, you’ll now have two recipes available instead of three, however you’ll be able to reroll the recipes shown to you once per drive, if neither of the initial recipes is a lucrative option. Rerolling a hard drive does render the first two recipes shown unavailable on that drive, however, so think carefully before hitting that button (at least I think it’s a button, it could be a lever)!

Furthermore, all recipes shown when researching or rerolling a hard drive will be recipes relevant to your current progression - you will only be able to see recipes that you can utilize. The reward pool will thus increase as you work further through tiers and phases. The number of hard drives in the world will also still be bigger than the amount of alt. recipes in the game, so it will be possible to unlock every alt. recipe there is! Have fun hunting!



AND MORE YET TO COME…



Do believe this simple Coffee Stainer when they say there’s still more to come. In fact, some beans won’t be spilled at all until the game is well in your own hands, but some processes just work best that way.

A question was recently asked within the office - “if you could go back to the start of development and relive it all, what would you do differently?” Putting aside the one guy who would’ve escaped everything to move to the mountains with only a fishing pole in hand, the most compelling answer was “well, nothing, really.” While the development of Satisfactory has been fun, challenging and at times turbulent, it has more than anything been an incredible learning process. We’ve been immensely proud of the game since its earliest stages, and we’ve trudged on with the deepest appreciation at how you all have received it. The rewards of this journey lie both in our personal growth and the fantastic people that have cared for our game along the way.

The trust in our process since the beginning allowed the game’s core to form. The application of lessons learned have shaped its shell going forward. And throwing the ball to you all’s court, and having it thrown back with added feedback, passion, critique, jokes and memes has allowed this game to come truly alive. Thus, I personally don’t think it’s an overstatement to say that revisiting the development process is not worth it in any scenario, first and foremost because of the risk of losing the genuinely fantastic Community that has flourished in and around Satisfactory thanks to the exchanges we’ve had with y’all with every iteration, misstep, goof and success we’ve experienced together.

So again, truly, thank you all. If there’s one thing you should take away from this spiel, here you go: 1.0 is our accomplishment.

Satisfactory 1.0 Release Date

Satisfactory is finally leaving Early Access and launching into 1.0 on September 10th!





Players can look forward to plenty new features coming in 1.0, however, today we're happy to announce one of the most long awaited features, You will finally be able to flush the toilet in the HUB!!! Premium plumbing is now a reality, the HUB’s once trivial toilet has been updated with an advanced flushing mechanism, providing an extra luxurious worker experience for pioneers.

I'm sure this is all the news you need to be excited for 1.0 but there's of course much more content coming. Much of it has yet to be revealed but let's summarize some of the changes we've revealed so far coming in 1.0.

WORLD UPDATES


Several resource nodes have been added, altered, or removed on the world map, enabling new possibilities to tangle the most beautiful conveyor belt spaghetti to ever grace Planet MASSAGE-2(A-B)b. Even seasoned Pioneers may need to remove their helmets and scratch their heads over how to efficiently use all new resources available to them.

The bulk of specifically node reductions have happened in the Northern Forest, to encourage expansion from there once players progress into the later phases of the game. On the same note, nodes have been sprinkled throughout the map, placed where it makes geographical sense and to achieve a more even spread of resources. The main materials addressed are Caterium, Sulfur and Quartz.

On top of this, nodes of Iron, Copper, Limestone as well as water Geysers have received the sprinkle treatment across the map, to help the income of basic resources wherever you raise a factory. Coal has also seen changes, with a slew of it being added in close vicinity to The Abyss, while also being removed in a couple spots on the map.

For full details on how resource nodes have changed, please refer to our node maps in the Satisfactory 1.0 Press Kit.



RECIPE UPDATES


1.0 also introduces changes made to recipe costs, to promote smoother transitions between phases and tiers especially later in the game, and to allow players to access tools, vehicles and other fun things for you to use while having fun working your bones off for FICSIT (just don’t tell your boss you enjoy your job!). We want to allow players to explore more varied means of exploration, optimization and better quality of life as they progress through Project Assembly.

In tiers 5 and 6, progress will no longer be gated by Heavy Modular Frames and Computers respectively - you can now progress through either tiers without these items. In the case of Heavy Modular Frames, manufacturing them becomes more relaxed by reducing the number of Encased Industrial Beams needed. Computers, meanwhile, no longer require Screws to be created, reducing the number of materials needed to manufacture them to three. A key takeaway from these example changes is that you may now unlock Trains without utilizing Heavy Modular Frames or Computers whatsoever!

Another example of the relaxed requirements in the endgame is how players will interact with Supercomputers in 1.0, which will no longer be used to make Programmable Splitters or Geothermal Generators. Programmable Splitters will instead use AI Limiters, and Geothermal Generators will use Highspeed Connectors.

RESEARCH UPDATES


Like the relaxed Recipes, changes are being made in several MAM Research trees to not have players face a huge spike in complexity and effort when moving between adjacent Tiers.

Relaxing the harsh wall introduced by Supercomputers even further, they are no longer part of the Caterium MAM Tree. For explorations sake, Gas Masks are now unlocked

through the Mycelia MAM Tree instead of in Tier 5, and the Jetpack will be available upon entering Tier 5 rather than needing Oil Processing completed first

GENERATOR UPDATES


Power issues could be strong causes for friction up till now, especially early-game, which we also mean to address in 1.0. Firstly, Biomass Burners now have an input for Conveyor Belts, letting you automate everything yielded by your relentless planetary deforestation. The hope with this change is that people can spend more time designing and building early game factories without being stopped regularly by the need to refill Burners manually.

Furthermore, in the late-game, Fuel Generators are seeing an increase in how much power they can produce, from 150MWh to 250MWh, or a roughly 67% increase. With this change, Fuel Generators will also consume proportionally more materials, but the additional power they provide should make them able to compete easier with Nuclear power now, which otherwise tends to overshadow the need for Fuel Generators.

FURTHER GAME OPTIMIZATION


Efforts to ensure a stable and consistent gaming experience with Satisfactory never cease. 1.0 has had a lot of time to simmer in UE5, and steps have been taken to further reduce stuttering, memory requirements, overly chunky computations and texture memory requirements. VRAM, DLSS/FSR, shadow rendering, level streaming, actors in the world and costs between different settings have all been optimized as well. Satisfactory has also been updated to support Unreal Engine 5.3.

In more detail, up until 1.0, Foliage used to have hitboxes which checked for collisions with vehicles constantly. This leads to a lot of computations happening all the time, everywhere in your vicinity, which could make performance drop significantly. Especially on Dedicated Servers, where up to 12GB of RAM could be occupied with most of it being non-stop collision checks. To combat this, vehicles in the world no longer destroy Foliage as you drive through it, which not only saves a ton of computational effort, but frankly also looks a lot better in the actual game.

If you’re a fan of belts and pipes, computations for these now happen in clusters of belts and pipes in the same vicinity, rather than for every individual one. This helps performance in especially bigger factories, where belts and pipes are used just about everywhere. We’re relying a lot more on your GPUs moving forwards for these computations of clusters, since GPUs are very fast and efficient even with more sizable calculations.

Continuing, many buildables players can't interact with are being changed to Lightweight Actors, or “data-only” objects. These actors include foundations, railings and so on, and what’s basically happening to them is that a lot of needless data is being trimmed off them, since these actors specifically were always meant to be aesthetic or non-interactable. Not loading all this extra, useless data for these actors will greatly help save, load and runtimes.

IMPROVED DEDICATED SERVERS


Dedicated Servers are being spruced up proper for 1.0 and will no longer be considered experimental. Moving forward, they’ll be receiving a lot more frequent support in terms of bug-fixing and polishing, and we’ve also addressed many bugs that have been prevalent in Dedicated Servers for a while.

First off, by having their distribution size decreased, Dedicated Servers will be a lot faster to download and install. The servers now only use a single port, for both UDP and TCP, namely port 7777, and they also bind properly to IPv4 and IPv6 simultaneously.

The server exe-file can now be run as both a window and console application. Some benefits of the console application include improved logging and the ability to run scripts.

Dedicated Servers now also support TLS, where you can create certificates manually or have it automated when booting up the server. When attempting to connect to any given server, you’ll then be prompted to insert the certificate to ensure the server is legitimate.

When booting up a Dedicated Server, you’ll now be introduced to the Unreal console which more clearly displays important information about your server, such as server status or uptime. The main benefit of this console, however, is its built-in terminal which allows you to type in valid server commands in real time. Logging is also smooth in the Unreal console, with its own input box dedicated to logging and filtering.

In 1.0, you will be able to set up Advanced Game Settings for Dedicated Servers in the actual game’s own main menu. On top of the usual settings, you also have new options for auto-save intervals, opting in to send game data to us or deciding your network quality, among other things. If you are the server admin, you may now also download the server save data directly from this menu. Furthermore, the server notifies all clients that it is about to save, letting users know that it may undergo heavy workloads etc.

Finally, we’ve implemented support for an HTTP API which can handle HTTP request methods between the server and the client. This means it will be possible to develop external applications that can talk directly to the server and send HTTP requests to them directly. Documentations for this API will be released in the future, but we cannot wait to see how this makes your use of Dedicated Servers extend even further beyond what they currently are!

AND MUCH, MUCH MORE…


We’ve had players actively participating in our closed Beta for its runtime, and the feedback we’ve received has been very positive. This is reassuring, seeing as there are still many more changes and additions to the game in 1.0 that are quite wild, and honestly could’ve swung the pendulum hard in any direction. While keeping dialogues open with testers, we’ve discussed the points they’ve made together with our own thoughts and intentions, and made changes where it made sense, and keep on doing so.

From the start, this project could not have been taken this far without all of you. So, seriously, thank you. For all the feedback, discussions, active daily chats about everything Satisfactory, hanging out, cheering us on, telling us off when we’ve done goofed, bearing with us when the going’s been slow or silent, and last but certainly not least, playing the game. Knowing you all have been buzzing for Satisfactory for all this time has made the progress all the easier, and all the more fun. Make no mistake - this is as much your game as it is ours, and we wouldn’t want it any other way.

Stay tuned for more news related to 1.0 in the near future! We still have many exciting things to share with you all leading up the release in September!

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Update 8 Fixes v0.8.3.3

Hi Pioneers!

Hello again everyone, here’s one more patch before we all go on vacation for the holiday season

If there’s any unexpected issues as a result of this patch or any issues that we might be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

We hope you all have a great time, Thank you for enjoying our game <3




BUG FIXES

  • Fixed crash related to GPU Scene validate


UI

  • Fixed the shadow on the Reset Fuse lever being offset


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed 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 > Manage > Verify Files > 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.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.3.2

Hi Pioneers!

Hello again everyone, Today we are moving over the previous patch released on Experimental as well as introducing two new changes, Aside from some very long requested QOL like the Invert look option also working for Vehicles and Trains, now you can also remove offline players out of vehicles by entering them yourself, as well as fixing another top mentioned issue on QA Site with the MAM research resetting when you closed the menu.

If you encounter any issues with this new update or if there’s anything we’re forgetting from Update 8 as a whole, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you again soon everyone, Thank you for enjoying our game <3

New fixes:

QOL

  • You can now enter occupied vehicles and kick out the driver if the driver is offline


BUG FIXES

  • Fixed pressing ESC to close the menu resetting MAM research, requiring you to spend additional time if you accidentally closed the menu


Previously on Experimental:

QOL

  • Invert look option now also works on Vehicles and Trains


UI

  • Updated the description of the Maintain Y-Axis FOV Aspect Ratio option to indicate that it is broken

    • Due to underlying system changes, this setting will be temporarily broken and will need some considerable rework from us in order to work again



BUG FIXES

  • Potential fix to a crash related to ItemRegrow subsystem
  • Fixed CTRL Key getting stuck when building
  • Fixed bug where sampling buildings was not possible in some cases
  • Potential fix for Blueprint Sampling sometimes not working after loading a save
  • Fixed bug where Hand Mining would sometimes get stuck as client
  • Fixed Conveyor belts resetting to default customization when the belt was split
  • Fixed a bug where it was sometimes impossible to hand mine near Gas Pillars
  • Potential fix for a crash that would happen when switching between upscalers
  • Fixed Antialiasing always resetting to TAA


EOS

  • Fixed a bug that led to players loading into sessions while only partially logged into EOS


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed 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 > Manage > Verify Files > 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.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0

Update 8 Fixes v0.8.3.1

Hi Pioneers!
Hello again everyone, Today we have a patch for you with a bunch of fixes, This patch includes some very long requested QOL like the Invert look option also working for Vehicles and Trains, Crash and Bug Fixes and other goodies :)

In order to not disturb the experience for those who are currently enjoying the Early Access version, these fixes will stay on Experimental over the weekend, but if everything is stable, they will make it’s way to the Early Access version early next week

If you encounter any issues with this new update or if there’s anything we’re forgetting from Update 8 as a whole, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you again soon everyone, have a nice weekend <3

QOL

  • Invert look option now also works on Vehicles and Trains


UI

  • Updated the description of the Maintain Y-Axis FOV Aspect Ratio option to indicate that it is broken

    • Due to underlying system changes, this setting will be temporarily broken and will need some considerable rework from us in order to work again



BUG FIXES

  • Potential fix to a crash related to ItemRegrow subsystem
  • Fixed CTRL Key getting stuck when building
  • Fixed bug where sampling buildings was not possible in some cases
  • Potential fix for Blueprint Sampling sometimes not working after loading a save
  • Fixed bug where Hand Mining would sometimes get stuck as client
  • Fixed Conveyor belts resetting to default customization when the belt was split
  • Fixed a bug where it was sometimes impossible to hand mine near Gas Pillars
  • Potential fix for a crash that would happen when switching between upscalers
  • Fixed Antialiasing always resetting to TAA


EOS

  • Fixed a bug that led to players loading into sessions while only partially logged into EOS


LOCALISATION

  • Updated all languages with the latest translations
  • Updated language completion rates
  • Updated community translators in the credits


KNOWN ISSUES

  • A reminder for people who have been having issues with unexpected crashes on startup or weird behaviour with the game, in that case please try to verify your game files.

    You can do this on Steam by Right Clicking the game in your Library > Properties > Installed 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 > Manage > Verify Files > 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.
  • The first time booting the game will be very slow, but that should not continue to happen after the first boot
  • Game can hang on quit
  • Factory Animation tick reductions can be slightly too aggressive
  • TSR can cause visual issues with conveyor belts, you can try using the following console command to alleviate the issues, but this will reduce AntiAliasing quality

    • r.TSR.ShadingRejection.Flickering 0