Hello again everyone, This is just a super minor patch with a hotfix for the crash introduced with yesterday’s QOL change, hope it helps :)
Yesterday’s patch was decently big so if you haven’t seen it, please go check the post for it, there’s a lot of important stuff you might want to know, like all creatures intentionally respawning.
There might be some other issues so if you find anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day.
Some people might have missed the Known Issues section from yesterday so I’m including it here again.
Until next time!, Take care everyone <3
BUG FIXES
Fixed a crash when trying to snap a Power Line to another one during the second build step
Wall Outlets now ignore the Power Line they are snapped to, so they can be placed directly behind it
KNOWN ISSUES
A potential workaround for Foliage not being pickupable on Dedicated Servers is restarting the server and re-joining it
Sometimes moving very far away from the area you spawn in also results in Foliage being pickupable again, both in the new area and the old area
Worth noting that when Foliage is pickupable, it usually tends to break when disconnecting/reconnecting to server until the server is restarted
None of these workarounds are super reliable but they might help people play the game on the Experimental version on Dedicated Servers until we finish working on a proper fix for this
Resource Well Satellite Nodes have a few different issues on Dedicated Servers, from not working at all, the extractors not working or them working but producing Nuclear Waste instead of the correct resource and Clients not being able to interact with them.
From version 194290 you should be able to dismantle and rebuild the Pressurizers and Extractors on a Resource Well and Satellite Nodes, this is a potential workaround for this issue while we work on a proper fix for this.
Update 6 Fixes v0.6.0.5
Hi Pioneers!
Hello again everyone, lots of details about today’s patch so please make sure you read the patch notes, overall there should be plenty of improvements everywhere and hopefully we didn’t introduce too many new bugs :)
But if we did, let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day.
So, without further ado, one of the biggest changes in this patch is that we did some changes to the creature spawner behaviour, this was to address the situation where for a lot of players, the game had no creatures at all or much less creatures than before, also to fix other issues.
This will unavoidably result in all creatures respawning across the world, even inside Factories and in places where they had been removed from before until removed by the player again.
We know this might be really annoying to deal with but it’s necessary for us to do, after a creature has been defeated it should no longer respawn from now on when in proximity to a manufacturing building (Anything in the Special and Production tabs in the build menu plus a few others)
And creatures should no longer be despawned by certain things that would have done so before, like Power Poles, Hypertubes, Conveyor Belts, Pipes and related attachments.
This is so when a super long Conveyor/Pipe/etc across a remote base is built it should no longer result in all the wildlife around it disappearing making the game feel much emptier than it should be.
That’s it for now and for this patch, but before I go I want to say, we are aware of other issues still being remaining, mostly affecting Dedicated Servers, like the foliage being unpickable or Issues with Resource Wells not working among other issues, We wanted to clarify that we are looking into these and other issues, but they aren’t as straight forward to fix as they might seem which is why they are taking a lot more time than other issues, but this is not because we have forgotten about them, so for now, please check the Known Issues section at the bottom for a bit more information on these two issues.
Dedicated Servers are still largely an Experimental feature overall and we continuously work on improving the experience on them, if the current Experimental version of them is too unstable, consider trying the Early Access version of the server for a potentially better experience.
For full transparency, the summer vacation season is beginning in Sweden, so a lot of our team is starting to/about to go on vacation, so fixes will probably slow down a lot until mid-August where our team should be back in higher capacity.
It’s been a lot of fun working for this update and we hope you guys are enjoying it and keep having a good time with the game.
Thank you for playing and see you all again soon <3
CREATURES
Spawner rework, Initial creature respawn has been reset for all creatures across the world
Reduced the distance check for despawning when considered near to a base
Power Poles, Hypertubes, Conveyor Belts, Pipes and their related attachments should no longer be considered a base, therefore should not despawn any creatures when built by themselves
QUALITY OF LIFE
Power Poles can now snap to and be built on existing Power Lines
Wall Outlets can now snap to and be built on existing Power Lines
WORLD
Regenerated all the world grass, this should fix all the floating grass across the world
Many fixes to foliage placement
Many fixes to foliage and world collision
BUG FIXES
Fixed Spore Flower VFX lingering after being destroyed
Fixed Spore Flower dealing damage before its animations played
Fixed Clients not being able to place Extractors on Resource Well Satellite Nodes
UI
Radar Tower map now has a zoom slider
Collapsed categories in the Map are now saved when closing it/reopening
Added a new Tooltip Scaling option (User Interface > Tooltip Scaling)
You can now right click found signals in the Radar Tower to open them in the Codex
Added a Close button to the Split Stack menu (When you right click on an inventory stack)
Fixed not being able to save without typing a name for the session first (Name will be auto set to “SessionName_Timestamp” if the name field is blank)
Fixed Delete Save button not working properly
Fixed “Currently Building: BuildingName” appearing for a very short time when accessing Dismantle Mode
Fixed an issue where the active equipment indicator in the Equipment HUD Slot wouldn’t work in some cases
Fixed Current Weapon UI and Keybind Shortcuts UI overlapping when switching tools
Fixed an issue where the Edit To-Do List Button would appear when loading/joining a session
Fixed Resources not being shown for clients when the Map or Radar Tower was opened
Fixed an issue where inputting text on the Drone Port search field could result in the player losing all input
Fixed an issue where Stamps wouldn’t show the correct icon when creating a new one
KNOWN ISSUES
A potential workaround for Foliage not being pickupable on Dedicated Servers is restarting the server and re-joining it
Sometimes moving very far away from the area you spawn in also results in Foliage being pickupable again, both in the new area and the old area
Worth noting that when Foliage is pickupable, it usually tends to break when disconnecting/reconnecting to server until the server is restarted
None of these workarounds are super reliable but they might help people play the game on the Experimental version on Dedicated Servers until we finish working on a proper fix for this
Resource Well Satellite Nodes have a few different issues on Dedicated Servers, from not working at all, the extractors not working or them working but producing Nuclear Waste instead of the correct resource and Clients not being able to interact with them.
From version 194290 you should be able to dismantle and rebuild the Pressurizers and Extractors on a Resource Well and Satellite Nodes, this is a potential workaround for this issue while we work on a proper fix for this.
Update 6 Fixes v0.6.0.4
Hi Pioneers!
Hello again everyone, lots of fixes today and there’s more to come, we’re still focusing on addressing some of the bigger issues, some stuff we’re aware of hasn’t been fixed due to it being more complex issues than initially thought, but we still hear you and we’re working on it!
If we’re forgetting something important or if we introduced some new issues, let us know over at our QA Site: https://questions.satisfactorygame.com/ We look at your reports every day.
See you all again soon, hope you’re enjoying the patch <3
BUG FIXES
Fixed chainsaw sounds
Fixed minor camera clipping during Rifle reload animation
Fixed Snowballs missing their magazine when equipped
Fixed creature drops floating, now they should spawn closer to the ground
Fixed all build and dismantle interactions getting locked when entering a vehicle by pressing both Q and E at the same time
Fixed Flying Crabs not spawning from Hatchers
Fixed Hatchers respawning near factories
Fixed being able to place Miners on top of Resource Deposits (They must be Gathered first)
Fixed Resource Deposits being Invisible/Non-interactable for Clients
Potential fix for Nobelisk sounds playing across the world for other players
Fixed another crash related to Creature actions
Fixed Nobelisk detonator appearing equipped at the feet of the player when loading a saved game with it equipped
Fixed a bug where certain projectiles would not deal impact damage
Fixed so creatures don’t lose stress while stunned
Fixed Snowball explosions not blowing up foliage or destructible rocks
Potential fix for a crash that starts from players experiencing audio crackling and performance degradation on dedicated server in Northern Forest
Potential fix for some of the missing creatures in the world by correcting some of them having incorrect spawn locations
UI
Fixed Pipeline flow rate UI not displaying correctly, this time for real
Fixed Medical Inhaler not working properly with the HUD Equipment slots
Fixed HUB and Space Elevator not being able to be turned off on the map or compass
Fixed a bunch of issues related to sorting in inventories
Fixed an issue where some equipment wouldn’t show the correct icon in the Equipment Slots
Adjusted Radar Tower description to match new functionality
Fixed various issues related to map and compass showing wrong values/positions
Fixed Player Health bar background scaling with amount of equipment
Updated Vehicle health bar to follow the new style of the Player health bar
Fixed AWESOME Shop category selection highlight being displayed on two separate categories if the player quickly selects a category when accessing the Shop for the first time
Fixed an issue where all player input would stop working if the Build Menu/Customizer was closed with the color picker open
Fixed a bug where “Invalid Session ID” could be displayed in the name of saves when trying to save a new session without typing a new save name
Fixed radiation/damage indicator being blocked by compass icons
Fixed items added to favorites in the AWESOME Shop being displayed twice when searching for them while having the favorites tab selected
Fixed Truck Station UI requiring multiple presses of E or ESC to be closed after selecting Load or Unload
Fixed issue where the Equipment HUD Slot for Consumables wouldn’t update properly on Client
WORLD
Many fixes to foliage placement
Many fixes to foliage and world collision
Fixed an issue where it could rain without rain clouds or effects
BALANCING
Increased Quartz Crystal stack size to 200 (from 100)
Increased Black Powder stack size to 200 (from 100)
Removed Compacted Coal and basic Turbo Fuel recipes from the Hard Drive Options
Reduced player health regen rate in the 30% to 100% range from 0.25 to 0.1 recovery per second, effectively increasing health regen duration until full from ~5 minutes to ~12 minutes
DEDICATED SERVER
Fixed crash reporter not working on Windows
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
Update 6 Fixes v0.6.0.3
Hi Pioneers!
Hello again everyone, here’s a freshly baked patch with some more bug and crash fixes and general improvements.
There’s still some more stuff we’re working on fixing, but if something is super annoying or if we’re forgetting something, let us know over at our QA Site: https://questions.satisfactorygame.com/ We look at your reports every day.
See you all again soon, Hope you all have a nice weekend <3
BUG FIXES
Potential fix to a crash related to creature actions
Fixed a crash related to trying to unstuck a creature
Fixed empty player crates lingering in the world and creating other issues when interacting with them
UI
Equipment HUD is now correctly updated for Clients
Weapon crosshairs are now correctly updated for Clients
QOL
Adjusted the Foliage pickup speed when holding E to be faster
BALANCING
Recalculated AWESOME Sink point values and made the new parts sinkable
Fixed Hatcher Protein recipe so that it correctly requires Hatcher Remains
Update 6 Fixes v0.6.0.2
Hi Pioneers!
Hello again everybody, we saw a bunch of other annoying bugs so we decided to drop some quick fixes for you all!
There are a few more known bugs that we’re working on but in the meantime, feel free to report any annoying stuff for us to fix over at our QA Site: https://questions.satisfactorygame.com/ We look at your reports every day.
See you all again soon, hopefully this patch makes things better <3
BUG FIXES
Fixed two crashes related to Creature actions
Fixed flushing a pipe segment flushing the entire network instead
Fixed Mk.2 Pipes not having an indicator
Fixed production VFX not being properly started for the Nuclear Generator
Potentially fixed a crash for the Nuclear Generator particle effects
Fixed Spore Flowers not being destructible
Fixed interacting with a Player Crate locking player input
Fixed Player Crates not disappearing after being emptied
CREATURES
Hatcher should now show their status properly for Clients
Fixed Hatcher not disappearing and respawning near bases
Hatchers should now not respawn if the Player is closer than 20 meters to them
Hatcher loot is now dropped on the floor instead of on top of the Hatcher
WORLD
Fixed some Bauxite nodes that were missing
Fixed a Uranium node that was missing
UI
Map Objects are no longer clickable when placing Markers/Stamps, this now means you can place Markers/Stamps on top of other Map Objects (Such as the player, vehicles, other Markers/Stamps, etc.)
Fixed an issue where the Map Coordinates and placing Stamps/Markers wasn’t working properly when using UI scaling
Fixed truck station inventories not being visible
Fixed Pipe flow rate not being properly displayed
Fixed Resources not being shown to clients when opening the Map or Radar Tower
Fixed the highlighted map markers not being shown on the compass
Fixed Markers and Stamps not being highlighted on the compass
DEDICATED SERVER
Dedicated server should not crash anymore when it fails to bind to a port
Fixed a crash that may happen if the server settings file is corrupted. In this case, the server will use default settings instead
Update 6 Hotfixes v0.6.0.1
Update 6 is out already and so we have some hotfixes for some of the most annoying crashes we saw :)
We’re leaving the office for the day so if we missed something let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll check all your posts with our morning coffee tomorrow.
See you all next time <3
BUG FIXES
Fixed a crash when Client would place a second Truck Station
Potential fix when returning to the main menu when having built Drones
Fixed a crash related to creatures freezing up
Fixed a crash when damaging a player inside a vehicle with explosive damage
Fixed an issue with the Flying Baby Crabs not properly saving
Fixed the Truck Stations UI not showing up properly for Clients
Fixed a debug icon showing up on the Truck Station inventory when accessed for a second time by Client
Update 6 is now out on Experimental!
Hi Pioneers!
Update 6 has arrived on Experimental. I’d like to preface this event with the fact that some of the new content released isn’t as far along in development as our previous Update releases, so consider this our most experimental Experimental yet! Nonetheless, we think you can have fun with everything here already and we need more of you playing with the incoming changes to help us see how far along they are and inform further development. As always, you can leave your feedback and any issues you encounter on our Questions Site: https://questions.satisfactorygame.com/
Overall, this Experimental period is going to be a little different. We will be pushing updates to finalise content that is released, and we might add some additional content along the line that did not make the initial release. With that in mind we are planning to have a longer Experimental period than usual, so don’t expect Update 6 to hit Early Access before the end of summer.
With that said, what is the content that is coming now? Update 6 shines with some major world updates, impactful changes to Equipment and the MAM progression, several great quality of life updates on the UI side of all things Satisfactory, a full overhaul of our creature AI system, and some under-the-hood changes of major systems. Let’s break that all down a bit more.
You might have already heard about this, but for the avoidance of doubt: There are no overclocking changes coming in Update 6. Also, be safe and back up your saves.
World
Spire Coast
This is probably the most significant single biome change that we still had in the pipeline, and now it is here: The island paradise that is the Spire Coast. We’re very excited to see what you will build in this area, constricted (and hopefully inspired) by the verticality of the spires. There are still oil nodes in the area, but their locations have changed. Other than that, we haven’t done a gameplay pass on the area yet, so you’ll have to wait for new slugs and creature placements, etc. until a later time.
We also managed to do a full visual update of the cliff wall separating the Spire Coast from the Dune Desert, so that large empty plateau is finally ready to be built on as well.
Swamp
The Swamp has received a full vegetation and atmosphere overhaul to better represent the icky vision we have for it. A place for daring pioneers to test their mettle in the future. Right now, we are happy with the vibe of the area but it will also receive a gameplay pass in the future to match the mechanics of the exploration experience with the new atmosphere.
Sky, Atmosphere & Weather
We haven’t been idle on these high impact world topics either, with a generally improved day and night sky, clouds, and the addition of rainy weather. Hopefully you’ll enjoy the new variety as a myriad of days pass on Massage-2(AB)b.
The overall changes to our atmosphere system have also been put to use with more specific tweaks of the updated areas mentioned above, as well as some of our starting areas: Dune Desert, Northern Forest and Grass Fields. We’ve adjusted the specific lighting, fog, and feel for all those places.
Equipment & MAM Progression
Hand Equipment & Ammunition
The most obvious content you might have already seen in our videos is the addition of different ammunition types for all the Pioneers ranged weaponry. It’s quite a wide range of new useful and dangerous tools, from utility options like the Pulse Nobelisk to advanced homing ammunition for the rifle. And there is a mini nuke, which honestly is a terrible idea in the best way.
We’ve also improved the UI feedback for switching through your hand slots, making it easier to identify quickly which gadget or weapon you are switching to, and we finally implement a Holster interaction to put away your current hand equipment.
MAM Progression
We integrated the new ammunition types throughout different research trees in the MAM and did some rebalancing and reshuffling in the process! On revisiting them you’ll find that costs and placement might have changed.
A major change in terms of general progression is that we’ve moved some of the most popular energy related alternate recipes to standard MAM unlocks. Now you can find both Turbo Fuel and Compacted Coal there, as they are a great addition to the general power progression of the game.
Multiple Body Equipment Slots
Update 6 introduces the ability to equip almost all existing Body Equipment at the same time. Instead of a single slot, we now have a slot each for: Head, body, back, and legs. The main progression for Body Equipment is now that you can combine them as they get unlocked and you’ll only have to switch your back Equipment between the Jetpack, Hoverpack, and Parachute depending on your preference and the situation.
Creatures
Mostly visual updates
The most major change you will be able to find here is that the Crab Hatcher got a completely new look and no longer destroys itself when spawning the Flying Crabs. While we made the Flying Crabs themselves far less annoying to deal with, you will now have to destroy the Hatcher to stop them from coming after you.
The Spitters also received a visual change, with several awesome distinct variants! There is a total of three that have adapted quite differently to their environments, as well as a minor variant of the new Forest Spitters to better camouflage in the red forests of Massage-2(AB)b. While they all currently share the same behaviour, we have plans to introduce differences in the future.
AI System Overhaul
We’ve been working on a new AI system that will allow us to introduce more variety to creature behaviour in the future. For this update we tried to largely recreate the feeling of the existing wildlife with some tweaks here and there using this new system. We are not quite there yet with all of them and, this being a full system overhaul, we are aware of some issues and expect to see more as this update goes live. This means that we are planning to still push a few updates to the creatures throughout the experimental period.
Map and more UI changes
Map & Radar Tower
The Map feature now no longer unlocks in the MAM, but during Tier 1 instead. On top of that it has received some significant upgrades with Markers that replace the Beacons, Stamps that can be used to highlight points of interest both on the Map and in world, and an updated interaction menu. It now also takes up almost the entire screen to give a better overview.
Radar Towers are still unlocked in the MAM, but they come with additional functionality. If powered they now immediately reveal a set radius on the map around them, highlight all resource nodes in said radius, and give information on exploration rewards and wildlife that can be found there. All this makes them much more useful than they have been before!
To-do List updates
This planning feature has received a major boost. The To-do List can now be accessed from any menu by clicking on the right side of the screen. It also received some visual polish, is height adjustable, and can be customised with written notes, which makes it a much more versatile tool than before. You can take personal notes only visible to yourself, as well as global notes that can be seen and edited by anyone in a multiplayer session. It’s even possible to do some light formatting! We’re very excited to see how you use this to your advantage.
Codex recipe improvements
The recipe section of the codex has significantly more information available than before. All recipes can now be expanded to show the per-minute stats of all ingredients and products. You can also simulate overclocking in there now and see how that affects the recipes requirements and output.
Technical improvements
Sublevel Saving
We’ve made a change to the save system that you hopefully won’t notice, but that is quite significant on our end. Basically, this allows us to migrate world elements that need to be saved onto streaming tiles, where previously they were always loaded. While this won’t significantly affect load or save times, it paves the way for us to add more interactable/saved game features to the world in the future without performance drawbacks.
This does mean that saves from Update 6 onwards are in no way backwards compatible, since the old save system is unable to read the new save files.
Detailed Patch Notes
EQUIPMENT
Added additional equipment slots for the Pioneer: Head, Back, and Legs
Added support for several ammunition types per weapon
Hold R with the weapon equipped to open the selection wheel
New Nobelisks
Gas Nobelisk: Releases a cloud of toxic gas that deals damage over time
Cluster Nobelisk: Detonates into multiple explosions over a larger area
Pulse Nobelisk: Generates a powerful shockwave. Double jump!
Nuke Nobelisk: Creates a massive explosion
New Rifle Ammunitions
Homing Rifle Ammo: Corrects projectile trajectory to hit targets more easily
Turbo Rifle Ammo: Shoots a massive amount of bullets at an accelerating pace
New Rebars
Stun Rebar: Can Stun creatures for a short moment
Shatter Rebar: Highly effective at shorter range
Explosive Rebar: Yes, even more explosions
Added holster functionality for the currently equipped Hand Slot
Default keybinding is H
Overhauled equipment HUD to fit all those additional equipment
Added HUD feedback for scrolling through Hand Slots
Equipment tool tips have additional information such as slot type, compatible ammunition, and a damage indicator
Consumables now prioritise stacking with Hand Slots when picked up
Double clicking equipment in the inventory now equips it to the first empty slot if available and otherwise replaces the currently active equipment
Updated all weapon crosshairs
Reworked Chainsaw audio
Reworked Rifle audio
Equipment will now be coloured to the default factory colour selected in the Customiser
WORLD
Spire Coast
Full overhaul of landscapes and cliffs
Complete foliage overhaul
New lighting and fog setup
Dune Desert cliff wall and plateau
Cleaned up all cliffs on the Spire Coast side
Landscape and foliage overhaul on the plateau
Swamp
Major overhaul of foliage
Reworks to lighting and fog
Minor landscape changes
Added new music
Added dynamic clouds and rainy weather
Updated night sky visuals
Updated lighting and fog in:
Northern Forest
Dune Desert
Grass Fields
Tweaked Western Dune Forest ambient sounds
CREATURES
The AI system, navigation, and spawning have been overhauled
Creatures now have separate visual and audio perception (and they won’t hear you crouch)
Creatures can now panic and run when certain conditions are met
New Spitter looks
Desert Spitters
Aquatic Spitters
Green and Red Forest Spitters
Crab Hatcher changes
Full visual overhaul
Now persists and spawns new Baby Crabs until destroyed
Baby Crabs have more predictable behaviour
Hog changes
Both Hogs no longer circle around the player
Hogs now have a rear up animation before their standard charge
Stinger changes
The Stinger leap attack now hits more reliably
Small Stinger attacks are much harder to dodge but deal significantly less damage
Added unique loot for all aggressive wildlife
Added optional HUD indicators for aggressive wildlife (can be turned on in the options menu)
MAP
Increased the Map window size significantly
The Map is now unlocked in the Tier 1 – Field Research milestone
Added new Marker system
Added new Stamp system
Stamps can be placed in the world by pressing ALT + RMB
Added support for Markers & Stamps to be highlighted in world
Added support for viewing, copying, and inputting map coordinates
Removed Beacon map functionality
Beacons currently disappear when used and are automatically converted to a Map Marker
All previously placed Beacons will automatically be converted to Map Markers
BALANCING
Minor changes to the cost of multiple MAM researches
Changed all MAM research to complete within 3 seconds
This change does not include the Hard Drive scanning timer
Most research visibility in the MAM has been expanded, causing research to be visible earlier in the research progression
Removed Beacons from Building costs and unlock requirements
Beacons are currently still used for the Alternative Uranium Fuel Unit recipe
New parts
Alien Protein: Produced from the bodies of your enemies
Organic Data Capsule: Produced from Alien Protein
Smokeless Powder: Produced by combining Black Powder and Heavy Oil Residue
The Polyester Fabric alternative recipes is now available in the MAM Mycelia research tree
The Compacted Coal and Turbo Fuel alternative recipes are now available in the MAM Sulfur research tree
Compacted Coal and Turbo Fuel can still be unlocked in Hard Drives
The other alternative Turbo Fuel recipes are still only available in the Hard Drives
Moved the Blade Runner research from the Caterium to the Quartz research tree
Moved Expanded Pocket Dimension research from the Caterium to the Quartz research tree
Added an additional Hand Slot +1 unlock in the Mycelia research tree
QUALITY OF LIFE
Players can now hold E to collect foliage
Content, content, content.
AWESOME Shop unlocks with unlock prerequisites are now always visible and display their prerequisites
Added feedback to MAM research and HUB Milestones that unlock AWESOME Shop unlocks prerequisites
MAM research trees now show when they are completed
Added sound effect when collecting Power Slugs
Markers for inactive Pioneers are now hidden
Recipes in the Codex can now be expanded to show the same information that is available in buildings
Tobias attempted improving the accuracy of building guidelines
UI
Sign settings now have a revert button instead of a save button, and save automatically on closing the settings
Added a welcome animation for the Awesome Shop when opened for the first time in a play session
Optimised the Save and Load UI
Polished Awesome Shop visuals and feedback
Updated the Lock icon in the Milestone Menu
Added a new icon used in character related unlocks such as additional Hand/Equipment Slots
Resource node icons on the compass now distinguish between occupied and unoccupied nodes
Updated the Health Bar visuals
Reorganised Workshop recipe order and categories
FACTORY
Changed Radar Tower functionality
Shows resource node locations in radius on the map and if they are in use or not
Indicated which exploration rewards and wildlife can be found in the radius of the tower
Reveals the area in its radius immediately now
Radius has been decreased
Added new Pipe buildables without Fluid Indicators
Updated Conveyor Multi Pole visuals
Updated Portable Miner visuals
OPTIMISATION
Added scalability settings in the options menu
Overhauled the Foliage System
Implemented Sublevel Saving
Optimised Splitter & Merger visuals
Optimised Conveyor rendering
Optimised Signs rendering
Optimised Freight Station loading
Parallelized fluid system
PLAYER
Pioneer health now regenerates to full over time
BUG FIXES
Stingers can no longer get stuck on the Pioneers head
Golf Cart and Portable Miner now show when there is no room in the inventory to pick them up
KNOWN ISSUES
The client building two truck stations will crash the game for said client and the session needs to be restarted before they can join again
The game will sometimes crash because of surrounding creatures
Creatures sometimes freeze and get stuck
SSR scalability doesn’t fully work
Auto detect graphic setting response settings aren’t tweaked yet
Clients don’t see revealed resource nodes on existing Radar Towers
Creatures in caves have mysteriously disappeared
Spore Flowers can’t be destroyed by explosives
There is a visual issue during the Rifle reload animation
Update 5 Fixes v0.5.2.1
Hi Pioneers!
Hello everyone, today’s patch has a bunch of Path/Block signals fixes to address some old issues and some of the new issues introduced in the last patch, there’s a few remaining issues/polish related to them that we are aware of so please check the “Known issues” section for more.
This patch should be pretty safe but if we somehow introduced some big bugs, please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll take a look at them ASAP!
See you again soon <3
BUG FIXES
Stations cannot be placed inside Path blocks anymore, path signals now give a proper error message if a station is found inside a block.
Short blocks, about 75% the size of a train cart, should now work with path signals.
Fixed Path signals placed right after a station being incorrectly reserved by trains going to the station.
If the timetable changes and the next station changes, trains should properly re-path now.
Fixed timetable getting “Invalid next stop” if the current station was removed when it is also the last station on the list.
Current stop should now properly display for clients in multiplayer or dedicated servers.
Fixed Truck Stations displaying at the center of the map
KNOWN ISSUES
Remaining issues related to Path/Block Signals in the scenarios we have looked at can be solved by rearranging the signalling, replacing path signals before stations with block signals, using path signals at intersections and block signals along one-directional tracks, so consider trying those options if you’re still having 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 > Local Files > Verify integrity of game files...
And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Verify
This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
d3d11
DX11
d3d12
DX12
vulkan
Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
Go to the Server Install folder
Open “Engine.ini”
Add the following:
[CrashReportClient]
bImplicitSend=False
Save changes and restart the Server
Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
Update 5 Patch v0.5.2.0
Hi Pioneers!
Hello again everyone, today’s patch brings a big bunch of fixes from the Experimental version over to Early Access, it also brings both versions to parity.
Some note worthy changes from the update are the Engine Upgrade to version 4.26.2, EOS account Unlinking, Localisation updates, tons of Vehicle and Train fixes and more!
BEFORE YOU USE THE NEW EOS UNLINKING OPTION: Please read the EOS FAQ below and remember to back up your saves and any other important data in your Satisfactory folder (Saves, mods, config files, etc) on both Steam and Epic, this may or may not affect your Cloud saves as well so be wary of doing this unnecessarily or without a backup. Worth noting that this setting is only visible from the Steam version.
If we introduced some unexpected bugs, please let us know over at our QA Site https://questions.satisfactorygame.com/ We’ll take a look at them ASAP!
See you next time <3
NEW
Upgraded to Unreal Engine 4.26.2
Epic Online Services (EOS) account link status resetting is now possible by going to Options > Online > Reset Account Linking
BUG FIXES
Multiple fixes related to issues with Path Signals and Block Signals for Trains
Fixed a bug where vehicles would sometimes get displaced for Clients when far away from other players
Fixed issue where vehicles would get stuck ghosting
Fixed bug where the Load Vehicle Path UI would display inaccurate path lengths
Fixed several minor issues related to vehicle automation
Fixed a bug where automated vehicles would sometimes be able to move without fuel
Fixed issue where automated vehicles would sometimes stop moving when about to enter a station right after loading a game
Fixed issue with automated vehicles sometimes continuing to drive despite being blocked
Fixed an issue where removing a vehicle target would result in collision avoidance not working anymore for that path
Fixed issue with automated vehicles sometimes driving into other automated vehicles that are waiting in line
A HUD message is now displayed every time an automated vehicle gets completely stuck (“deadlock”)
Fixed a crash when exiting the game when using Vulkan as a renderer
Fixed some issues where automated Trains could get completely stuck (“deadlock”)
Fixed a bug when starting a game with the “Skip Intro” option and then loading a save would result in the intro also being skipped in that save unless exiting the game and relaunching it first
Fixed re-rail holograms for Trains sometimes disappearing
Fixed Trains and Train Stations not showing the correct location on the map and compass
Fixed a crash that could happen if there’s a deadlock near a non-automated vehicle
Decreased the collision-avoidance distance for automated vehicles
Fixed a crash for client related to vehicle paths
Fixed an issue with vehicle path recording inside factories sometimes recording docking to stations on floors above the vehicle
Fixed issues with the Factory Cart having difficulties finishing path recording
Fixed a crash related to the vehicle representation on the map
DEDICATED SERVERS
Fixed Dedicated Server crash reporter not working properly
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
Fixed Esperanto not working properly
EPIC ONLINE SERVICES (EOS) FAQ
What does this mean?
When you first launch the game on Steam, you’re prompted to select whether you want to continue only using Steam (Left option) or if you want to link an existing Epic Games account (Right option) so you get your friends list from Epic Games to display while you’re playing on Steam, so you can invite others to play directly from here.
Please note that this has never been required for crossplay, you have always been able to join each other by using Session ID, The player hosting the game would have to press ESC while in game > Manage Session > Session Settings > Copy To Clipboard, and share that Session ID with the player joining it, which would then from the main menu click Join Game > Join via Session ID and paste the code in there which would allow you to join each other regardless of platform or friends list status.
So why does this matter?
Previously, it was impossible for someone to reset their account linking status on their own, they would have to submit an unlink request to our support email, now this should not be necessary anymore.
This means that if you changed your mind about the option you selected previously, you can now reset it so you get the prompt again so you can choose to unlink or link your accounts.
There are also some scenarios where your account status could get bugged and say that “Your currently logged-in Epic Games Store account is incompatible…” which resetting your account link status should also fix.
This also helps people who have accidentally linked the wrong Epic Games account, as you can now reset it and link the proper account.
If none of these things apply to you, then you shouldn’t worry about this, this won’t change anything and it’s just an option to help those who need it.
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 > Local Files > Verify integrity of game files...
And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Verify
This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.
If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.
If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
d3d11
DX11
d3d12
DX12
vulkan
Dedicated Server Crash reports, Currently Crashes that happen on a Dedicated Server are automatically sent to us, this is enabled by default, we plan on including a toggle for this in GUI but for the moment, if you want to disable automatically sending crash logs you can do this:
Go to the Server Install folder
Open “Engine.ini”
Add the following:
[CrashReportClient]
bImplicitSend=False
Save changes and restart the Server
Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
UPDATE 6 info and why this update will be different
Hey everyone!
It's been pretty silent from us the last couple of months but we're about to change that. We're starting this off today by revealing that Update 6 is going to be all about improving the Exploration aspect of Satisfactory but we also need to talk about why this update is going to be a bit different.
Why this update is going to be different
At the start of the year, we took a big, long look at the planning for the game and what we sort of realized is that doing updates in the way we’ve done them up until now won’t align with our goal of working towards the final release of the game.
Previously we've always looked at, sort of, what can we develop in the loose timeframe that we’ve set in between updates. So, if there’s work that needs to be done that won’t fit that timeframe, we’ve pushed it up for later. But in doing so it feels like we’re running a marathon in between updates. What we’d rather like to be doing is look at what we need to do in general to finish the game and take the time necessary to do so. And that’s exactly what we’re going to do.
It’s been very exciting for us to make the updates we’ve made up until this point and package them in the way that we’ve done, but we’ve sort of realized that if we’re to reach 1.0 we can’t really follow the same release cycle.
So going forward, we're changing how we’re going to be releasing updates to the game and doing development a bit more openly, showing you things as we’re working on them. Starting by revealing the content for our next Update.
Update 6
Update 6 (working title), is going to be all about improving the exploration aspect of Satisfactory. This is going to be a smaller update and it’s going to be an update that may stick around in experimental a bit longer than before as we work on it.
It might seem odd that when we finally break the silence after so long, we’re doing it by announcing a smaller update. We have been working on a lot of things since the last update we launched. Some things are going in this update, but many things may come later down the line.
This update will focus on improving the following things in the game
Environmental changes
Creature improvements
Equipment additions
Improvements to the in-game map menu
General technical improvements
(Clock Speed rebalance)
Environmental changes
To kick things off, a formerly quite barren part of the northern coast is receiving a breath-taking update of its terrain and flora to fully live up to its name: The Spire Coast. This is a completely new biome, a serene tropical coastal area, dominated by large spires that can create an interesting challenge for vertically aligned factory builders.
The swamp has received a full plant-life overhaul to achieve the final version of this unsettling and noxious area. While the terrain has only changed in minor ways and resources remain the same, the vibe of the Swamp is far more refined.
We're also working on further polishing the atmosphere of MASSAGE-2(AB)b by improving lighting, sky and weather(!). In general, the cloud coverage and sky has seen improvements and we're currently working on possibly having rain in the game. We don't know for sure if that will make it in but we'll see what happens!
Creatures
MASSAGE-2(AB)b has become inundated with new and improved critters. A lot of work has been done to improve creature visuals and behaviors and add new additions to the wildlife, creating a more immersive exploration experience.
Equipment additions
To help tackle these new upgraded threats, improvements have been made to combat mechanics. Most notably, Update 6 will contain feature equipment changes and additions to give players more tools to engage in combat. These updates will mainly impact exploration, but there might be more equipment changes coming that will improve factory traversal as well.
Improvements to the in-game map menu
The player map will be upgraded with a range of UI improvements to make it easier to use and for pioneers to plan their expeditions and factory layouts. The Radar Tower will get an overhaul, to actually make it useful for exploration. Because it wasn’t before.
General technical improvements
There's also a couple of technical improvements to some of the underlying systems we’re currently working on that will hopefully improve the overall experience of the game for some folks. There’s also, of course, a couple of bug fixes and network improvements here and there, we’re always working on that.
(Clock Speed rebalance)
Since this update mostly focuses on the exploration aspects of the game there won't be any new production chains or anything like that, but there is one potential change we're thinking of making regarding how clock speed functions in the game.
If you didn’t know, when you overclock a machine in Satisfactory the power requirement increases in a non-linear fashion, and it’s governed by this formula
Which means that when you overclock machines, they will require significantly more power than if you were to build multiple ones and if you underclock, you will be using less power for the same part production with the drawback of slower production speed (see the Satisfactory wiki for more info on this Satisfactory Wiki).
The proposed change we have in mind is to make all overclocking follow a linear formula. So a machine that is overclocked to 200% would use twice as much power, and vice versa if you underclock.
Basically, what this means is that we’re thinking of buffing overclocking and nerfing underclocking a little bit. The changes to the clock speeds are intended to support players in the early game, by making it easier for them to improve their factory with overclocking without running into power increases that generally aren't communicated clearly. And for players in the late game by allowing them to build bigger and more efficient factories.
We're not entirely sure we'll make this change so please let us know what you think about this!
Release Date
With all that being said, we're still developing many aspects of the exploration update. We want to reveal the core topics of the update up front because we sort of want to set the stage for how we intend to work on the game going forward.
The obvious question on everyone's mind is of course then, "when is the update coming out?". Since we're still working on it we don't have a set release date in mind, but our current release window is sometime early June. This might change though.
I hope this aperitif of information that we’re sharing with you today is something you’re looking forward to. We’re certainly looking forward to talking more about it and showing you what we’ve done! Remember that this is a high-level explanation of the content in the update. We plan to release more info in the future to talk more about these topics so let us know if there’s any particular topic you’re excited about specifically and want us to cover in the future!