Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, we wanted to address some of the more important issues we’ve heard from you all before we go on a long weekend from our office in Sweden (Easter holidays), so here’s a small but hopefully helpful patch

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

If we introduced any new issues or there’s anything that you would really like us to address, please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts as soon as we’re all back!

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES
  • Fixed a memory leak that would lead to an Object Limit related crash when playing for prolonged amounts of time
  • Fixed Radar Tower UI not appearing at all when interacting with it
  • Fixed Blueprint Auto Connect alignment so it also considers height differences between connections

MODDING
  • Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager

LOCALIZATION
  • Updated community translated languages with the latest translations
  • Updated language completion rates
Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, Today we have a big patch containing a lot of fixes that we have been preparing since release, this patch should hopefully improve the 1.1 experience for everyone

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

Given the amount of changes, there might be some new issues so please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES
  • Fixed issues where mouse clicks in Photo Mode would trigger equipment in hand
  • Potential fix for scenarios where Blueprint Auto connections would sometimes not work in Multiplayer
  • Potential fix for issues with the vertical movement for the Decoupled Camera in Photo Mode
  • Fix crash for Clients in multiplayer when Host is using Sign holograms
  • Fixed issue where Hard Drive list in MAM would not activate its scroll box, making it impossible to select or research Hard Drives if the list was too long
  • Fixed snapping issue when snapping a Railway to a Buffer Stop
  • Fixed issue where MAM buttons would be “sticky” so their hover over menu would continue displaying and only close when you stopped hovering on them or hovered in another Category with the Mouse
  • Fixed new buildables not appearing in the Icon Library
  • Fixed bug where blueprint auto connection were playing a lot of snapping sound effects when auto connecting to an open-ended Railway junction
  • Fixed holograms not being able to be nudged when snapped to attachment points
  • Fixed snapping points in the bottom part of the Basic Shelf Unit
  • Fixed train tracks being able to be branched and create switches from the end of a Train Station or Freight Platform which would result in issues
  • Fixed issues when snapping the Personnel Elevator in Foundations
  • Fixed Photo Mode Poses and Pioneer Positioning Nudge affecting Vehicles and Hypertubes
  • Fixed Photo mode reset button not properly resetting Nudge and Rotation in some scenarios
  • Fixed issue where while in Dolly Mode and having Blend Camera ON the Zoom would move in steps instead of smoothly
  • Fixed bug where the front attachment point of Beams was moved to the back
  • Fix for Crash when joining as client while host has a Hologram active and protection against crashes like this in the future
  • Fixed bug where hostile creatures would lose hostility when using Photo Mode and entering the Decoupled Camera
  • Fixed rotation inconsistencies when building Conveyor Lifts
  • Fixed Train collision notice audio not playing
  • Fixed crash related to Splitter and Mergers in some scenarios
  • Fixed crash when loading a save caused by Railway Switches
  • Fixed incorrect player name tag in multiplayer when entering Decoupled Camera
  • Fixed Reversed Conveyor Lifts not splitting
  • Fixed Crash Sites respawning after being dismantled
  • Fixed visual artifacts on the Input/Output after dismantling a Splitter/Merger attached to a Conveyor Lift that is attached to a Floor hole

QUALITY OF LIFE
  • Increased distance for Blueprint Auto Connection Detection from 10m to 16m (2 foundations)
  • Blueprint auto connections for Pipes and Belts now detect connections that are on top of themselves (Just like train tracks)
  • Blueprint auto connections now prioritize the connection that is most aligned with themselves, instead of the closest connection
  • Added a new option to Hide HUD while inside of all Vehicles by pressing T on keyboard

PHOTO MODE
  • Improved UX by greying out options based on context
  • Moved Saturation, Contrast and Tint to affect the final image instead of being in the middle of the colour correction stack to provide a more intuitive and predictable experience
  • Reworked Tinting function to allow it to go through the whole colour spectrum
  • Added Tint Intensity Slider
  • Increased Decouple Max Range
  • Increased minimum possible value for Dolly Duration to prevent the camera from moving too fast
  • Increased maximum Dolly duration to 40 seconds (Previously 20 seconds)

CONTROLLER SUPPORT
  • Vertical Nudging is now available with Controller by holding R1/RB
  • Improvements the styling of Photo Mode UI for better focus visibility
  • Improved the Controller button prompts in Photo mode
  • Improved the Dolly Settings menu in Photo mode UI
  • Improved the controller detection and fallback to Keyboard when a Controller cannot be detected
  • Fixed vertical zoom sliders in the Map
  • Fixed focus loss issue when changing Colors/Icons in a Blueprint Designer and pressing the Back button
  • You can now press A/X while in the sliders in Photo mode to input numbers with keyboard
  • Fixed focus loss when opening the Show session ID with a controller
  • You can now properly enter text with a keyboard in the To-Do List while using a Controller
  • Fixed focus loss when changing resolution with a Controller
  • Adjusted button hold durations where applicable
  • Added Controller button hint for Chainsaw Mode Single/Area
  • Adjustments to the controller look sensitivity
  • Fixed focus loss on Character customization colour picker
  • Improved Controller scheme diagram on the Pause menu
  • Colour picker in Customizer presets should now work with controller
  • Fixed Snapping a Splitter/Merger to a Conveyor Lifts making a portion of the Conveyor Lift disappear

AUDIO
  • Added new track “Ode to the Elevator” Track to the Elevator Music
  • Fixed ADA messages that were missing voice lines
Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, Today we have a patch with some fixes we wanted to get in before the weekend that will hopefully make the 1.1 experience more enjoyable for some Pioneers

If it’s your first time trying out the 1.1 Experimental, remember to BACKUP YOUR SAVE before you try it as there might be unexpected issues

We kept this patch small to hopefully not introduce any new big issues but if you happen to encounter any issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We will read your posts ASAP!

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3

BUG FIXES
  • “Invert Look” option for Mouse should be available again under “Controls” in the options menu
  • Potential fix for a BuildableSubsystem crash in Multiplayer when the color preset is updated
  • Potential fix for a crash when joining multiplayer if the Host has a hologram out as Client loads in
  • Potential fix for a crash related to Reliable Replication on Dedicated Server
  • Fixed Conveyor Lifts built on the reverse build mode visually moving in the opposite direction
    • Please note that for saves that have been re-saved in 1.1, you will have to rebuild the Lifts to fix the visuals, this bug does not affect the actual output of the lift, so they will continue to move items correctly even if they are not rebuilt
  • New helmets from the Elevator video are now available!
Satisfactory - css_uzu
Hi Pioneers!

Today it’s the release of our first content update since leaving early access and we would like to introduce you all to our newest features with our 1.1 update!

This update is available right now on the Experimental version of the game, so before trying it out it’s always good to BACKUP YOUR SAVES

This is how you can access the Experimental version:
  • Steam: Right clicking the game > Properties > Betas > Beta Participation > Experimental
  • Epic: Go to your library and download the Experimental version

Why Experimental?
Since the 1.0 release, we want to continue delivering a stable experience on the default version of the game

Using experimental allows us to polish everything up some more before releasing it to everyone and potentially including some side effects which might affect the current experience

Also, as usual this update is quite big in terms of changes as we’ve been working alongside with Fishlabs ( https://fishlabs.de ) for a few years now

They have designed and implemented the controller support in preparation for the Console release (Yes, Satisfactory is coming to consoles if you didn’t know already) with our blessing and collaboration

This update includes many years worth of work so as usual, if you find anything unexpected or something that was working before suddenly does not work anymore, please let us know over at our QA Site https://questions.satisfactorygame.com/

Your posts are incredibly helpful and your feedback is always appreciated, But for now let’s dive into the new content <3

1.1 New features:

Controller support
We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported

To get started, connect your controller and go into the Options menu > Controls > General > Select Controls > Controller > Apply

Photo Mode
There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings

Including a multitude of new filters, effects, poses, frames, colour adjustments, camera lens controls to tweak to your liking, there’s a huge number of possibilities to get the ideal shot of you and your factories or you and your friends in multiplayer

There’s also a dolly mode so you can create small transitions and videos or anything your creativity allows, as well as multiple grid and crop settings for aspect ratios

You can also decouple the camera to move it around within a range of the pioneer and toggle visibility options for the Pioneer or even have the option to have the Pioneer’s helmet follow the camera around

Crash Site Dismantling
You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so

Just remember that you must open and retrieve the Hard Drive inside the Crash Site first to be able to dismantle everything

Personnel Elevator
To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator

Once you do the initial elevator placement, you will be able to zoop vertically to desired your elevation and add as many Elevator Floor Stops as you wish to match with your factory design

You will be able to customize the names for each floor as well as the icons and colours for each button that you can press to access each floor so you can keep track of exactly where each stop leads

Advanced Game Settings
No Fuel setting
The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles

Trains
Buffer Stops
We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work

To prevent this, you now must place Buffer Stops at the end of Railway paths, Including Train Stations, that you intend to manually drive through

QOL
Left-handed Path and Block Signals
Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active

Railways rework
Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever

Buildings
Logistics

Conveyor Wall Hole
New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization.
A big improvement compared to the existing Conveyor walls with a fixed placement for connections

Conveyor Lifts - Splitter and Merger support
The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds

Splitters or Mergers will attach to both the Input or Output of a Conveyor Lift, as well to any point in-between, for extra flexibility in your builds

Priority Merger
This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first

There are 3 levels of priority to choose, so if two inputs share the same level of priority, the output will alternate between taking from each input, allowing you to control the output of your factories much more carefully

Conveyor Throughput Monitor
A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results
You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory

QOL
Pipeline Build Modes

Straight
After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement

Curved
Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup

Transport

Hypertubes

Hypertube Junctions
Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support

Once placed, it allows you to connect a hypertube to its 3 different paths

When traveling inside a hypertube, you can change paths by pressing E when approaching a junction to select which one of the routes you want to traverse through

Hypertube Branch
Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape

Useful for connecting existing hypertube networks to newly built ones

It can be built on its own, on top of an existing hypertube or attached to a hypertube support or junction

Architecture
New Architectural Pieces

There are new architectural pieces that you can build with the update to allow for more expression when designing your factories, all accessible from the AWESOME Shop

New Beams:
  • H-Beam
  • Shelf Beam
  • Round Concrete Beam
  • Braided Cable (it’s a beam)
  • Braided Cable Cluster (it’s also a beam)

New Misc.:
  • Roll-Up Gate (FICSIT, Concrete, Steel)
  • Road Barrier Corner
  • Basic Shelf Unit
  • Large Vent
  • Large Fan

QOL

Automatic connections of Conveyor, Pipes and Railways in Blueprints
There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out

When using this mode, any blueprint that contains Conveyor, Pipes or Railways will try to automatically connect to any available inputs/outputs on the other end, which you can visually confirm before placing by hovering over with the blueprint hologram

Flashlight now works while inside Hypertubes
Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility

Drone movement and pathing improvements
Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes

Conveyor poles and Pipeline supports now have soft clearance
This will help adjust the placement even more in limited spaces as they can now overlap with other buildables

Nudging can now be done vertically as well
Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down

Removed max distance limit on Nudging
You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging

Visual Improvements

Falling Trees
Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects

Spore & Gas Pillar VFX
Spore and Gas Pillar visual effects have gotten an overhaul to improve their look

Explosive Rebar and Nobelisk VFX
Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well

Power Slugs VFX
Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards

Audio Improvements

Dynamic occlusion system for foundations and walls
Factory sounds will now be occluded and muffled if they are behind walls or other obstacles

Different buildings will also change the way the sounds occlude, for example glass or metal.

Audio indoor detection system and local acoustic context
Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well

Player related sounds will now change dynamically depending on your surroundings for example high ceilings, tight corridors or inside caves.

Voice Chat Attenuation
Now has different strength levels adjustable in settings
Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies


Narrative
We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions

Bug Fixes
There are many bugfixes that we could not properly do during 1.0 as well as improvements that are currently being tested in experimental, which will carry over to 1.1

For more info on the changes that will carry over from current Experimental please check the links below:

https://store.steampowered.com/news/app/526870/view/512951942084822988?l=english

https://store.steampowered.com/news/app/526870/view/498313608291156664?l=english



Dedicated Server - Port Forwarding Updates
If you have Host a dedicated server, you should definitely give the next block a read as many new improvements have been added to allow for extra flexibility since the last update on Experimental

We have updated the Port Allocation Strategy in Reliable Messaging
New features:

Explicit Port Configuration
  • A new -ReliablePort= command-line parameter allows explicit port selection.
  • The value must be an integer between 0 and 65535.
  • If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.

Default and Configurable Port Ranges
The following settings in Engine.ini control port allocation:

[/script/reliablemessaging.reliablemessagingtcpfactory]
PortRangeBegin=8888
PortRangeLength=512
ExternalPortRangeBegin=-1

  • The server will attempt to bind within [PortRangeBegin, PortRangeBegin + PortRangeLength).
  • By default, the server starts at port 8888 and tries up to 512 ports until it finds an available one.

Client Awareness & NAT Handling
  • Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this.
  • To address this, the server now communicates the listening port to clients during the initial handshake.
  • If external port remapping is used, the server must be aware of the external port via:
  • The ExternalPortRangeBegin config setting (for remapped ranges).
  • The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).

Server Host Requirements (TL;DR)
  • If hosting a single server, port 8888 TCP must be open by default.
  • If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.
  • The server will attempt up to 512 ports before failing (configurable).
  • If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.
  • Logging is in place to help server maintainers verify the allocated ports.
Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, Here is another patch for Experimental, today we have a much bigger change that improves our Foliage, Lightweight, Recipe and Schematics systems to overcome multiple networking bottlenecks that we’ve had in the past

While playing in Multiplayer and Dedicated Servers, you could end up in situations where after removing large amounts of foliage, foliage might stop replicating completely, resulting in foliage being non-interactable or not properly disappearing, the same could happen to buildables like Foundations and Walls among others after building many of them.

We’ve made improvements that should result in less strain on Unreal Engine’s replication system leading to an improved multiplayer experience, they should also alleviate the “Reliable Buffer Overflow” issues on joining a session, as well as addressing additional side issues like interacting with the Advanced Game Settings menu during multiplayer kicking you out of a session

With this, there should be a significant improvement in how fast foliage and buildables are loaded, compared to joining a save and seeing buildables and foliage pop in and out of existence or have them be uninteractable

Since changes in Experimental might have some unexpected side effects, please BACKUP YOUR SAVES before trying it out

You can find your saves in:
%LocalAppData%/FactoryGame/Saved/SaveGames/
There should be a folder with a lot of numbers, that is your Steam/Epic ID and that folder will contain your saves, you can copy this folder somewhere else

If you would like to know more about this change and the previous changes added to experimental you should watch our video on them by our community manager Mikael
https://youtu.be/Z3UtGdftZbc

If you would like to quickly access the Experimental version, first BACKUP YOUR SAVES and then:

For Steam:
Then right click the Game on Steam > Properties > Betas > Beta Participation > Select Experimental

For Epic:
Look in your game library for “Satisfactory Experimental” from there you can install it

And don’t forget to BACKUP YOUR SAVES before you start playing

We’re very curious to hear about your experience with this latest patch so please let us know over at our QA Site if you encounter any new issues https://questions.satisfactorygame.com/ We appreciate all of your feedback

And remember, If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual

See you all again soon <3


OPTIMIZATION
  • Bulk data replication
    • Improves the Foliage, Lightweight, Recipe and Schematic systems in Multiplayer and Dedicated Servers
DEDICATED SERVER
  • Bulk data replication
    • This change requires you to open your current TCP Port (7777 by default) on top of the already open UDP port, you also need to port forward the same port as the game port (7777 UDP by default) +20000 TCP (27777 TCP by default)
    • Please note that the game port values should not be set to a value larger than 45535 since we do not have good enough error handling for this at the moment but will be addresed in the future as we are still fleshing the port selection aspect out

Satisfactory - css_uzu
Hi Pioneers!


Hello again everyone, Today we are reopening Experimental again!


From now on we intend to use Experimental to properly implement bigger bug fixes, programming changes or optimizations without compromising the current 1.0 experience for those who are comfortably playing in the 1.0 default version of Satisfactory


This should also help with reducing the frequency of patches/downloads necessary for the majority of players since we’ll space out a bit more when we will move Experimental versions into the default version once they have been stabilized


Since changes in Experimental might have some unexpected side effects, please BACKUP YOUR SAVES before trying it out


You can find your saves in:
%LocalAppData%/FactoryGame/Saved/SaveGames/

There should be a folder with a lot of numbers, that is your Steam/Epic ID and that folder will contain your saves, you can copy this folder somewhere else


The fixes today involve the Customizer, Lightweight Buildables as well as a Dedicated server fix and some crash fixes, if you would like to know more about the changes in detail you should watch our video on them by our community manager Mikael

https://youtu.be/Z3UtGdftZbc

If you would like to quickly access the Experimental version, first BACKUP YOUR SAVES and then:

For Steam:
Then right click the Game on Steam > Properties > Betas > Beta Participation > Select Experimental

For Epic:
Look in your game library for “Satisfactory Experimental” from there you can install it


And don’t forget to BACKUP YOUR SAVES before you start playing


If we happened to introduce any new issues with these changes, please let us know over at our QA Site https://questions.satisfactorygame.com/ We appreciate all of your feedback


If the Experimental release turns out to be too unstable for you, you can always switch back to the default version of the game and restore your save game and continue enjoying Satisfactory as usual


See you all again soon <3



DEDICATED SERVER
  • Fixed Windows Dedicated Server not working after a player disconnects until it is restarted
    • This change required making some changes to port binding, so let us know about any new unexpected behavior

CUSTOMIZER
  • New optimizations to the Customizer to address heavy performance hitches
    • Mostly noticeable when hovering a customizer hologram over buildables, please note that there might still be other hitches in this situation unrelated to the Customizer improvements
  • Fixed performance issues when editing swatches in the Customizer Menu
  • Fixed changes made to swatches in the Customizer Menu not applying to the session until saving and reloading or rejoining the server
  • Fixed multiple crashes related to the Customizer

LIGHTWEIGHT BUILDABLES
  • Fixed an issue where Lightweight buildables could be seen but not interacted with, either by walking through them or by dismantling them but not actually being able to remove them until restarting a Dedicated Server or rejoining a Multiplayer Session
    • This was most commonly seen with Foundations and Walls, but could also affect other buildables like Road Barriers, Catwalk Walkways, etc.
  • Fixed an issue where Lightweight buildables would fail to sample (MMB) in Dedicated Server or Multiplayer sessions

BUGFIXES
  • Fixed a couple crashes related to Conveyor Belts
  • Fixed a couple crashes related to the Customizer

LOCALISATION
  • German translation update based on the German community help
  • Updated community translated languages with the latest translations
  • Updated language completion rates
Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, Today’s patch is a localization update so everyone can have the latest professional and community translations for Satisfactory

If there’s any big issues you think we should address or we might be forgetting, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day and it will be great to read all your feedback after we come back from vacation

Once again, thank you for all your support, we’re super grateful to have such a dedicated community and we’re happy you’re enjoying our game, thank you so much for your nominations in the Steam Awards 2024!

If you would like to read more about that, please check out this other post: https://store.steampowered.com/news/app/526870/view/512944432186655982

We hope everyone has a nice winter break and holiday season

Merry FICS*MAS and a happy new year <3

NEW
  • Improved HUB

LOCALISATION
  • Updated community translated languages with the latest translations
Satisfactory - Snutt
What's up, Pioneers!

We are stoked to announce that Satisfactory has been nominated for the Steam Awards in two categories: Better With Friends and Most Innovative Gameplay!

Thank you to everyone for casting your nominations our way! Your passion and creativity have helped shape Satisfactory into the game it is today.

Better With Friends: Whether you're building massive factories or exploring the vast alien landscapes, everything is more fun with friends. Especially friends that put nuclear nobelisks on you when you log out.

Most Innovative Gameplay: From the intricate factory designs to the complex logistics systems, Satisfactory strives for innovating the spaghetti simulation genre.

We are incredibly grateful for your continued support and enthusiasm. If you love Satisfactory as much as we do, please consider voting for us in these categories. And if you don't want to that's cool too.

Thanks community, helps a lot!
Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, Today’s patch is potentially the last patch before we go out for FICS*MAS vacations and winter holidays at our office


We wanted to do a last patch with some important fixes as we’ve noticed that some pioneers are still getting soft locked from the FICS*MAS calendar progression, so you can now handcraft the FICS*MAS Data Cartridges in the Workshop once you’ve unlocked them in case you ever lose them


As always, if this patch brought any unexpected issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day and even if we don’t address them right now, we will definitely look through your feedback after everyone is back :)


See you all again soon, thank you for your incredible support and for being a fantastic community, hope everyone has a nice winter break and holiday season


Merry FICS*MAS <3


FICSMAS
  • Added hand craftable FICSMAS Data Cartridge recipes
    • After unlocking a FICSMAS Data Cartridge in the Calendar, you will also receive a recipe to be able to craft them in the Workshop in case you happen to lose them
  • Increased the ADA Gift pickup message chance to make up for them no longer repeating after playing once

DEDICATED SERVER
  • Added a scroll bar to the Server Options in the Server Manager to prevent the “Disable Seasonal Events” option from flowing out of the UI and displaying over the description text

LOCALISATION
  • Updated community translated languages with the latest translations
Satisfactory - css_uzu
Hi Pioneers!

Hello again everyone, today we have a patch with a some heavily requested changes and some internal fixes to future FICS*MAS content that you’ll get to see over the next few days


Those fixes are omitted from here as to not spoil the surprises for all the new pioneers even if you have already seen some of the content from previous years :)


If with this patch we happened to introduce any new issues or you think there is something important we are 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 <3

GAMEPLAY
  • ADA’s messages after picking up presents will now only play one time each

DEDICATED SERVER
  • Always show options that are marked as "Hidden in Game" or "Hidden in Main Menu" in Server Manager Server Options tab, regardless of whether the dedicated server has a save loaded or not.
    • This allows for toggling options like “Disable Seasonal Events” on servers that are already running, Please note that this setting requires a server restart to take effect

LOCALISATION
  • Updated community translated languages with the latest translations
...

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