Hello once again everybody, this is a new experimental patch for us to continue working on the Dedicated Servers, as always, if you are having issues with his patch consider moving to the Early Access (default) version instead.
If the patch is working better or we introduced some new issues specific to it, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.
Merry FICS*MAS!, Hope you’re all having a fun time with the update, see you all again soon <3
DEDICATED SERVERS
Improved stability of the packet router
Improved CPU usage of the packet router
Added a startup argument for disabling the packet router
-DisablePacketRouting
KNOWN ISSUES
Packet routing is incompatible with multihome, so we're automatically disabling the former when the latter is enabled
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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
To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
FG.DisableSeasonalEvents 1
Using the following launch option should also work:
Hello again everybody, just a few small FICS*MAS related fixes and a UI change to the Network Quality setting in the options menu.
Regarding the Network Quality setting, a while back we increased the default settings for it, so if you are having issues connecting in Multiplayer, switching it back to Medium (Default), Or Increasing it to a higher value might solve those issues, so we suggest trying out the settings to see if it helps.
If we’re forgetting about some important issue please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.
Merry FICS*MAS!, Hope you’re all having a fun time with the update, see you all again soon <3
BUG FIXES
Some minor FICS*MAS related bug fixes
UI
Added a pop up when switching the Network Quality setting explaining that it requires a restart to be effective
Updated the tooltip of the Network Quality setting explaining what it does
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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
To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
FG.DisableSeasonalEvents 1
Using the following launch option should also work:
PS: Early Access and Experimental have temporarily been brought back to parity again, but we will continue releasing Experimental patches to test new changes or features in the future that are too unstable for Early Access, so if you don’t want to worry about unexpected issues you should switch to the Early Access (default) version.
Merry FICS*MAS!, Thanks for enjoying our game <3
BUG FIXES
Fixed a bug where Trains docked at a Train Station could reserve Path Signals when Saving and Loading
Fixed a case where Trains approaching Train Stations with a Path Signal right after the station would reserve the same Path Signal over and over
Fixed holograms having the proper position for Client but the wrong one for Host/Server in some situations
Fixed M.A.M. research tree “FICS*MAS Holiday Event” not unlocking in some scenarios
Fixed game breaking typo on the FICS*MAS Calendar UI
QUALITY OF LIFE
Added a launch option that Disables FICS*MAS and any other Seasonal Events
-DisableSeasonalEvents (This does the same thing as ticking “Disable Seasonal Events” in the main menu or “FG.DisableSeasonalEvents 1” in console)
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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
To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server: (Save and Load from the Save Manager also works)
FG.DisableSeasonalEvents 1
Using the following launch option should also work:
This December Holiday Content and Event were brought to you by the FICSIT Inc. internal marketing department.
The in-game Event is available in both Early Access & Experimental versions of the game until Jan 18th, 2022!
Any resemblance to external holidays, celebrations, events, traditions, historical or contemporary, and their products, is purely coincidental.
Patch Notes
It’s that time of the year once again so FICS*MAS is returning with all of the old content and some of it new, what is in there you wonder? Well that’s part of the fun as you have all of December to find out!, And if you don’t want to you can also opt out by clicking on Main Menu > Options > Gameplay > Disable Seasonal events.
You can get started with some of the FICS*MAS content by checking the FICS*MAS Calendar in the HUB and the M.A.M. “FICS*MAS Holiday Event” Research Tree.
Some of this content will only be available after certain dates, so we strongly recommend not skipping ahead, you will not be able to get some of these rewards if you do so.
However, If you’re worried about missing out on content, don’t worry, you can unlock all of the content retroactively after the dates have passed and will continue to be able to do so until January 18th 2022.
PS: Early Access and Experimental have temporarily been brought back to parity again, but we will continue releasing Experimental patches to test new changes or features in the future that are too unstable for Early Access, so if you don’t want to worry about unexpected issues you should switch to the Early Access (default) version.
Merry FICS*MAS!, See you all again soon <3
NEW
FICS*MAS is officially back!
Check the FICS*MAS Calendar and the M.A.M. research tree “FICS*MAS Holiday Event” to get started
RENDERER
Made it so when a game running on DX12 detects an incompatible Intel graphics card it will set the renderer to DX11 instead, this is to solve crashes on Start-up or Loading due to DX12 incompatibility.
If you are on an Intel GPU and you’re running the game completely fine in DX12, you can still force it by adding the following launch options:
d3d12
DX12
BUG FIXES
Fixed issue where dismantling all the Stations listed in a Train timetable would make the timetable show “Invalid Next Station” until you rebuilt the Train setup
Fixed a bug where pause time on Vehicle Automation was not reset when manually overridden
Automated vehicles will stay docked until their inventory is empty if unloading cargo
OPTIMISATION
Changes to priority and replication periods for Conveyor base actors, Should help reduce initial loading when spawning in around conveyors
QUALITY OF LIFE
Emotes can now be added to the Hotbar by holding the Emote Wheel key and pressing the desired Hotbar Slot key
Moved positions of “Cancel” and “Start/Stop Recording” in the Vehicle Record Menu to avert accidental selections of “Stop Recording
Removed “Snow Mittens”/“Snowball Pile”
“Snowball” is now considered alternative Nobelisk Ammo, Equip the Nobelisk Detonator and press “G” to Switch Ammo types
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird behavior 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
To Disable Seasonal Events on Dedicated Server, you need to enter this command from the server console and then reload the game or restart the server. (Save and Load from the Save Manager also works)
Hello again everyone, It’s time for Experimental to be reopened once again.
We would like to remind everyone that Experimental is where we do some changes that might be too unstable to put in the Early Access (Default) version, So if you are having no issues with the game right now you might want switch to or stay in the Early Access version.
Today’s patch includes a potential fix for those who are crashing on startup on when loading a game due to DX12 incompatibilities after we made it the default renderer.
It also includes the first of many of the active developments for Dedicated Servers so we can keep on improving them.
Has this update fixed your issues when launching the game? Is the Dedicated Server change good? Did we introduce a bunch of new issues instead of fixing them? Please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.
Hope you all have a great weekend and you get to enjoy more of Update 5, thanks for playing our game <3
RENDERER
Made it so when a game running on DX12 detects an incompatible Intel graphics card it will set the renderer to DX11 instead, this is to solve crashes on Start-up or Loading due to DX12 incompatibility. If you are on an Intel GPU and you’re running the game completely fine in DX12, you can still force it by adding the following launch options:
d3d12
DX12
DEDICATED SERVERS
Implemented a mechanism that routes all server packets through the query beacon, in effect reducing the number of ports that need to be open/forwarded to 1, simplifying setup.
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:
Hope you're enjoying Update 5 and everything with it! It's been amazing seeing all the builds that have been popping up everywhere! It's always nice to be reminded that no matter how much time we spend trying to make cool looking builds internally, we will never be as creative as our community!
There's a few more hotfixes on the way and we're also prepping something fun coming soon™ 👀 so stay tuned for that!
If you've enjoyed what we do then consider hitting us up with a nomination for the Steam Awards. Or don't, that's totally up to you! We'll appreciate you no matter what you do. 💜
Hello again everyone, We hope you’re all having fun with the Update, We’ve noticed some issues still so here’s a small patch for you all.
Some of you are experiencing some common issues (Like corrupted game files) and the solutions to them might have been missed on the last patch notes due to them being so massive, so please take a look over at the “Known Issues” section in this patch notes and hopefully that will help!
If you’re still having issues or if we are forgetting something important or we introduced new issues after this patch, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.
Thanks for enjoying our game, see you soon <3
BUG FIXES
Vehicle path arrows in UI now have the correct positions
Fixed a possible exploit in Vehicle fuel calculations
Fixed a bug where Trains colliding at low speed could spam particle effects, leading to poor performance and could cause the game to crash in some cases
Made Vehicles take available fuel for as long as they are docked
Fixed the fuel consumption metrics in the Truck Stations not accounting for pauses and docking times in the path time
Fixed a bug where a vehicle might be blocked indefinitely when in long distance mode
Tracks will now try to automatically re-connect when there is a connection where one side of the connection is lost, commonly a result from save game modifications
DEDICATED SERVERS
Fixed a bug that made Clients spam poll the server, now we should poll much less
Fixed some more issues with the Crash reporter integration
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:
Update 5 is available now on the good ol' Early Access branch! We've been absolutely blown away with all the creative constructions that have been made by our community since we launched the update on the experimental branch and we're super stoked to finally bring it over the stable branch for more people to enjoy it!
Let's take a look at what's new in this update! If you're looking for the full details then check the patch notes at the end of this post!
Cosmetics
New Cosmetic Build Pieces
We love what you all have done with your factories with what little you had, but what if you had more? In Update 5 we’ve added new cosmetic buildings pieces and reworked existing ones: Beams, new Walls & Windows, more Pillars & Frames, the list goes on for a bit and you can find it in full in the detailed patch notes below.
We’ve also added new walkways and walkway stairs and one of the most requested features, Ramp Railings. All of this, in combination with the build system improvements, will significantly change what your factories can look like. We can’t wait to see what you all will create with all of this!
Signs
Better late than never but we’re finally adding Signs to the game! Signs come in various sizes, and you can customize them using a selection of layouts, icons, display text, and backgrounds depending on the Sign.
Signs can be placed by themselves on a height adjustable pole, or they can be snapped to Storage Containers, Walls, and even each other to create highly customized displays.
Materials
We’ve added new Materials for Foundations and Walls, and the newly added Roofs come with several Materials as well. While we had FICSIT and Steel Walls before, this changes how these buildings are unlocked and used. For example, new shapes of Foundations are still unlocked in the AWESOME Shop, and initially they only come in the standard FICSIT Material. But unlocking a new Material for Foundations, which you also do in the AWESOME Shop, will allow you to apply that Material to any of the Foundations you have available.
Once you’ve unlocked a new Material you just select it in the Customizer, click or hold and just paint away! Any material you select will only be applied to structures that are relevant. It’s a safe and easy way to quickly change the look of your existing factories.
You can also place build pieces with the material you want from the get-go. Simply select the material type you would like the buildable to have and build away! You can even bind the material type to your hotbar if you’re on the go.
Colors
Colors are now right there in the customizer too, since it fully replaces the Color Gun. This means painting your factory also benefits from hold to paint addition, which will make coloring faster than ever!
You can find all the standard FICSIT colors in there and create your own Swatches and save them. After that you can either select them from the Customizer or bind them to your hotbar.
Patterns
Arrows, lines, symbols and many more Patterns can now be painted onto Foundations with the Customizer! There is a total of 58 Patterns that can be unlocked in the AWESOME Shop which will help you create clearer layouts for your factory floors.
Build System Improvements
Satisfactory’s build systems have received a major overhaul to make building factories and production setup faster and cleaner. These systems are a large part of Satisfactory and are applied to lots of different building interactions, so it can be difficult to have them perfect at Experimental launch. We’re confident they will be very helpful in their current state but let us know if you have any feedback on our Q&A site!
Soft and Hard Clearance
Previously (almost) all buildings had a building clearance that prevented you from building them into each other. We changed that now with the introduction of Soft and Hard Clearance!
Buildings with Hard Clearance are all buildings that have functionality such as Constructors, Assemblers, Power Poles, Splitter, the HUB, etc. They will function largely as before and cannot be built overlapping with each other.
Buildings with Soft Clearance are cosmetic and structural buildables as well as Conveyor Belts and Pipes, and they can now be built overlapping with any other buildings to give you more freedom when designing and building your factories, either for cosmetic purposes or to make even more compact factory floors.
Whether your build pieces clip through each other or not is entirely up to you and if this is something that bothers you, you will still be notified by the game when Soft Clearance clipping occurs via an on-screen build warning and a new hologram color signaling those buildings are overlapping.
Quick Switching
Another addition to the Build System is that we’ve improved the Quick Switching system when constructing buildings.
Previously, when holding E while in the build mode, a radial menu would open and allow you to select other buildings of the same type as the building you were constructing. Now you can simply tap E to cycle through those selections quickly and swap between things such as different Foundation height, Conveyor Belt speed or machine types.
Zooping
If you are tired of building one foundation block at a time, I know I am, you can just switch build modes and zooooop! This will make building much faster as you’re now able to place up to 10 build pieces at a time.
Zooping can be used for Foundations, Walls and most of the cosmetic build pieces by just dragging them horizontally or vertically, but it isn’t available for any buildings such as manufacturers and power generators.
The Customizer
Are you tired of using the overly simplistic Color Gun? Are you finding the process of setting the color for every single foundation or wall piece tedious? Wish there were more cosmetic options for foundations, walls and roofs?
Introducing the Customizer, a new way of adjusting your Walls, Foundations, and Roofs! After it is unlocked with the AWESOME Shop in Tier 2 you can find it as a new tab in the Build Menu. It replaces the Color Guns coloring ability and any Wall, Foundation, and Roof materials as well as Foundation patterns can be found here after you unlock them in the AWESOME Shop.
Trains
Signaling System
Ever since we introduced trains to the game back in the day, we’ve been wanting to add a Signaling System and we’re finally doing it! There now are two types of Train Signals: Block Signals and Path Signals. While a single Train on its own Track will continue to function just fine, shared Track setups will require the use of Signals to function.
Block Signals can be placed along the train tracks to create sections of a track that only one Train can occupy at a time. They are excellent at preventing your Trains from crashing into each other, but do not take different paths going through the same block into account, which can result in a deadlock between Trains coming from different directions.
Path Signals are used to reserve a path through one or more blocks so you can create safe, collision free, multi-directional intersections. Tracks that are reserved via path signals will only free up again once the Train that they were reserved for has passed through.
Collision
If you don’t make use of the signals your trains will now collide with each other and derail spectacularly depending on their speed! Fixing up the aftermath of a collision is easy; you just walk up to any part of a derailed Train and press E. Keep in mind that you will still have to add Signals or adjust how you built the Track in order to prevent future collisions!
Timetables
There’s also been an update to how the Timetables work. You can now create some basic logic for what your Train should do when it stops at any given station, so you might have a Train only stop for a limited time or wait until it’s fully loaded, and you can also control what resources it should load or unload. This will open many options for customizing Train routes further.
Vehicle Improvements
Automation System Changes
There’s been a huge update to automated vehicle pathing and the systems surrounding it.
Previously, automated vehicles would drive blindly at their next waypoint without considering where they would be going next. Now vehicles will take upcoming waypoints into consideration when driving, making their pathing much more reliable.
We’ve also introduced a basic obstacle avoidance system to handle cases where vehicles might run into something in their path, vehicles won’t completely recalculate their route, but they will do their best to get going again.
And in the cases where vehicles do get completely stuck then as a last resort, vehicle ghosting will make sure that vehicles stay on track.
Vehicle Paths
We’ve added the ability to save and load recorded vehicle paths between Vehicles of the same type. That means if you save a route for example in a Tractor, you will be able to load that route into another Tractor to scale up throughput without re-recording that whole route.
Another change is that a route now needs to be a closed loop, so it starts and ends at the same point. To make that clearer we changed the first node in a path to be easily recognizable.
Truck Stations
Truck Stations now have a new model and another Input and Output slot so the throughput has doubled. Also fuel consumption in Truck Stations is now a lot smarter as Vehicles will only take the amount of fuel needed to complete a full loop.
We’ve updated the UI for Truck Stations with additional information such as average fuel consumption and delivery throughput to make integrating them into your factories easier.
And by the way, you can paint vehicles now! Even the Factory Cart!
Map Updates
Northern Forest
This area gotten a major facelift in Update 5. There have been some reworks regarding lighting and fog, very minor changes in the landscape, but the foliage has changed significantly. If you’ve built something in Northern Forest expect some trees and bushes stick up in your factories, but that’s nothing your trusty old Chainsaw or some Nobelisks can’t fix.
Dune Desert
Four new landmarks have been added, the northern cliff wall has gotten a lot of love and some additional smaller set dressing has been done. No major changes that should impact your factories, but some sweet improvements to this area.
We haven’t made any changes to the Resource Nodes there so they will all still be in the same place
Caves
You’re also going to see a change to some of the caves in the game, which have a much richer and more mystical vibe to them now. Only a few caves have changed in Update 5, but the goal is to give this kind of treatment to more caves in the game moving forward.
New Factory Music
We’ve added some new music for the factory playlist as well. There is a total of 5 new intermission and 3 new full-length tracks. They’re great additions to the soundscape of Satisfactory, so keep your ears peeled while trying out all the new building options and let us know what you think!
Dedicated Servers
We’re finally releasing an Experimental version of Dedicated Server support! And when we say Experimental, we mean EXPERIMENTAL. While we have been able to run them successfully and fix a lot of bugs, we expect more issues to appear as you all start using Dedicated Servers. You can help us getting the Dedicated Servers more stable by trying them out and sending us your feedback.
You can now switch to the Zooping Build Mode by Tapping R to switch between build modes or by Holding R to bring up the selection wheel, this will allow you to build up to 10 pieces in any of the four cardinal directions.
There’s also a Vertical mode which is useful for certain buildings like foundations to build them on top of each other instead of in a direction.
Soft and Hard Clearance
Buildings with functionality such as Constructors, Assemblers, Power Poles, Splitters, The HUB and others will have Hard Clearance, meaning they cannot be built on top or across each other
Cosmetic buildings, Conveyor Belts and Pipes will have Soft Clearance, meaning they can be built on top or across themselves or any building, but will show a “Overlapping other’s clearance, clipping may occur” message
Quick Switching
You can now tap E to cycle between the available Quick Switch selections, You can still hold E to get the radial menu instead
Foundations can now be rotated in 45º degree increments and you can hold CTRL to fine tune in even more angles
TRAINS
You can now press A or D to choose between rails on an intersection while driving a Locomotive.
Block Signals have been added
Path Signals have been added
Trains will now collide with each other and can be re-railed by pressing E
Timetables have been reworked
You can now assign some basic logic for what your Trains should do when they stop at a station
Train Station Visuals have been updated
New visuals for the Train Switches
VEHICLES
Vehicles can now be painted
Updated Truck visuals
Updated Truck Station visuals
Vehicle recording is now completed by driving back to the first created node
Vehicle self-driving AI overhaul, will now consider more than just the next waypoint and avoid obstacles when moving to their destination
A queue system between self-driving vehicles has been added so they don't run into each other at Truck Stations and on their routes
Vehicle self-driving path behaviour has also been overhauled
Vehicles will now try to unstuck themselves as a last resort, ensuring that they get back on their route
You can now Save and Load recorded vehicle paths for vehicles of the same type
Additional Input and Output slots have been added to the Truck Station
Vehicles will now only take the proper amount of fuel from a Truck Station that is needed to complete a full trip and they will not run out of fuel even when getting stuck or lost
Truck Station UI has been updated to show average fuel consumption and delivery throughput
Saved Vehicle Paths can be previewed in the Map while on the Load Path Vehicle Menu
BALANCING
The Colour Gun has been removed from the game
The “Flower Petals” MAM Research tree has been removed from the game
Colouring now no longer requires Colour Cartridges but is instead free, so no more Flower Petal grinding just to colour the factory
Instead, Patterns use the Colour Cartridges
The “Pattern Removal” option refunds the Colour Cartridges when used to remove a Pattern
AWESOME Shop Schematics now use dependencies, which means that they are not available for purchase until the player has unlocked the right ingredients
I.E. The “Steel Wall Material” won’t show up in the Shop until “Basic Steel Production” has been unlocked
This applies for a bunch of items, such as Signs, Lights and many aesthetic build pieces and Materials that use more advanced resources, the common ones being Quartz Crystals, Quickwire, Silica and Steel Beams
Signs require Quartz Crystals
Also note that the Crystal Oscillator and Advanced Steel Production need to be unlocked to be able to unlock the Billboards
Colour Cartridges have now been moved to Tier 2 under the Resource Sink Bonus Program milestone, together with the AWESOME Shop and Customizer
Glass Foundation has been renamed to Glass Frame Foundation, and was moved to the Architecture > Frames category
Updated the fall off, dispersion, and projectile curve of the Rebar Gun and Rifle
Added new Category to the Build Menu titled Architecture and the following building types have been added to it
Frames
Roofs
Beams
Pillars
Attachments
Catwalks
Walkways
Reorganized the AWESOME Shop with the new Architecture and Customizer categories.
Building Cost changes:
Lights now require Quickwire and no longer require Quartz Crystals
Lights Control Panel now requires AI Limiters and no longer requires Quartz Crystals
The Customizer Material partially determines the build cost for Walls, Foundations, and Roofs.
This cost is always 2 pieces of the part used by the specific Material
Changing Material refunds the cost of the previous Material
Foundation and Ramp cost has been changed to the consistent cost of 5 Concrete + Material Cost
Wall cost (excluding Windows) has been changed to the consistent cost of 2 Concrete + Material Cost
Windows now require Silica
Roofs cost 3 Concrete + Material Cost
Colouring no longer requires Colour Cartridges and is instead now free to use
Patterns always cost 1 Colour Cartridge
Using Pattern Removal refunds the Colour Cartridge
Frames now cost Steel Beams
Big Metal Pillar now costs 3 Concrete and 2 Iron Plates instead of 6 Concrete
Big Pillar Support now costs 5 Concrete instead of 6
Glass Frame Foundation now costs 2 Steel Beams and 5 Concrete
Some AWESOME Shop unlocks have receive a slight change in their Coupon cost
Increased Silica max stack size from 100 to 200, Updated Silica description
Increased the amount of wood that is obtained from chainsawing pine trees in Northern Forest
FACTORY
Added two new variants for the Storage Box:
Medical Storage Box
Hazard Storage Box
Conveyor Lift Floor Holes. Can be snapped to Foundations to allow Conveyor Lifts to pass through them
Hyper Tube Floor Holes. Can be snapped to Foundations to allow Hyper Tubes to pass through them
Pipeline Floor Holes. Can be snapped to Foundations to allow Pipelines to pass through them
Updated mesh and textures for the Build Gun
Updated textures on Pipeline Pumps
WORLD
Northern Forest
Major overhaul of foliage
Reworks to lighting and fog
Minor landscape changes
Dune Desert
Added 4 new landmarks
Added a crater
Polished the northern cliff wall
Caves
Major overhaul for a few caves
SOUND
Added 8 music tracks to the Factory playlist (only plays around factory buildings)
5 new intermission tracks (around 2 minutes each)
3 new full-length tracks (7-8 minutes each)
UI
Updated keybinding information across all HUDs
Updated existing icons across all UI
Truck Station UI has been updated
Train UI has been updated
Vehicle Station UI has been updated
Vehicle self-driving menu has been updated
Reworked Fluid/Pipes UI
Lots of optimisations across the board for all the UI
Minor adjustments to naming and descriptions in the Build Menu
Hotbar now shows numbers from 1 to 0 since there’s no “10” on a keyboard
Overhauled Programmable Splitter and Smart Splitter UI
Game progression is now shown on the HUD near the top right, can be turned off in the Options Menu
Text under Icons in Radial Menus is now hidden by default, can be turned on in the Options Menu
News feed (Main Menu) background is now darker and semi transparent for better readability
Removed “Delete Path” option from the Vehicle wheel as you can now use “Cancel Recording” does the same thing
QUALITY OF LIFE
Color and textures of the Power Slugs have been updated to me more easily distinguishable
Green Power Slugs are now Blue Power Slugs
Tapping E now allows for Quick Switching of buildables within the same category, holding E opens a radial menu.
You can now lock your FPS to a specific number in the Options menu
You can now manually and individually adjust the volume of every Factory Building and player Equipment to your liking
While in Mass Dismantle mode, holding ‘Mouse Button 4’ (side button) will only keep either the most common, or the first, building type selected for dismantle
This makes it easier to exclude accidental selections while Mass Dismantling a specific type of building
Hotbars can now be switched while having the Build Gun out
Walkways can now snap to Walls
Shortcuts in the bottom right of the HUD have been updated to show all common actions
Some default shortcuts have been changed:
Default Flashlight keybinding is now B
Default Map keybinding is now M
Default Codex keybinding is now O
Added an option to disable Mouse Smoothing in the Options menu
Vehicles can now be sampled the same way buildings can with the build gun/dismantle gun
You can know hold CTRL when hovering over wall with a different buildable of the same category to replace it instead of snap to it (i.E. Aiming at a Wall while having a Window out will usually snap to it, but holding CTRL will place it in the same spot as the wall instead)
Conveyor Lifts now have an alternate build mode titled Reversed which reverses the direction of the belt for the Input/Output
You can now de-select buildings you’ve selected with Mass Dismantling by aiming at the specific building and tapping CTRL
You can now individually change the colours for all holograms in the Options menu. (Hologram, Dismantle, Hard Clearance, Soft Clearance)
Changed so the snap guidelines always appear (The Green line to align to inputs/outputs)
Shopping List colours are now clearer to distinguish
Implemented a generic world grid alignment for Foundations by holding CTRL when placing them
Walls can now be rotated when upgrading them
Added “Misophonia Mode” under Audio Options, this will replace “munching” sounds with sounds not generated or connected to human interactions
Quite significantly increased network scalability options. This should help with excessive load times on larger saves and for players who have never modified their network settings. (Gameplay > Network Quality)
Improved feedback when purchasing an item on the AWESOME Shop
RENDERER
Made DX12 the default graphics renderer. When not supported the game should still default to DX11. Options Menu might show DX12 as selected even though DX11 is the one active in these cases. (Known Bug, will be changed soon)
Vulkan now available again as experimental renderer in the options menu
OPTIMISATION
Updates to a lot of LODs
All walls and foundations are now more optimised
Conveyor renderer optimisations
Factory tick optimisations
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Fixed a bunch of text issues, typos, and inconsistencies
Updated language completion rates in the language menu selection
Changed the Arabic font to a more readable one
Fixed a bunch of typos, spaces, and a bunch of inconsistencies
Restructured formatting patterns to avoid excessive text optimisation, also using more complete phrases to make things easier to translate
BUG FIXES
Fixed vehicles disappearing under the world
Vehicles that have disappeared under the world but were still visible on the map have been brought back
Blade Runners and the Medicinal Inhaler now display properly when equipped in all FOVs
Many changes to the snapping for both holograms and buildings (Let us know if something doesn’t work anymore or worked better in the past)
Fixed Clearance boxes getting stuck when exiting the Build Gun after having used Quick Switch
Fixed up storage boxes in vehicles not being interactable sometimes
Fixed a bunch of text and localization-related bugs
KNOWN ISSUES
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:
Hello again everyone, Just a quick round of fixes for you all some of these issues are pretty high impact for you so we hope this makes things better for you all :)
See you again very very very soon, You’re all awesome <3
BUG FIXES
Fixed Wires being completely stretched in certain scenarios
Vehicles now try to stop ghosting as soon as possible when blocked
Fixed a calculation error when fuel is added manually
Added some preventions for Trains falling out of the world when derailing
Fixed an issue with the Crash Reporter not working as intended for the Main game (not Server) after the last update
UI
Directional arrows for the Vehicle in the Map preview when loading a Vehicle Path are now displayed from the centre of the Vehicle
Fixed Double Ramp Asphalt Icons
Added a tooltip for insufficient fuel
QUALITY OF LIFE
Reduced Train Switch size
DEDICATED SERVERS
Found an issue where threading was forced to be disabled for dedicated servers in some scenarios. Fixed it so now we should actually make use of multiple CPU cores
Added tick rate information on the Server Status UI Menu
Production Lights for all buildings should now be working again
LOCALISATION
Updated all languages with the latest translations and published new content for translation
Updated language completion rates in the language menu selection
Hello everyone, here’s a patch for a bunch of the remaining issues, including a fix for the Vehicle Station refueling issues from last week, Crash reporter integration for Dedicated servers and more.
If we’re forgetting something or we introduced some new issues please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.
See you again very soon, Thanks for your support <3
BUG FIXES
Fixed an issue where Vehicles would not receive fuel from a station if their fuel inventory was empty
Fixed an issue where Vehicle Paths were not updated after a station was built over them
Fixed issues with Vehicles getting out of sync with their Vehicle Stations after loading a game
Fixed up LOD bias on Pillars
Fixed Vehicles burning up fuel when standing still
Fixed issue in the main foundation/wall material that caused secondary colours to affect the primary
Fixed a rare crash that affected save edited saves
Fixed Power Lines being able to be selected as a customizer target which would then result in them looking weird when a colour swatch was applied
UI
Added directional arrows to the path in the Map preview when loading a Vehicle Path
DEDICATED SERVERS
Added Crash Reporter integration for Dedicated Server for both Windows and Linux. o 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: o Go to “SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer\” o Open “Engine.ini” o Add the following: