Hello everyone, this is a small update in preparation to the upcoming Update 7 release from Experimental to Early Access.
If we unexpectedly broke stuff or if you have any feedback, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day
If you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
PATCH NOTES
Made some adjustments in preparation for future updates
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.
Hello everyone, lots of bugfixes this time around, hope you all enjoy the update.
If we’re forgetting some stuff that you think definitely needs to fixed ASAP, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your posts every day.
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you all again soon <3
BUG FIXES
Productivity calculation has been changed so now hitches such as autosave shouldn’t cause productivity to drop
Fixed boomers clearance for Blueprint holograms
Walkways and Pillar should now affect Blueprint size
Railroad tracks should now properly display when placing a Blueprint hologram
Blueprints should now snap to the sides of foundations when aiming close to the edge unless Snap To Guidelines is held
Fixed a crash caused by snapping Blueprints to walls
Fixed a crash when placing a Blueprint in the Blueprint designer
Fixed deletion of Blueprints not properly propagating from Host to Clients
Fixed Advanced Game Settings menu not being able to be closed with ESC after pressing Reset To Default or Apply buttons
Fixed issues related to Lights
Fixed issues related to Rain
Fixed buildings becoming invisible after being hovered over by a hologram of an upgraded building
Fixed build effect for Railways
Fixed an issue where the To-Do List would lose focus after using the textboxes
Fixed a crash for Clients when using the Jetpack
Fixed Color preset names not having a character limit
Fixed doors having a weird rotation when hovering over another hologram over them
Fixed holograms temporarily staying stuck in the Blueprint designer after being built by Clients
QUALITY OF LIFE
To-Do List should now handle alternate recipe names and multi-product recipes better
To-Do list now supports Blueprints
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.
There are a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, we’re working on them
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.
Hello everyone, here’s another patch with some fixes for the most reported bugs on QA site for now, there’s more fixes on the way but you can have these for now :)
If something is still not working or if we’re forgetting something, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you all again soon, have a nice weekend everybody <3
BUG FIXES
Fixed invisible buildings built from Blueprints when reconnecting to Dedicated Servers
Fixed items getting stuck on conveyor belts in multiplayer
Potential fix for Smart Splitter overflow issues
Fixed Zipline sprinting not working for Clients
Fixed an issue where the center point of Blueprints was not perfectly aligned to gird
Fixed a rotation issue when snapping Blueprints in a certain way
More improvements to Blueprint snapping to foundations
Fixed a scenario where buildings could be placed half in, half out of a Blueprint designer when being placed as part of an existing blueprint
Fixed some Blueprint snapping issues when aiming at the ground
QUALITY OF LIFE
Added Blueprint snapping for Walls
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.
There might be a few remaining issues related to items on belts overflowing from containers or Smart/Programmable Splitters, we’re working on them
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.
As always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you all again soon <3
BUG FIXES
Fixed Crash when joining Multiplayer or Dedicated Servers
Fixed Double Wall Outlet allowing circuits from outside the Blueprint Designer to connect to those inside of it
Fixed train tracks not being able to be placed on Train Stations
Train lights should now update correctly when a train loses power
Train lights should now restore properly to the correct location after derailment
Potential fix for items still getting stuck on belts on high FPS
Fixed issue where rotation would reset after upgrading a buildable
Fixed issue with snapping Blueprints vertically when aiming on the side
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.
Hello everyone, This patch is only a localisation update for the Early Access version (Not the experimental version) No other changes have been made and if you want to try out Update 7 you should use the Experimental version instead, this is a bit more stable than Experimental however
If we unexpectedly broke stuff or if you have any feedback, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day
If you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird 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.
Hello everyone, here’s another patch with some more fixes for the Experimental version
If there’s some important stuff we’re forgetting or if we introduced some new issues so please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP
Also as always, with every new update if you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
See you all again soon <3
BUG FIXES
Fixed a crash related to the build effect on blueprints
Fixed Tilted Corner walls not having soft clearance
Fixed some issues when placing buildables at the edge of foundations
Fixed Conveyor ceiling mount not snapping properly
Flying Crab Hatchers and Flying Crabs should now work properly with the hostility settings
Fixed wonky Pillar to Pillar snapping
Fixed Pipes and Conveyor Belts getting weird split rotations after placing attachments on them
Rewrote Splitter/Merger code to make it better
Better fix for invalid character names in Blueprints
Fixed items not moving when reaching the end of a Conveyor Belt segment
Fixed some scenarios where Railways, Belts and Pipes could be placed through the floor of the Blueprint Designer
Vehicles should work again :)
Fixed issues with holograms not detecting the edges of the Blueprint Designer
QUALITY OF LIFE
Conveyor Ceiling Mounts now allow for granular rotation when holding the Snap To Guidelines key
UI
Fixed Steel Wall skin pack having an incorrect icon in the build menu
Fixed Train Station map not displaying the zoom in/zoom out slider
Fixed To-Do list not having a character limit
Fixed Blueprints Milestone being displayed incorrectly
Enable Autopilot button now updates to the Disable Autopilot button after stopping a vehicle path recording
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.
Hello everyone, here’s a patch with a bunch of fixes to some of the most reported issues on the questions site so you all can keep enjoying blueprints through the weekend :)
As always, we probably forgot some stuff or introduced some new issues so please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP
Also as always, with every new update f you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
Hope you’re all enjoying blueprints, see you all again soon <3
BUG FIXES
Fixed Hover Pack not connecting to train tracks
Fixed Blueprints containing special buildables that get auto created by other buildables (Like Sign poles, railroad track switches, etc) not being able to be loaded
Assorted fixes to Blueprint Hologram snapping
Fixed a crash for Clients when placing a blueprint that has the Resource Sink
Fixed a bunch of buildgun trace issues, Building and dismantling in Gas/Water should now work again
Fixed being able to save Blueprints with invalid characters in the filename
Fixed buildables snapping poorly on ramps
Fixed a crash for Clients when loading a blueprint before data is properly synced with host
Fixed Conveyor Belts holograms being out resulting in performance issues
Fixed crash for players who have invalid characters on their session names when attempting to save a blueprint
Updated clearance for Hyper Tubes and Lights Control Panel
Fixed Client blueprints showing up in Blueprint selection when those blueprints don’t exist on Server
Fixed an audio issue with the Crab Hatcher
QUALITY OF LIFE
Ladder hologram now works with the “Build in One Click” setting
UI
Hopefully improved UX of what directory a blueprint goes to when loading an old blueprint or when saving a blueprint with the same name
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird 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.
Update 7 is up on Experimental now. The most anticipated addition in this update are probably Blueprints, but you’ll get to enjoy some other nuggets together with them. We’ve added additional modes for Creature hostility, a Conveyor Ceiling Attachment, balancing of Overclocking and Coupon generation, and more. You can find all the details below!
A fair warning, since this is the Experimental release: We are still working in particular on the multiplayer stability of Blueprints and you might encounter more issues there than usual even in Experimental. You can leave your feedback on the Blueprints, other additions, changes, and any issues you encounter on our Questions Site: https://questions.satisfactorygame.com/
Blueprints in particular are a highly requested feature for the game, and we’ll keep working on them. We hope you’ll enjoy them and that you let us know what you think <3
And as always, be safe and back up your saves! Don’t make Snutt tap the sign.
Blueprints
The Blueprint Designer
In this brand-new building you will be able to design, adjust, and save Blueprints for use in your factory. Anything that fits inside the confines of the Designer (4 by 4 Foundations and 8 Walls in height) you will be able to build with a single click as a Blueprint.
Building Blueprints
Any Blueprint you save in the designer is added to the Blueprints Build Menu Tab, which you can organise as you see fit. From there you can select it like any other building or add it to your Hotbar. Blueprints have some unique build modes of their own, one focused on detailed control and the other on snapping with other Blueprints.
Creature Game Modes
Passive and Retaliating
These are the two new modes we added for Creature hostility which allow you to adjust how to interact with the combat aspect of Satisfactory. If you do want to fight, but want more control over the when and how, the Retaliating mode is for you. Creatures will only attack you if you attack them first, and this works per single creature. So, if you want to fight a group of Hogs or other creatures one after the other, you can do that now.
Passive mode is exactly what it says: All creatures will remain passive, no matter if you attack them or not. If you want to enjoy Satisfactory without the action aspects, Passive mode gets the job done.
You can set your preferred Creature hostility in the Escape Menu under ‘Advanced Gameplay Settings’.
In the future
This is mostly what we have in mind for allowing you to customise your experience with Creatures. In the future we are planning to implement more game modes that allow you to adjust how you play Satisfactory. But that is for after Update 7.
Overclocking
We’ve talked a bunch about Overclocking before and we are finally making some changes to it. If you don’t know, the Overclocking mechanic allows you to make buildings produce parts faster at an exponential power cost or produce slower while consuming exponentially less power. The basic mechanic of Overclocking remains largely unchanged, but we’ve lowered the exponential power cost change. This means that Overclocking is less expensive than it was before, and Underclocking is not quite as cheap. Generators are the only exception to this rule: They Over- and Underclock completely linear.
Other content
And of course, there is some more. Conveyor Ceiling Mounts are new, with the addition of contextual switching between relevant buildables when aiming at a wall, ceiling, or floor. This works for both Conveyor and Pipe attachments. The Zipline has a sprinting mode that allows you to go dangerously fast at your own risk. And we fixed some bugs and worked on system changes and improvements under the hood. Lots of good stuff.
We hope all you brave souls on Experimental enjoy the changes!
Patch Notes
BLUEPRINTS
Added the Blueprint Designer to Tier 4
Added Blueprints tab to the Build Menu
FACTORY
Added Conveyor Ceiling Attachment to the Awesome Shop
Reworked the Build Effect
EQUIPMENT
Added sprinting functionality for the Zipline
CREATURES
Added Creature hostility modes that can be set in Advanced Game Settings in the Escape Menu
Regular: Creatures attack and investigate players based on vision and hearing
Retaliate: Creatures attack players after being attacked themselves
Passive: Creatures never attack players
QUALITY OF LIFE
Conveyor and Pipe poles now contextually switch between floor, wall and ceiling attachments based on where the player aims while building
Some improvements / fixes for foundation snapping
BALANCING
Alien DNA Capsules can now be sunk in the Awesome Sink, generating Coupons separately from other parts
Reduced the energy cost of Overclocking production buildings (including Extractors) to a lower exponent
Made overclocking of power generators match the operating rate with the clock speed
Reduced vertical foundation snapping grid size from 200 to 100
UI
Updated the game credits
Implemented double click functionality for Save and Load Game
Build Mode now prioritises showing missing costs while building
Added option to only show missing cost when in Build Mode
Overhauled Pioneer name tags (has this already been released?)
Added a new submenu called Multiplayer Settings to the Escape Menu and moved Manage Session/Manage Invites there
Added a cancel button to “Add new server” popup in the Server Manager
Added a search bar to the multiplayer list in the Join Game menu
OPTIMISATION
We’ve optimised things, but they’re secrets
BUG FIXES
Some smaller fixes have been made
KNOWN ISSUES
Blueprints currently can’t be added to the To-Do List
Hello everyone, just dropping a small quick patch for you all today, yesterday we introduced a pretty big issue that affected a multitude of buildables and made it impossible to interact with objects in various scenarios unless dismantling some of them, so here’s a potential fix for it.
If you missed the patch notes from yesterday consider looking them up as we introduced a few new cosmetic buildables and a lot of other fixes.
There’s also a few more fixes so as always If we introduced any new issues with this patch or are forgetting anything important, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP just like yesterday.
If you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
Thanks for the feedback from yesterday and hopefully things today are much more smooth <3
BUG FIXES
Fixed issues that preventing interacting with objects around certain buildables
Fixed Boombox looking weird when equipped in FOVs higher than 90
Potential fix for a “Reliable Buffer Overflow” error related to Creatures
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.
Hello everybody, here’s yet another patch with a bunch of fixes and a few other goodies, hope you all enjoy it, we are glad you’re enjoying the update :)
If we introduced any new issues with this patch or are forgetting anything important, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP
If you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.
Thanks for enjoying our game, see you all again soon <3
NEW
Added new Tilted Concave Walls (4m and 8m) to the “Tilted Walls” unlock in the AWESOME Shop
Added new “FICSIT Roof Corners” unlock to the AWESOME Shop
Contains Inner Corner Roofs (1m, 2m and 4m) and Outer Corner Roofs (1m, 2m, and 4m)
Overhauled the Smart and Programmable Splitters UI
BUG FIXES
Fixed being able to place Power Shards inside a Machine even if you have not researched overclocking yet and this leading them to being stuck unless dismantling the building
Made it easier to pick up loot under Creature ragdolls
Fixed Audio issues with the Xeno-Zapper / Xeno-Basher
Fixed heavy stuttering for Clients when getting hit by a projectile
Fixed so conveyor attachments no longer spawn to conveyor poles, unless there’s a conveyor belt built there
Fixed a bug where the dismantle effect could get stuck on buildings if the dismantling was cancelled
Fixed AWESOME Shop first time purchase notification playing multiple times if another player joined the session and bought the same item
Fixed foundation snapping issues introduced in the previous patch
Fixed a bug where snapping a pillar to another pillar would sometimes move it in weird directions
Potential fix to “E” losing functionality when interacting with a building and closing it’s UI immediately
Fixed old bug where snapping factory buildings to foundations which are built at a specific angle would make the factory building rotate incorrectly
Fixed various walkway snapping issues
Lizard Doggo is now immune to Turbo Bass damage
Fixed a crash for Clients when trying to remove highlights from a Map Marker
Potentially fixed a Crash related to Telemetry when building hundreds of foundations in quick succession
SOUND
Added new ambient audio for Spire Coast
Tweaked attenuation for some events
Lowered and remixed flying crabs as they were extremely loud before
WORLD
Fixed water volumes being saved incorrectly (This should fix Water extractors reporting as extracting Nuclear Waste instead of Water)
Fixed a gap in the world in Titan Forest
VFX
Minor tweaks to the single shot of the Spitter
Reduced the fog glow at night in Grass Fields
UI
Repositioned Experimental banner to obstruct less of the regular HUD elements
Fixed some creatures not showing up in the Radar Tower
DEDICATED SERVER
Fixed a Crash by making it error normally instead of crash
LOCALISATION
Updated all languages with the latest translations
Updated language completion rates
Updated community translators in the credits
KNOWN ISSUES
A reminder for people who have been having issues with unexpected crashes on startup or weird 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.