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Offline Asid

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Re: Satisfactory : first-person open-world factory building game
« Reply #15 on: April 13, 2021, 11:25:30 PM »
Update 4 is Out Now!
Tue, 13 April 2021

Early Access - v0.4.1.0 - Build 150216




What's up!

Update 4
is now finally available on Early Access! This update is jam-packed with new content! So let me break it down for y'all!

Read on....

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Offline Asid

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Re: Satisfactory : first-person open-world factory building game
« Reply #16 on: April 19, 2021, 11:49:06 PM »
Update 4 Fixes v0.4.1.1
Mon, 19 April 2021



Patch Notes: Early Access - v0.4.1.1 – Build 151024
Hi Pioneers!


Good news everyone!, Here’s a small patch with a few assorted changes, from crash fixes to brand new Hologram and Dismantle effects and some performance improvements

Are the new effects amazing?, Did this patch break everything? Please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your comments every day.

A reminder for people have been having issues with unexpected crashes or weird behaviour with the game, 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.

Until next time, Thank you all for playing our game <3

VFX

•   New Hologram and Dismantle effects!

BUG FIXES

•   Fixed a crash related to the build gun
•   Fixed a crash related to upgrading power poles
•   Fixed “Reliable Overflow Buffer” error when joining a Multiplayer game
•   Fixed another crash when loading saves

OPTIMISATION

•   Loading times should be better and should use less RAM

UI

•   Fixed issue where the scroll bar in the Build Menu categories didn’t work properly

LOCALISATION

•   Fixed a few issues with ADA voice lines
•   Fixed some typos
•   Updated all languages with the latest translations
•   Updated language completion rates

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Offline Asid

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Re: Satisfactory : first-person open-world factory building game
« Reply #17 on: May 18, 2021, 11:36:00 PM »
Experimental Update v0.4.2.4
Tue, 18 May 2021



Patch Notes: Early Access (EXPERIMENTAL) - v0.4.2.4 – Build 154266

Hi Pioneers!


Hello again everybody today’s experimental patch aims to fix the issue we’ve seen reported frequently for some of you who are unable to connect to multiplayer games where you previously could.

Did we make everything worse? Any unexpected new bugs from this update? Let us know over at our QA site https://questions.satisfactorygame.com/ we’ll try to fix things ASAP :)

A reminder for people have been having issues with unexpected crashes on startup or weird behaviour with the game, 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.

BUG FIXES

    Potential fix for players being unable to connect in multiplayer when playing on big saves.

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Offline Asid

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Re: Satisfactory : first-person open-world factory building game
« Reply #18 on: September 09, 2021, 11:45:06 PM »
Early Access Update v0.4.2.11
Thu, 9 September 2021



Patch Notes: Early Access - v0.4.2.11 – Build 163716

Hi Pioneers!


Today’s patch is also being released on the Experimental version to bring both Experimental and Early Access to parity, including some newly added updates to translations.

The patch shouldn’t cause any unexpected issues but as always you can let us know if we somehow broke things over at our QA Site https://questions.satisfactorygame.com/ We check your posts every day <3

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.

Thank you all for playing our game, see you all again soon <3

LOCALISATION

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

MODDING

•   Added “mSpentFuelClass” to Docs.json
•   Added custom array for fuel information about fuel generators
•   Fix for Interact UI opening in undesired scenarios


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Re: Satisfactory : first-person open-world factory building game
« Reply #19 on: November 15, 2021, 11:58:06 PM »
Update 5 Fixes v0.5.0.9
Mon, November 15, 2021


Patch Notes: Early Access (EXPERIMENTAL) - v0.5.0.9 – Build 172651

Hi Pioneers!


Here’s a big patch for a bunch of assorted issues with some nice sprinkles of QoL on top :)

If we somehow made things worse or new bugs popped up please let us know over at our QA Site
https://questions.satisfactorygame.com/ We read your posts every day and it helps us a lot

Hopefully this makes everyone’s experience with the latest update a lot better and thank you for your patience, we hope to make things even better for everyone.

See you all next time!, Thanks for playing our game <3

BUG FIXES

•   Fixed crash when selecting Inverted Ramps (and added a bit of future proofing so it doesn’t happen again)
•   Potential fix for a crash related to tireconfig deletion
•   Fixed Nobelisks being invisible when first equipping for Clients
•   Fixed a rare crash when accessing the Train Station UI as Client
•   Made text prompts on Quick Switch more consistent
•   Fixed the + and – buttons on the to-do list being highlighted by default when adding items to the list
•   Fixed Vehicle paths selected from the “All Vehicle Path” tab made by a different vehicle remaining selected when returning to the “Load Vehicle Path” tab
•   Fixed a crash in the vehicle system
•   Fixed ammo count issues for Clients
•   Fixed remaining issues with Fuel and Vehicles
•   Vehicle docking wait times are now saved
•   Fixed a bug where vehicles could get stuck docking until their inventories were full
•   Fixed broken Water Extractor Snapping (This time for real)
•   Fixed so patterns are no longer rotated based on foundation rotation (Double for real)
•   Another potential fix for some of the foliage not being able to be picked up/chainsawed in Northern Forest and Rocky Desert/Dune Desert
•   Fixed Pipeline Pump Mk.1 not playing sounds
•   Actually fixed invisible belts, lifts and pipes sometimes being invisible for Clients (Triple for real!!!)
•   Fixed so beams properly align their rotations with snapped foundations
•   Fixed beam connectors snapping to the sides of beams
•   Fixed issues with beams and pillar snapping
•   Fixed issues when upgrading buildings
•   Stackable Pipe and Hyper Tube supports now also properly increase cost in UI when zooping
•   Fixed Conveyor Lifts not properly snapping
•   Updated Large Billboard to line up with other signs when placed
•   Fixed a Conveyor Lift visual bug when snapping through Floor Holes
•   Fixed Signs being able to be placed on weird rotations on pillars
•   Fixed some general hologram placement logic
•   Fixed some Beam rotation issues and improved how Beam zooping determines direction

QUALITY OF LIFE

•   Added “Misophonia Mode” under Audio Options, this will replace “munching” sounds with sounds not generated or connected to human interactions
•   You can now press F to manually dock a vehicle on a Truck Station
•   Added a volume slider for “Manual Mining” under Equipment Volume
•   Added tooltips to Vehicle station elements (Hover over)
•   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
•   Added “Other” as a Category on the Signs Image Browser sub-menu, Added Emotes and CheckIt Icons to it
•   Added Emission Strength (Brightness) and Surface Finish (Matte, Glossy) settings to all Signs

DEDICATED SERVERS

•   Implemented a first revision of the Save Manager in the “Manage Saves” tab under Server Manager
•   Increased the beacon connection timeout to 30 seconds (Previous value was 5 seconds)
 
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Re: Satisfactory : first-person open-world factory building game
« Reply #20 on: November 23, 2021, 11:38:24 PM »
Update 5 is Out Now!
Tue, 23 November 2021

Early Access - v0.5.1.0 - 173618




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 find information on Dedicated Servers and setting them up on the wiki: https://satisfactory.fandom.com/wiki/Dedicated_Servers


Detailed Patch Notes

New Content

SIGNS

    Sign displays can be modified with Layouts, Icons, Text, Colour, Brightness, Surface, and Backgrounds
    Signs can be placed freely, or snapped to Walls, other Signs, Storage Container, and a small selection of other buildings
    The height of the Sign support can be adjusted by looking up or down
    Signs are available in the AWESOME Shop and come in different sizes:
        3 Label Signs: 2m, 3m, and 4m
        3 Square Signs: 0.5m, 1m, and 2m
        Display Sign
        Portrait Sign
        Small Billboard
        Large Billboard


CUSTOMIZER

    The Customizer is a new main tab in the Build Menu. The standard Build Menu tab is now named ‘Builder’
    Press X to open by default
        While in the Build Menu, pressing Q/X will swap between the Builder and Customizer tabs
    Unlockable in Tier 2, “Resource Sink Bonus Program”, together with the AWESOME Shop and Colour Cartridges
    Materials and Patterns can be purchased in the new “Customizer” section of the AWESOME Shop
    Materials, Colours and Patterns can be selected from the Customizer menu, they can also be placed on the Hotbar for quick access
        Selecting a Material, Colour, or Pattern allows them to be applied to a valid building, and the input can be held down for continuous application
    Materials are available for Walls, Foundations (including Ramps), and Roofs:
        3 Wall Materials: FICSIT, Concrete, and Steel
        5 Foundation Materials: FICSIT, Concrete, Grip Metal, Coated and Asphalt
        4 Roof Materials: FICSIT, Tar, Steel, and Glass
    Patterns can be painted on any building in the ‘Foundation’ category of the Build Menu.
    Patterns use the Secondary Colour slot of the Swatch applied to their Foundation.
    There are a total of 58 different Patterns available in the following bundles:
        Arrow Patterns
        Number Patterns
        Factory Zone Patterns
        Transportation Icon Patterns
        Factory Icon Patterns
        Pathway Patterns
        Solid Line Patterns
        Dotted Line Patterns
    The Colour section now features Default swatches for Factory, Pipes, FICSIT Foundations, and Concrete Walls & Foundations


COSMETIC BUILDABLES

    Beams
        Metal Beam
        Painted Beam
        Beam Connectors
        Beam Support
    Tilted walls
        2 Tilted Walls: 4m and 8m
        2 Tilted Corner Walls: 4m and 8m
    New Windows
        Hex Frame Window
        Full Frame Window
    New Frame Types
        Frame Ramp
        Inverted Frame Ramp
        Frame Wall
        Frame Floor
    New and reworked Pillars
        Reworked Metal Pillars and Big Pillar Support
        Removed the Pillar Top. The Pillar Support now covers both the Base and Top case
        Small Metal Pillar and Small Pillar Support
        Small and Big Frame Pillar
        Small and Big Concrete Pillar
    Automated Gate
        Automatically opens and closes
    Door rework
        Now have actual doors in the frame that automatically open and close, and can be configured to different states
    Ramp Walls
        1-, 2-, 4-, and 8-meter Ramp Walls
        1-, 2-, 4-, and 8-meter Inverted Ramp Walls
    1-meter Wall
    Roofs
        Flat, 1-, 2-, and 4-meter versions
    New Railings
        Angle automatically when snapped to Ramps
    New Catwalks
        Straight, Corner, T-Crossing, Crossing, Ramp, and Stairs.


DEDICATED SERVERS

    First iteration of our Dedicated Server support (Still Experimental)
    How to setup dedicated servers: https://satisfactory.fandom.com/wiki/Dedicated_Servers


EMOTES

    Added 7 new emotes:
        Facepalm
        Rock
        Paper
        Scissors
        Point
        Wave
        Heart



Content Changes
BUILD SYSTEM

    Zooping
        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:
        Go to the Server Install folder
        Open “Engine.ini”
        Add the following:
        [CrashReportClient]
        bImplicitSend=False
        Save changes and restart the Server

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Re: Satisfactory : first-person open-world factory building game
« Reply #21 on: December 03, 2021, 12:03:15 AM »
FICS*MAS Update Fixes v0.5.1.5
Thu, 2 December 2021




Patch Notes: Early Access - v0.5.1.5 - Build 174799

Hi Pioneers!


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:
        -DisableSeasonalEvents


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