Dogs Of War Vu
Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 20, 2021, 02:47:00 AM
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(https://cdn.akamai.steamstatic.com/steam/apps/526870/header.jpg?t=1598908784)
Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Play alone or with friends, explore an alien planet, create multi-story factories, and enter conveyor belt heaven!
Home page (https://www.coffeestainstudios.com/)
Steam (https://store.steampowered.com/app/526870/Satisfactory/)
Forum (https://steamcommunity.com/app/526870/discussions/)
Wiki (https://satisfactory.gamepedia.com/Satisfactory_Wiki)
YouTube (https://www.youtube.com/c/CoffeeStain/search?query=satisfactory)
Single-player, Online Co-op, Cross-Platform Multiplayer
Satisfactory Out Now on Steam!
https://youtu.be/a6jeRScER4U
About
Satisfactory is a first-person open-world factory building game with a dash of exploration and combat. Play alone or with friends, explore an alien planet, create multi-story factories, and enter conveyor belt heaven!
Construct
Conquer nature by building massive factories across the land. Expand wherever and however you want. The planet is filled with valuable natural resources just waiting to be utilized. As an employee of FICSIT it’s your duty to make sure they come to good use.
Automate
Construct your factories with gracious perfection or build intricate webs of conveyor belts to supply all your needs. Automate trucks and trains to reach your faraway outposts and be sure to handle liquids properly by transporting them in pipes. It’s all about minimizing manual labour!
Explore & Exploit
Venture on expeditions to search for new materials and be sure to put everything to good use. Nature is yours to harvest! You have vehicles, jetpacks, jump pads and more at your disposal to make the exploration easier. Equip the proper safety gear as well, just in case you run into the local wildlife.
FEATURES
• Open World: Explore the huge (30km2) alien planet that is Massage-2(AB)b with its unique fauna and creatures.
• Co-Op: Build a factory yourself or share the joy with your friends. Up to you!
• Factory Building: Experience building a huge factory from a first-person perspective. Automate and optimize it to perfection for your personal satisfaction.
• Customization: Customize your factory to your own liking. Build at high altitudes or over wide plains, there is almost no limits in the making of your tailor-made factory.
• Vehicles: Travel the world with class. Use jump pads, factory carts, jetpacks, hypertubes, trucks or trains. The choice is yours!
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_82146a9623d49f38747e83223245c91a4cb71f32.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_dcb79211f2f9bac1e6a2d85aad132fc3ae909001.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_969cc0ee250048267ba4cbd6187dbeb93cfd285b.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_92d091111a80bc96dca9a7d0afaa5ae51450bee9.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_7ecd31e76adf3bddbe16f54e1e355eb0b326c5c7.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_212c0508dea450c249bbfd84c82a37628196a055.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_5edeaa7deb14f33b2791ba0dc4c448bd757bf76d.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_6c410d20a203c68554c3b1b25e686c9fa7506070.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_9083ccf8fbb22c4068a6e233e3de343f815f9dc1.1920x1080.jpg?t=1598908784)
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_b3609e0de9c0af3953b2c53bb9e7a741ad924948.1920x1080.jpg?t=1598908784)
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Engine Upgrade Fixes 0.3.8.2
Mon, 25 January 2021
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_82146a9623d49f38747e83223245c91a4cb71f32.1920x1080.jpg?t=1598908784)
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.2 – Build 141270
Hi Pioneers!
To start off this week we have small patch but hopefully with some big impact :)
We’re still working on fixing plenty of other things with the Engine Upgrade, but if there is anything that you think needs to be fixed or want to tell us about the improvements you’ve gotten from the update please let us know at our QA site https://questions.satisfactorygame.com/ We read your comments every day.
There’s more to come, thanks for enjoying our game <3
BUG FIXES
• Fixed 3 more crashes
• Fixed Fluid indicator UI not displaying properly in the Coal Generator
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Engine Upgrade fixes 0.3.8.3
Thu, 28 January 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.3 – Build 141578
Hi Pioneers!
Hello again everybody, here’s are some more highly requested fixes, thank you all for the feedback so far, it’s been very helpful <3
If you're still experiencing issues with the Engine Upgrade you can let us know over at our QA site https://questions.satisfactorygame.com/ so we can fix them ASAP!
There’s more updates to come so stay tuned, thank you all for playing :)
BUG FIXES
• Fixed the Chinese and Japanese fonts not working properly
• Re-added missing QOL additions from the FICS*MAS patch
- FPS cap options
- FOV can now be lowered all the way to 20
- FICS*MAS related items can now be sunk into the AWESOME Sink
- Buildings that are not in the Build Menu are no longer able to be sampled
LOCALISATION
• Updated all languages with the latest translations
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Engine Upgrade fixes 0.3.8.4
Fri, 29 January 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.4 – Build 141736
Hi Pioneers!
Today we have a small patch before the weekend, this patch was necessary as we’re including more logging so we can further investigate and fix one of the remaining crashes we have from the Engine Upgrade.
If you're still experiencing issues with the Engine Upgrade you can let us know over at our QA site https://questions.satisfactorygame.com/ so we can fix them ASAP!, We’ll be looking forward to reading your feedback on Monday :)
We wish you all a great weekend, see you again soon <3
BUG FIXES
• Fixed another one of the most prominent crashes, added extra logging to investigate one of the remaining crashes
LOCALISATION
• Updated all languages with the latest translations
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Update 4 teasers and showcases
Sat, 30 January 2021
Wanna learn more about the stuff coming in Update 4? 👀
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32967947/6cd21977e6ddbb7686fe1f46d0c617a3a53fce0c.jpg)
Hey everyone!
We've been super hard at work on Update 4 coming to Experimental sometime™ early March this year and there are a lot of new cool features coming!
We've been showcasing and teasing some of the upcoming features on our YouTube channel and if you're curious and want to learn more here's a quick summary of some of the features coming in Update 4!
Tier 8
Tier 8 is coming in Update 4! With it comes a bunch of new parts and machines, but in order for us to make tier 8 as juicy as possible we need to do a few changes as to how tier 7 is balanced. Jace talks about these changes in this video.
https://youtu.be/njXBs_p2l1w
New Parts
There's a bunch of cool new parts coming in tier 8 such as packaged sulfuric acid and alumina solutions, Aluminium casing, and the eluded Plutonium Waste - there's also some new parts for project assembly such as Magnetic Field Generator, Thermal Propulsion Rocket, and the Assembly Director System. You can learn more about these parts in this video.
https://youtu.be/njXBs_p2l1w
The Blender
One of the changes to tier 7 is the production chain for Nuclear Power. We've haven't revealed fully yet exactly what changes we're going to roll out but we're essentially going to expand the nuclear production lines. One building that plays a big part in this change is The Blender and we teased this building in the following video.
https://youtu.be/3GWUBpeSuVI
Gases
There's going to be gases coming in Update 4, or specifically Nitrogen gas, and with it comes a set of machines specifically used for extracting gas which are Resource Well Pressurizers and Resource Well Extractors. You can learn more about these in the following video.
https://youtu.be/Jxh8kvtUuxY
New Traversal Equipment
And finally, this week we revealed a new tool used for traversal in the game. I won't say too much about it but you can check out the teaser video for that here. 👀
https://youtu.be/htkdVMPjh5k
That's all for now! Stay tuned for more updates in the coming weeks before Update 4 drops and we're looking forward to getting it out there!
Peace!
Snutter
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Engine Upgrade fixes 0.3.8.5
Mon, 1 February 2021
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Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.5 – Build 141903
Hi Pioneers!
Hello again everybody, we still saw quite a few crashes over the weekend which means we’re including even more logging so we can further investigate them so we can finally narrow them down :)
If you're still experiencing issues with the Engine Upgrade you can let us know over at our QA site https://questions.satisfactorygame.com/ We’re still monitoring closely everything related to the Engine Upgrade from performance to bugs so don’t be afraid to post about any issues you might be experiencing
Thank you for playing, there’s more to come <3
BUG FIXES
• Potential fix for another of the most prominent crashes, added even more logging to investigate remaining crashes
• Fixed player camera and hands becoming off center for Clients when entering a vehicle or using a Hyper Tube
LOCALISATION
• Updated all languages with the latest translations
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Engine Upgrade fixes 0.3.8.6
Thu, 4 February 2021
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Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.6 – Build 142203
Hi Pioneers!
How’s it going everybody, we are still working on a lot of stuff but here are some more fixes for now, including the very highly requested fix for the conveyor belts not carrying off momentum.
As always, if you’re experiencing issues with this patch in specific or the Engine Upgrade in general please let us know in our QA site at https://questions.satisfactorygame.com/ We will read your posts every day.
See you soon, thanks for playing our game <3
BUG FIXES
• Fixed vehicles getting launched in the air when exiting them as Client
• Fixed Jumping off Conveyor Belts not properly carrying momentum
• Changed Sliding so it works more consistently with different frame rates
LOCALISATION
• Added support for Extended Latin, Cyrillic, Greek, Chinese, Japanese, and Korean characters in train station names
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Engine Upgrade fixes 0.3.8.7
Thu, 11 February 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.7 – Build 142854
Hi Pioneers!
Hello everybody!, We have a bunch of assorted fixes today so please take a look
If you’re still experiencing issues or want to tell us about improvements you’ve noticed, please let us know over at our QA site https://questions.satisfactorygame.com/
Thanks for playing our game, see you all soon <3
BUG FIXES
• Fixed the resource sink showing negative numbers sometimes
QUALITY OF LIFE
• Added another condition to trigger a slide, you now have to be holding a direction for it to start
• Added a “Continue without multiplayer” button for when the game cannot connect to EOS, this should help for those of you who get stuck in a “Working…” screen when launching the game
LOCALISATION
• Updated UI fonts to support special characters and other stuff
OPTIMISATION
• Cherry picked Instance mesh optimization from unreal engine 4.26 upgrade
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Power Storage - New Update 4 Feature Teaser
Fri, 12 February 2021
🌩 BZZT 🌩
New Update 4 teaser video on our YouTube channel!
https://youtu.be/IB0g5OlelFM
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Engine Upgrade fixes 0.3.8.8
Mon, 15 February 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.8 – Build 143604
Hi Pioneers!
Hello everybody, today we have a very small patch that should fix™ yet another very annoying crash, it’s the crash you get sometimes when loading a save.
But as always, if it doesn’t work or you find a crash or issue elsewhere please let us know at our QA site https://questions.satisfactorygame.com/ We read your feedback every day :)
We have other fixes in the works so stay tuned, see you again soon <3
BUG FIXES
• Fixed one of the most common crashes
LOCALISATION
• Updated all languages with the latest translations
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Modular Builds 0.3.8.9
Mon, February 22, 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.9 – Build 144440
Hi Pioneers!
Hello again everybody, Today we’re releasing an update where we change the way the game is packaged to make it more modular, this patch should not have any significant impact for anyone other than modders and it should make their work a little easier :)
This might be a pretty big download, but it should be a one-time thing so please bear with us.
But as always, If we somehow managed to break everything please let us know at our QA site https://questions.satisfactorygame.com/ So we can fix it right away
See you again soon, thank you all for your support <3
NEW CONTENT
• Modular builds
LOCALISATION
• Updated all languages with the latest translations
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Modular Builds 0.3.8.10
Fri, February 26, 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.10 – Build 145286
Hi Pioneers!
Hello again everybody, Here’s a small update to further help out our modding community.
This shouldn’t break anything but you never know, feel free to let us know at our QA site if we somehow did it :) https://questions.satisfactorygame.com/
Have a great weekend everybody <3
NEW CONTENT
• Adjustments to FACTORYGAME_API for modders
LOCALISATION
• Updated all languages with the latest translations
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Modular Builds 0.3.8.11
Wed, March 3, 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.3.8.11 – Build 145609
Hi Pioneers!
It’s time for everybody’s favorite, another small update for the modding community, but there’s also an optimization change that might have some positive impact
If it somehow makes things worse please let us know over at our QA site https://questions.satisfactorygame.com/ you can also let us know if it made things better, I’m sure some people on the team would appreciate it :)
See you all again soon <3
NEW CONTENT
• Enabled shared build environment for modular builds
OPTIMISATION
• Reduce instance mesh component memory foot print, should improve instance creation and updating
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Final Teaser for Update 4
Sun, March 7, 2021
We've got one last teaser for you before Update 4 drops on the experimental branch on March 16th. Stay safe until then!
https://youtu.be/1WUB7XdTS6Y
- Snutter
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Update 4 Fixes v0.4.0.6
Mon, March 29, 2021
Patch Notes: Early Access (EXPERIMENTAL) - v0.4.0.6 – Build 148606
Hi Pioneers!
Let’s start off this week with a new batch of fixes shall we?
As always you can let us know if we’re forgetting some issues or introduced new ones over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day!
See you all again soon, thanks for your support <3
BUG FIXES
• Fixed Drone Station Inventory not working for Client
• Drone Pathfinding and World Grid improvements. Drones will not fly to the closest cell if trying to pathfind outside of the grid instead of crashing. Building outside of the grid might have some weird behaviour but shouldn’t cause crashes anymore
• Removed an ensure that caused many crashes when loading a big save
• Fixed crash related to Drone Stations when loading the game
• Fixed a bug where Drones would skip a station if saving when it’s docking, causing it to take off and bring the items back again when loading
• Drone Status should now show the proper name
• Fixed being unable to change intensity in the Street Light UI
• Attempt #3 to fix crash related to the UFGReplicationDetailInventoryComponent
• Fixed Nobelisk sound delay bug on destructible boulders
OPTIMISATION
• Enabled PushModel Replication. This should significantly improve CPU performance for hosts/single player for large saves
• Optimized VFX for the Fuel Generator
LOCALISATION
• Fixed some typos and spelling inconsistencies
• Made some a lot of strings localisable
• Fixed some text wrapping issues
• Updated all languages with the latest translations
• Updated completion rates
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Update 4 is Out Now!
Tue, 13 April 2021
Early Access - v0.4.1.0 - Build 150216
https://youtu.be/-Qd1yvk0CuQ
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.... (https://steamcommunity.com/games/526870/announcements/detail/3019074494739543615)
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Update 4 Fixes v0.4.1.1
Mon, 19 April 2021
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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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Experimental Update v0.4.2.4
Tue, 18 May 2021
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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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Early Access Update v0.4.2.11
Thu, 9 September 2021
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_9083ccf8fbb22c4068a6e233e3de343f815f9dc1.1920x1080.jpg)
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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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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Update 5 is Out Now!
Tue, 23 November 2021
Early Access - v0.5.1.0 - 173618
https://youtu.be/3Y4vILmorZ0
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!
(https://i.imgur.com/FCJ6j4x.jpg)
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.
(https://i.imgur.com/oxpcPMP.jpg)
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.
(https://i.imgur.com/5YvjHai.jpg)
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.
(https://i.imgur.com/63wbSQC.jpg)
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!
(https://i.imgur.com/SiZZ5Sd.jpg)
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
-
FICS*MAS Update Fixes v0.5.1.5
Thu, 2 December 2021
(https://cdn.akamai.steamstatic.com/steam/apps/526870/ss_9083ccf8fbb22c4068a6e233e3de343f815f9dc1.1920x1080.jpg)
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