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Satisfactory News

1.1 Experimental Update v1.1.0.3

Hi Pioneers!

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

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

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

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

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


MODDING
  • Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager


LOCALIZATION
  • Updated community translated languages with the latest translations
  • Updated language completion rates

1.1 Experimental Update v1.1.0.2

Hi Pioneers!

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

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

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

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

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


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


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


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


AUDIO
  • Added new track “Ode to the Elevator” Track to the Elevator Music
  • Fixed ADA messages that were missing voice lines

1.1 Experimental Update v1.1.0.1

Hi Pioneers!

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

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

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

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

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

Update 1.1 is out now on Experimental!

Hi Pioneers!

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

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

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


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

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

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

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

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

Your posts are incredibly helpful and your feedback is always appreciated, But for now let’s dive into the new content
1.1 New features:


[h2]Controller support[/h2]
We are very excited to finally announce controller support available in Satisfactory, with both Xbox and DualSense™ controllers supported

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

[h2]Photo Mode[/h2]
There’s been a major overhaul to the existing Photo Mode adding brand new UI and Settings

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

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

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

[h2]Crash Site Dismantling[/h2]
You will also now will finally be able to clean up debris from Crash Sites from your biomes and get some extra resources for your efforts by doing so

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

[h2]Personnel Elevator[/h2]
To expand your traversal options for Pioneers in larger factories, you can now build and use the new Personnel Elevator

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

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

[h2]Advanced Game Settings[/h2]
[h3]No Fuel setting[/h3]
The highly requested “No fuel” option has finally been added to Advanced Game Settings, so you if you enjoy playing with AGS, you no longer have to do extra steps when using vehicles

[h2]Trains[/h2]
[h3]Buffer Stops[/h3]
We’re introducing a new mechanic for trains, when manually driving a Train and reaching the end of the railway, Trains will now derail entirely and you will have to interact with the train in order to get it back on the rail, similar to how Train Collisions work

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

[h3]QOL[/h3]
Left-handed Path and Block Signals
Both Path signals and Block signals now have a “Left Side” and “Right Side” build mode that can be alternated by pressing R when having the hologram active

[h3]Railways rework[/h3]
Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever

[h2]Buildings[/h2]
[h3]Logistics[/h3]

[h3]Conveyor Wall Hole[/h3]
New Conveyor attachment that can be freely placed on any Wall (And Windows!) allowing for conveyors to pass through to allow for more customization.
A big improvement compared to the existing Conveyor walls with a fixed placement for connections

[h3]Conveyor Lifts - Splitter and Merger support[/h3]
The Splitter and Mergers capabilities have now improved, and they can now be attached to Conveyor Lifts, allowing more modularity to your vertical builds

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

[h3]Priority Merger[/h3]
This is a new type of Merger that allows you to prioritize which one of its active inputs should be output first

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

[h3]Conveyor Throughput Monitor[/h3]
A brand-new conveyor attachment that monitors the number of parts traveling through a conveyor belt and displays it on its screen, requires a full minute of gathering data to display the most accurate results
You can now leave some of the calculations to this handy buildable and see at a glance if you’re producing your desired amount of parts on your factory

[h2]QOL[/h2]
[h3]Pipeline Build Modes[/h3]

[h3]Straight [/h3]
After hearing the warm reception over the straight conveyor belt build mode, we have now added it for Pipes so you can finally create the perfectly organized setup without relying on manual placement

[h3]Curved[/h3]
Not only that, but we also included a Curved build mode for those times when you might need additional angles in your pipeline setup

[h2]Transport[/h2]

[h3]Hypertubes[/h3]

[h3]Hypertube Junctions [/h3]
Three-way hypertube junction that can be placed on its own, or attached to another hypertube junction or a hypertube support

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

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

[h3]Hypertube Branch[/h3]
Can be placed in a Hypertube to split it into two separate paths, the resulting branching path can only be accessed by traveling through the longer segment due to its shape

Useful for connecting existing hypertube networks to newly built ones

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

[h2]Architecture[/h2]
[h3]New Architectural Pieces[/h3]

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

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


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


[h2]QOL[/h2]

[h3]Automatic connections of Conveyor, Pipes and Railways in Blueprints[/h3]
There is now a new “Auto Connect” build mode for Blueprints that you can select by pressing R when having a Blueprint Hologram out

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

[h3]Flashlight now works while inside Hypertubes[/h3]
Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility

[h3]Drone movement and pathing improvements[/h3]
Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes

[h3]Conveyor poles and Pipeline supports now have soft clearance[/h3]
This will help adjust the placement even more in limited spaces as they can now overlap with other buildables

[h3]Nudging can now be done vertically as well[/h3]
Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down

[h3]Removed max distance limit on Nudging[/h3]
You can freely really refine the placement of all your buildings without having to rely on precise aiming since we have now removed the distance limit on nudging

[h2]Visual Improvements[/h2]

[h3]Falling Trees[/h3]
Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects

[h3]Spore & Gas Pillar VFX[/h3]
Spore and Gas Pillar visual effects have gotten an overhaul to improve their look

[h3]Explosive Rebar and Nobelisk VFX[/h3]
Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well

[h3]Power Slugs VFX[/h3]
Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards

[h2]Audio Improvements[/h2]

[h3]Dynamic occlusion system for foundations and walls[/h3]
Factory sounds will now be occluded and muffled if they are behind walls or other obstacles

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

[h3]Audio indoor detection system and local acoustic context[/h3]
Factory and player sounds will now behave differently if the player is indoors, The HUB now has a unique audio setup as well

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

[h3]Voice Chat Attenuation[/h3]
Now has different strength levels adjustable in settings
Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies


[h2]Narrative[/h2]
We have now also expanded on the narrative from 1.0 with the inclusion of many, many more ADA voice lines for new and old content and interactions

[h2]Bug Fixes[/h2]
There are many bugfixes that we could not properly do during 1.0 as well as improvements that are currently being tested in experimental, which will carry over to 1.1

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

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

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



[h2]Dedicated Server - Port Forwarding Updates[/h2]
If you have Host a dedicated server, you should definitely give the next block a read as many new improvements have been added to allow for extra flexibility since the last update on Experimental

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

[h3]Explicit Port Configuration[/h3]
  • A new -ReliablePort= command-line parameter allows explicit port selection.
  • The value must be an integer between 0 and 65535.
  • If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.


[h3]Default and Configurable Port Ranges[/h3]
The following settings in Engine.ini control port allocation:

[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=8888
PortRangeLength=512
ExternalPortRangeBegin=-1

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


[h3]Client Awareness & NAT Handling[/h3]
  • Clients must connect to the correct port, but port remapping (e.g., via NAT/firewall rules) can break this.
  • To address this, the server now communicates the listening port to clients during the initial handshake.
  • If external port remapping is used, the server must be aware of the external port via:
  • The ExternalPortRangeBegin config setting (for remapped ranges).
  • The -ExternalReliablePort= command-line parameter (for explicitly mapped ports).


[h3]Server Host Requirements (TL;DR)[/h3]
  • If hosting a single server, port 8888 TCP must be open by default.
  • If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.
  • The server will attempt up to 512 ports before failing (configurable).
  • If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.
  • Logging is in place to help server maintainers verify the allocated ports.

Satisfactory is getting a photo mode, new building tools, proper controller support and programmable elevators


Coffee Stain remain dissatisfied with Satisfactory, their first-person factory sim, despite Matt Cox giving it the Cox's Orange Pippin Award in our Satisfactory 1.0 review. They're just about to release update 1.1 into public testing. This adds Photo Mode, programmable personnel elevators, and a bunch of twisty furnishings.



One thing it doesn't add is rain, which used to exist in Satisfactory but was removed because it wasn't working properly. Apparently, Coffee Stain need to do an Unreal Engine upgrade before they can restore the missing precipitation. Many players are sad about this. Ah, I think it's kind of poetic that there are people in the Satisfactory community who wish only to be rained upon.

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