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Satisfactory News

Satisfactory 1.1 Out now!

Hi Pioneers!

Hello again everyone! The wait for 1.1 to reach the stable version is finally over and you can now start downloading and enjoy the 1.1 Update and all of its new features!

It’s no exaggeration to say this update includes more than a year worth of work from both our team and our partner Fishlabs ( https://fishlabs.de ) who have been working on the preparation for the Console versions as well as Controller Support with our blessing and collaboration, which is now available on PC as well

As usual, our patch notes are pretty long this time around as well, so grab a snack and get comfy reading while you wait for the download to finish

Special thanks for all of you who were part of Experimental and provided us with all your excellent feedback so we could polish up the Update as best as we could
New features:


Controller support

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

And if you’re playing on a Steam Deck, you will be happy to know that the game will recognize you’re running Steam OS and will default to Controller so things should work out of the box now

Photo Mode

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



Crash Site Dismantling

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



Personnel Elevator

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



Advanced Game Settings

[h2]No Fuel setting[/h2]
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

Trains

[h2]Buffer Stops[/h2]
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.



[h2]Quality Of Life[/h2]
[h2]Left-handed Path and Block Signals[/h2]
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



[h2]Railways rework[/h2]
Railways have gotten some major improvements with their implementation, so they should be a lot nicer and better to build overall than ever

[h2]Hide HUD on Vehicles[/h2]
Photo Mode does not support vehicles for now, but in the meantime you can still get some nice screenshots with the new option to hide all HUD while riding a vehicle

Buildings

[h2]Logistics[/h2]

[h2]Conveyor Wall Hole[/h2]
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



[h2]Conveyor Lifts - Splitter and Merger support[/h2]
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



[h2]Priority Merger[/h2]
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




[h2]Conveyor Throughput Monitor[/h2]
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]Quality Of Life[/h2]

[h2]Pipeline Build Modes[/h2]

[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

Architecture

[h2]New Architectural Pieces[/h2]

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

[h3]New Beams:[/h3]
  • H-Beam
  • Shelf Beam
  • Round Concrete Beam
  • Braided Cable (it’s a beam)
  • Braided Cable Cluster (it’s also a beam)


[h3]New Misc.:[/h3]
  • Roll-Up Gate (FICSIT, Concrete, Steel)
  • Road Barrier Corner
  • Basic Shelf Unit
  • Large Vent
  • Large Fan



Quality Of Life

[h2]Automatic connections of Conveyor, Pipes and Railways in Blueprints[/h2]
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



[h2]Flashlight now works while inside Hypertubes[/h2]
Long requested QOL for traveling inside Hypertubes during nighttime with improved visibility

[h2]Drone movement and pathing improvements[/h2]
Many improvements to drone movement and pathing which should improve the way drones interact with their automated routes

[h2]Conveyor poles and Pipeline supports now have soft clearance[/h2]
This will help adjust the placement even more in limited spaces as they can now overlap with other buildables

[h2]Nudging can now be done vertically as well[/h2]
Major request since the introduction of nudging, you can now Nudge vertically with Page Up/Page Down



[h2]Removed max distance limit on Nudging[/h2]
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

Visual Improvements

[h2]Falling Trees[/h2]
Expanding to the polish of our foliage, Trees will now gracefully fall after being cut by the chainsaw with all new effects



[h2]Spore & Gas Pillar VFX[/h2]
Spore and Gas Pillar visual effects have gotten an overhaul to improve their look

[h2]Explosive Rebar and Nobelisk VFX[/h2]
Continuing with our polish, the explosion effects created by the Explosive Rebar and the Nobelisk have received a new improved look as well

[h2]Power Slugs VFX[/h2]
Also received some polish so you can marvel at as you pick them up before you unavoidably turn them into power shards

Audio Improvements

[h2]Dynamic occlusion system for foundations and walls[/h2]
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.

[h2]Audio indoor detection system and local acoustic context[/h2]
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.

[h2]Voice Chat Attenuation[/h2]
Now has different strength levels adjustable in settings
Attenuation now uses mid-side stereo positioning rather than just ducking specific frequencies


Narrative

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

Localisation

With 1.1, we have also updated all the translations for both our official and community translated languages

For this update, Ukrainian has also now been added as an officially translated language, Thanks to our friends at UnlocTeam for the Ukrainian localization!

Modding

Removed FACTORYGAME_API import / export from FGBlueprintOpenConnectionManager

Dedicated Server - Port Forwarding Updates

If you Host a dedicated server, you should read the next block as many new improvements have been added to allow for extra flexibility since the last update

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.

Bug Fixes

There are many bugfixes that we could not properly do during 1.0 which were tested in experimental and will now carry over to 1.1

Some of the most important ones include, we did some major improvements to our Foliage Replication system, Lightweight Buildables system and Customizer, which you can read in further detail over here:

https://store.steampowered.com/news/app/526870/view/512951942084822988?l=english
https://store.steampowered.com/news/app/526870/view/498313608291156664?l=english

You can also watch a video from Mikael about it:

https://youtu.be/Z3UtGdftZbc

But even if you don’t, you should notice some significant performance improvements if you’ve had a big save over the years as well as a smoother multiplayer experience

We have been working hard on stabilizing the update through our Experimental release, but as always, if we forgot about something or if you’re encountering something we didn’t see before, please let us know over at our QA site https://questions.satisfactorygame.com/ We read your posts every day

Thank you for reading all the way until here, we really appreciate everyone's continued support over the years, hope you all enjoy the update

After months of testing, Satisfactory 1.1 brings new buildings, better travel

Five years in early access, almost 12 months in 1.0, and still Satisfactory remains one of the most-loved building and production-line games on PC - of the almost 200,000 reviews posted for Coffee Stain's epic so far, 97% are positive. Although it arrived in the shadow of both Factorio and Rimworld, thanks to successive updates and enhancements, Satisfactory has transcended its influences and found an identity of its own. The full edition from back in September introduced the last tier of Project Assembly, portals, the converter, and the final version of the Hub. Now, the big Satisfactory 1.1 update is here, and with it come more new buildings, controller support, and a better way to travel.


Read the rest of the story...


RELATED LINKS:

Ahead of Satisfactory 1.1, snag the automation sandbox game at a serious saving

The Satisfactory 1.1 release date is set, with several transformative new tools

The 14 best Satisfactory mods 2025

1.1 Experimental Update v1.1.0.6

Hi Pioneers!

Hello again everyone, Here’s a small patch in preparation for tomorrow’s official release for 1.1 with some fixes we really wanted to get in as well as the latest community translations

If you happen to encounter any new issues, please let us know over at our QA Site https://questions.satisfactorygame.com/ We read your posts every day

See you all again tomorrow
BUG FIXES
  • Fixed Invert Mouse look not working properly for KBM and Controller from the previous patch
  • Fixed Camera shake from the Intro carrying over if the Intro was skipped
  • Fixed Blueprints exiting Nudge Mode when confirming auto connections
  • Fixed Blueprint auto connections not appearing for connections behind the Blueprint
  • Fixed Blueprint auto connections incorrectly confirming connections that aren’t valid (Without the link icon in the hologram)
  • Potential fixes for multiple ReliableMessaging related crashes
  • Fixed the Chainsaw mode selection wheel being missing and the modes not working properly
  • Fixed being unable to search in the Drone Port destination list


CONTROLLER
  • Fixed being unable to close the UI after doing a search with no results and moving to the cost (Right thumbstick click) part of the UI


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

Ahead of Satisfactory 1.1, snag the automation sandbox game at a serious saving

I can't think of many games with as perfect a name as Satisfactory. There are few feelings in gaming so utterly satisfying as laying out the perfect base and watching your clockwork masterpiece whirr, grind, and tick over as it collects and processes innumerable resources. Don't just take my word for it; the automation sandbox game has a near-perfect 97% Steam score from nearly 200,000 user reviews. It's about to get even better, too, as developer Coffee Stain Studios prepares to unleash its first big post-launch overhaul, Satisfactory 1.1, and to celebrate it's going cheap right now.


Read the rest of the story...


RELATED LINKS:

The Satisfactory 1.1 release date is set, with several transformative new tools

The 14 best Satisfactory mods 2025

Satisfactory update 1.1 brings essential new tools to the sandbox game

Weekend Deal - 30% Off!

Satisfactory is on discount at 30% off until the 12th of June! 17:00 UTC / 12:00 CDT

And if you didn't know already, the new 1.1 Update is officially releasing next week on the 10th of June!

If you would like to know what is (and what isn't) coming with 1.1 be sure to check out our video on it:



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