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Satisfactory News

Update 7 is out on Experimental!

[h3]Hi Pioneers![/h3]
Update 7 is up on Experimental now. The most anticipated addition in this update are probably Blueprints, but you’ll get to enjoy some other nuggets together with them. We’ve added additional modes for Creature hostility, a Conveyor Ceiling Attachment, balancing of Overclocking and Coupon generation, and more. You can find all the details below!

A fair warning, since this is the Experimental release: We are still working in particular on the multiplayer stability of Blueprints and you might encounter more issues there than usual even in Experimental. You can leave your feedback on the Blueprints, other additions, changes, and any issues you encounter on our Questions Site: https://questions.satisfactorygame.com/

Blueprints in particular are a highly requested feature for the game, and we’ll keep working on them. We hope you’ll enjoy them and that you let us know what you think
And as always, be safe and back up your saves! Don’t make Snutt tap the sign.

[h2]Blueprints[/h2]
[h3]The Blueprint Designer[/h3]
In this brand-new building you will be able to design, adjust, and save Blueprints for use in your factory. Anything that fits inside the confines of the Designer (4 by 4 Foundations and 8 Walls in height) you will be able to build with a single click as a Blueprint.

[h3]Building Blueprints[/h3]
Any Blueprint you save in the designer is added to the Blueprints Build Menu Tab, which you can organise as you see fit. From there you can select it like any other building or add it to your Hotbar. Blueprints have some unique build modes of their own, one focused on detailed control and the other on snapping with other Blueprints.

[h2]Creature Game Modes[/h2]
[h3]Passive and Retaliating[/h3]
These are the two new modes we added for Creature hostility which allow you to adjust how to interact with the combat aspect of Satisfactory. If you do want to fight, but want more control over the when and how, the Retaliating mode is for you. Creatures will only attack you if you attack them first, and this works per single creature. So, if you want to fight a group of Hogs or other creatures one after the other, you can do that now.

Passive mode is exactly what it says: All creatures will remain passive, no matter if you attack them or not. If you want to enjoy Satisfactory without the action aspects, Passive mode gets the job done.

You can set your preferred Creature hostility in the Escape Menu under ‘Advanced Gameplay Settings’.

[h3]In the future[/h3]
This is mostly what we have in mind for allowing you to customise your experience with Creatures. In the future we are planning to implement more game modes that allow you to adjust how you play Satisfactory. But that is for after Update 7.

[h2]Overclocking[/h2]
We’ve talked a bunch about Overclocking before and we are finally making some changes to it. If you don’t know, the Overclocking mechanic allows you to make buildings produce parts faster at an exponential power cost or produce slower while consuming exponentially less power.
The basic mechanic of Overclocking remains largely unchanged, but we’ve lowered the exponential power cost change. This means that Overclocking is less expensive than it was before, and Underclocking is not quite as cheap.
Generators are the only exception to this rule: They Over- and Underclock completely linear.

[h2]Other content[/h2]
And of course, there is some more. Conveyor Ceiling Mounts are new, with the addition of contextual switching between relevant buildables when aiming at a wall, ceiling, or floor. This works for both Conveyor and Pipe attachments. The Zipline has a sprinting mode that allows you to go dangerously fast at your own risk. And we fixed some bugs and worked on system changes and improvements under the hood. Lots of good stuff.

We hope all you brave souls on Experimental enjoy the changes!

Patch Notes


BLUEPRINTS
  • Added the Blueprint Designer to Tier 4
  • Added Blueprints tab to the Build Menu
FACTORY
  • Added Conveyor Ceiling Attachment to the Awesome Shop
  • Reworked the Build Effect
EQUIPMENT
  • Added sprinting functionality for the Zipline
CREATURES
  • Added Creature hostility modes that can be set in Advanced Game Settings in the Escape Menu
    • Regular: Creatures attack and investigate players based on vision and hearing
    • Retaliate: Creatures attack players after being attacked themselves
    • Passive: Creatures never attack players
QUALITY OF LIFE
  • Conveyor and Pipe poles now contextually switch between floor, wall and ceiling attachments based on where the player aims while building
  • Some improvements / fixes for foundation snapping
BALANCING
  • Alien DNA Capsules can now be sunk in the Awesome Sink, generating Coupons separately from other parts
  • Reduced the energy cost of Overclocking production buildings (including Extractors) to a lower exponent
  • Made overclocking of power generators match the operating rate with the clock speed
  • Reduced vertical foundation snapping grid size from 200 to 100
UI
  • Updated the game credits
  • Implemented double click functionality for Save and Load Game
  • Build Mode now prioritises showing missing costs while building
  • Added option to only show missing cost when in Build Mode
  • Overhauled Pioneer name tags (has this already been released?)
  • Added a new submenu called Multiplayer Settings to the Escape Menu and moved Manage Session/Manage Invites there
  • Added a cancel button to “Add new server” popup in the Server Manager
  • Added a search bar to the multiplayer list in the Join Game menu
OPTIMISATION
  • We’ve optimised things, but they’re secrets
BUG FIXES
  • Some smaller fixes have been made
KNOWN ISSUES
  • Blueprints currently can’t be added to the To-Do List

Update 6 Hotfix v0.6.1.3

Hi Pioneers!

Hello everyone, just dropping a small quick patch for you all today, yesterday we introduced a pretty big issue that affected a multitude of buildables and made it impossible to interact with objects in various scenarios unless dismantling some of them, so here’s a potential fix for it.

If you missed the patch notes from yesterday consider looking them up as we introduced a few new cosmetic buildables and a lot of other fixes.

There’s also a few more fixes so as always If we introduced any new issues with this patch or are forgetting anything important, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP just like yesterday.

If you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.

Thanks for the feedback from yesterday and hopefully things today are much more smooth
BUG FIXES
  • Fixed issues that preventing interacting with objects around certain buildables
  • Fixed Boombox looking weird when equipped in FOVs higher than 90
  • Potential fix for a “Reliable Buffer Overflow” error related to Creatures


KNOWN ISSUES
  • A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files.
    You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...
    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Verify
    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.


  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.


  • If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
    • -d3d11
    • -DX11
    • -d3d12
    • -DX12
    • -vulkan

Update 6 Fixes v0.6.1.2

Hi Pioneers!

Hello everybody, here’s yet another patch with a bunch of fixes and a few other goodies, hope you all enjoy it, we are glad you’re enjoying the update :)

If we introduced any new issues with this patch or are forgetting anything important, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP

If you’re experiencing some major issues launching the game or very unexpected behaviour, please take a look at the “Known Issues” section as this contains some very common workarounds for those issues.

Thanks for enjoying our game, see you all again soon
NEW
  • Added new Tilted Concave Walls (4m and 8m) to the “Tilted Walls” unlock in the AWESOME Shop
  • Added new “FICSIT Roof Corners” unlock to the AWESOME Shop
    • Contains Inner Corner Roofs (1m, 2m and 4m) and Outer Corner Roofs (1m, 2m, and 4m)
  • Overhauled the Smart and Programmable Splitters UI


BUG FIXES
  • Fixed being able to place Power Shards inside a Machine even if you have not researched overclocking yet and this leading them to being stuck unless dismantling the building
  • Made it easier to pick up loot under Creature ragdolls
  • Fixed Audio issues with the Xeno-Zapper / Xeno-Basher
  • Fixed heavy stuttering for Clients when getting hit by a projectile
  • Fixed so conveyor attachments no longer spawn to conveyor poles, unless there’s a conveyor belt built there
  • Fixed a bug where the dismantle effect could get stuck on buildings if the dismantling was cancelled
  • Fixed AWESOME Shop first time purchase notification playing multiple times if another player joined the session and bought the same item
  • Fixed foundation snapping issues introduced in the previous patch
  • Fixed a bug where snapping a pillar to another pillar would sometimes move it in weird directions
  • Potential fix to “E” losing functionality when interacting with a building and closing it’s UI immediately
  • Fixed old bug where snapping factory buildings to foundations which are built at a specific angle would make the factory building rotate incorrectly
  • Fixed various walkway snapping issues
  • Lizard Doggo is now immune to Turbo Bass damage
  • Fixed a crash for Clients when trying to remove highlights from a Map Marker
  • Potentially fixed a Crash related to Telemetry when building hundreds of foundations in quick succession


SOUND
  • Added new ambient audio for Spire Coast
  • Tweaked attenuation for some events
  • Lowered and remixed flying crabs as they were extremely loud before


WORLD
  • Fixed water volumes being saved incorrectly (This should fix Water extractors reporting as extracting Nuclear Waste instead of Water)
  • Fixed a gap in the world in Titan Forest


VFX
  • Minor tweaks to the single shot of the Spitter
  • Reduced the fog glow at night in Grass Fields


UI
  • Repositioned Experimental banner to obstruct less of the regular HUD elements
  • Fixed some creatures not showing up in the Radar Tower


DEDICATED SERVER
  • Fixed a Crash by making it error normally instead of crash


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


KNOWN ISSUES
  • A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files.
    You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...
    And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Verify
    This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.


  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.


  • If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
    • -d3d11
    • -DX11
    • -d3d12
    • -DX12
    • -vulkan

Update 6 Fixes v0.6.1.1

Hi Pioneers!

Hello everybody, hope you’re all enjoying Update 6, here’s a patch with a bunch of fixes and a few other goodies, hope you all enjoy it :)

If we introduced any new issues or are forgetting anything please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP

We’re trying to fix some of the more annoying leftover issues from the previous Experimental patches so please do let us know if we’re forgetting anything important on the QA Site.

I’ve also brought back the “Known Issues” section to help out people who might be having some issues that have very common workarounds so if you’re having problems launching the game at all or some extremely weird issues please take a look at that section.

See you all again soon, Thanks for playing our game
NEW
  • Added a new option under Options > User interface to hide Static Key Shortcuts (Shortcuts shown at the bottom right side of the HUD at all times)
  • Added a new option under Options > User Interface to hide Dynamic Key Shortcuts (The keybinds shown at the bottom of the build menu, while driving, etc)
  • Added a Boombox Volume Slider under Equipment Volume


BUG FIXES
  • Fixed Nobelisk Gas clouds not disappearing on dedicated server
  • Fixed long standing bug where picking up a Factory Cart holding an item could give you a portable miner instead of a Factory Cart
  • Fixed Inventory is full prompt not showing up when trying to pick up statues
  • Foundations should now snap better to roof pieces, snap underneath and be centered
  • Foundations shouldn’t snap outside of the foundation they are being snapped to when snapping vertically anymore
  • Fixed collision of the Tube Coral to avoid players from getting stuck on it
  • Potential fix for a rare crash related to creatures
  • Fixed a bug where dropping the Boombox around the HUB could cause it to be placed under it
  • Fixed outlines not being shown properly on some decorative buildables
  • Made some changes to the creature spawner to prevent creatures from spawning inside walls (as in, clipping in them)
  • Fixed a bug where typing in the in-game chat would still result in keybinding actions (Like R reload, etc.)
  • Fixed creatures getting stuck in shallow water


UI
  • Fixed Ammo Counter and Icon not changing when reloading or switching ammo types
  • Made the resolution change pop up size smaller
  • Fixed typo in Arachnophobia option tooltip
  • Overclocking now has a visible text box so you can enter percentages or numbers manually
  • Split Stack slider now has a visible editable text box so you can enter the amount to split into manually
  • Manufacturing buildings should now preview the overclocked per minute stat on each input and output before the new overclock is applied on the next cycle
  • Fixed holstering the Boombox making the equipment HUD slot show incorrect info
  • Polish on the Vehicle Path directional arrows in the Load Path Menu


DEDICATED SERVER
  • Server should now error out instead of crash when the server is unable to bind to a query port
  • Fixed a server crash when uploading a save file


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


KNOWN ISSUES
  • A reminder for people who have been having issues with unexpected crashes on startup or weird behavior with the game, in that case please try to verify your game files.
  • You can do this on Steam by Right Clicking the game in your Library > Properties > Local Files > Verify integrity of game files...
  • And on Epic by clicking on the three dots (“...”) next to the title or at the right side, depending on your selected library view > Verify
  • This may or may not redownload a large amount of files which might take a while depending on your internet connection or hard drive speeds so be wary of that.


  • If you are using mods, they might need to be updated or uninstalled after updating so please keep this in mind too.


  • If you are experiencing issues launching the game or loading a save and you have already verified your files, you might have some incompatibility with DX12 as the default renderer, you can try the following launch options to try to force DX11, DX12 or Vulkan to run respectively.
    • d3d11
    • DX11
    • d3d12
    • DX12
    • vulkan

Satisfactory's update 6 revamps weapons, creature AI and exploration

Satisfactory's update 6 is now available in the scifi craft 'em up's early access release. It makes several sweeping changes to the game, including revamping existing weapons, adding new locations to enhance exploration, and, uh, a boombox, so you can blast music while you build. There's a new update trailer below.


Read more