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Satisfactory News

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.

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Read the full article here: https://www.gamingonlinux.com/2025/03/satisfactory-will-get-controller-support-with-the-massive-1-1-update/

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