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Vehicle Automation and Truck Station changes

Howdy y'all!

We've got more info for you all, hot off the press, regarding some things that are coming in Update 5! This week we're addressing some of the feedback we've received up to this point regarding vehicle automation in the game!

If you're curious then read on and if you want to see some of these changes in action and get a little more in-depth information about this topic then check out the video we put out on these changes!

[previewyoutube][/previewyoutube]

[h2]Truck Station[/h2]
Before we get into the vehicle automation system changes let's talk a little about the Truck Station! The Truck Station has gotten a fresh look in the game with an updated model. The new Truck Station now supports two inputs and outputs so its throughput has doubled!

We're also updating the UI for truck station to make it clearer and with some extra information in there such as the average fuel consumption by all vehicles using the station. It also shows how many items are loaded/unloaded.

[h2]Vehicle Automation System[/h2]
Before we dive into the changes to the vehicle systems, I just want to say that we haven't made any changes to the vehicles themselves for this update. However, what we have focused on is improving the reliability of the automation of vehicles.

[h3]Vehicle Pathing[/h3]
We've made some changes to the underlaying systems that make sure vehicles follow their designated path. Previously vehicles would only look towards their next waypoint whereas now they will instead take future waypoints into consideration making their pathing much more reliable. They're still not going to behave 100% the way they did when you recorded their paths, but they'll handle their pathing much more accurately than ever before.

We've also improved movement visuals for vehicles when they're viewed from a long distance.

[h3]Better Obstacle Handling[/h3]
We've also introduced a basic system to better handle obstacle your vehicle may come across. This means that if during the vehicle's route, if it were to bump into anything blocking the path, the vehicle would then try and correct its current pathing to avoid the obstacle.

Now, it bears mentioning that vehicles will only handle these cases as they happen. They won't recalculate their full path if something suddenly blocks off the existing one so the vehicles will only handle obstacles sort of as they happen.

[h3]Vehicle Ghosting[/h3]
In cases where your vehicle does get completely stuck (or falls off a cliff, or something else) and it doesn't manage to find a way to return to its designated path then as a last resort the vehicle will, with science, find its way back on track. We refer to this as the vehicle ghosting its way back to its designated route.

Alright look. I'm no sciencestician. I don't know how this works. Ficsit inc. developed some kind of technology for these cases to ensure absolute efficiency for their vehicles. It's all good. Let's move on.

[h3]Fuel Consumption[/h3]
Fuel consumption is now handled based on each vehicle route so that vehicles will only take as much fuel as they need to finish their route. As mentioned before, we've also added some stats in the UI for the Truck Stations to help keep track of how much supplied fuel is needed for vehicles to finish their deliveries.

[h2]Vehicle Path Improvements[/h2]
[h3]Save/Load vehicle paths[/h3]
It is now possible to save and load recorded vehicle paths! Once you've recorded a path with any of your vehicles, you can jump into another vehicle and load up that same path you just recorded.

You can only load recorded paths made by vehicles of the same type.

[h3]Closed Path Loops[/h3]
Vehicle paths now require to be a closed loop. This means that in order to finish a recorded path, the start and end of the recorded path must be the same path node. This is due in part so that fuel consumption can be accurately calculated but it also makes it easier to end recordings of paths, as you simply need to drive over the starting node to finish and save your recorded path.

[h3]Truck Stations can be added to recorded paths[/h3]
Along with the updated path recording features we've also added the ability to add a truck station to an existing recorded path. Once a station has been placed along the route of a recorded path it will adjust the path so that vehicles will correctly dock at the station.

[hr][/hr]
Whew that was a lot to unpack! Again, if you want a more in-depth explanation and see some demonstrations of the changes then check out the YouTube video linked up top! 👆

Until next time!
Snutter

Early Access Update v0.4.2.11

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
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
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

Satisfactory update 5 has a rampload of new cosmetics and structure parts




If you, like me, know that a well-organized and aesthetically pleasing factory is a beautiful factory, then I have a treat for you. As we've known for a few weeks now, Satisfactory update 5 is on the way, and in addition to some map reworks it'll hit with a bunch of wonderful new cosmetic, structural, and foundation pieces for factory-building...
Read more.

New Build Pieces and Build System Changes

Hey everyone!

In the past few weeks we've been dropping a couple of teasers on our socials and YouTube for new cosmetic buildables coming in Update 5 and today we're gonna drop all the juicy details surrounding what we've teased so far. But we're not only gonna talk about stuff you've seen! We're also going to reveal some changes coming to the build system in the game! đź‘€

👇 If you want to see these changes in action then Jace got ya covered in this video! 👇

[previewyoutube][/previewyoutube]

[h2]New Cosmetic Buildables[/h2]
In Update 5 there's going to be a ton of new build pieces but also some changes to existing ones!
  • [h3]Pillars[/h3]
    Pillars now come in multiple sizes and types! There is now a smaller sized pillar (and it's matching base and top) for cases where the regular pillars were just a tad too big. There are also three types of pillars now: steel, concrete, and frame pillars.
  • [h3]Railings/Fences[/h3]
    Along with the regular fences there are now also half railings and barriers! Railings can be placed on ramps now as well, so that's neat.
  • [h3]Roofing[/h3]
    A new addition to the game: roofs! They will be available in different types, for example: regular, metal, and glass roofing!
  • [h3]Beams[/h3]
    BEAMS!!! That's right! Beams are a new way to help organize power pole connectors, run conveyor belts, or just fill out your factory in a nice way! There's also a beam connector to help connect and create various shapes with the beams.
  • [h3]Walkways[/h3]
    We have given the walkways a bit of a face lift to better fit the aesthetic of the new railings. We have also added stair walkways! ✨
  • [h3]Frames[/h3]
    Last but not least, we've included more frame types! You can now also build frame walls, ramps, pillars, and floors!

[h2]Build System Changes[/h2]
[h3]Quick Switch[/h3]
When placing buildables it is now possible to quickly swap between similar build objects by tapping 'E' (or any button you rebind it to). This is similar to the radial menu popping up when holding the button, but it gives you just a little quicker access to cycle between different ramp sizes or wall types while you're building stuff.

[h3]Soft & Hard Clearance[/h3]
If you remember during the launch of Update 4 we addressed something community called the "cheatcrete" which was bug where some foundations in the game didn't have any collision when building. This bug made it possible to create temporary scaffolding when placing conveyor belts and other buildables. In Update 4 this bug was resolved but we ended up reintroducing this bug because it limited some of the creative build aspects of the game. Since then, we've taken a step back to solve the underlying problem of the build system to fill up the space that is the cheatcrete.

In Update 5 we're going to introduce Hard Clearance and Soft Clearance. Patent pending.

Any building with "functionality" (i.e., constructors, manufacturers, power switches, power poles, HUB, etc.) will have hard clearance and any cosmetic pieces, conveyor belts, and pipes will have soft clearance. This means that you'll have more freedom to place your cosmetic buildables in any way you want. It's totally up to you how you want to build! Whether you want objects to clip into each other or not! But we're all adults here so I'm sure nobody will go overboard with this.

[h3]Zooping™[/h3]
A highly requested feature for quite some time - the ability to quickly build foundations in the game - has finally been added! So, in Update 5 we're going to introduce the ability to quickly place up to 10 build pieces in either a horizontal or vertical direction in a new build mode we're calling Zoop™ Mode.

This build mode will be available for foundations, ramps, walls, roofs, fences/railings, pillars, and beams. So you won't be able to Zoop™ manufacturing buildings. Hopefully Zooping™ will help you out in your future build adventures!

There's a few more changes to the build system that we haven't shown off yet but all things in due time.

[hr][/hr]
I can't wait to see what y'all do with all the cosmetic build pieces. We've already had a lot of fun creations when playtesting internally and I know you're gonna blow it outta the park 'cos you're all 45903746790 times more creative than we are!

Again, if you wanna see these a demonstration of these new build pieces and the changes to the build system then check out the video up top! 👆👆👆 We try to put out either a teaser or informational video every week leading up to the release of Update 5 so if you want the latest scoop then check out our lil' YouTube!

Until next time! Take care!

Snutt

Update 5 first look!

What's up y'all!

Here at Coffee Stain Studios we're finally starting to ramp up development again now that we're coming out of our vacation period and this week has been a busy one for sure! This week we released our latest teaser for a very heavily requested feature to the game you can check out over here! đź‘€

[previewyoutube][/previewyoutube]

Something else we've recently revealed on our YouTube channel is that there's going to be changes to the world in Update 5! The Northern Forest is going to get a big face lift in the coming update along with some snazzy new flora!

If you're wondering how the new world update will affect your current save or want to check out the new changes to Northern Forest & Dune Desert then I highly suggest you check out our videos on these subjects over on our YouTube channel. Jace talks about the upcoming changes in Update 5 as well as provides a roadmap for planned world changes leading into 1.0.

https://www.youtube.com/watch?v=2-JM_JP8RNc

https://www.youtube.com/watch?v=MxvGbCCc6DI

Be sure to be on the lookout the coming weeks for more news about Update 5 as we'll be unveiling more what's coming. As always you can follow us on any of our socials to keep up to date. We stream on our twitch every Tuesday at 4pm CEST and we post regularly on our YouTube channel!

Until next time! Peace!

/Snutter