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Satisfactory News

Early Access Localisation Update v0.6.1.4

Hi Pioneers!

Hello everyone, This patch is only a localisation update for the Early Access version (Not the experimental version) No other changes have been made and if you want to try out Update 7 you should use the Experimental version instead, this is a bit more stable than Experimental however

If we unexpectedly broke stuff or if you have any feedback, please let us know over at our QA Site: https://questions.satisfactorygame.com/ We read your comments every day

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.

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 7 Fixes v0.7.0.2

Hi Pioneers!

Hello everyone, here’s another patch with some more fixes for the Experimental version

If there’s some important stuff we’re forgetting or if we introduced some new issues so please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP

Also as always, with every new update 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.

See you all again soon
BUG FIXES
  • Fixed a crash related to the build effect on blueprints
  • Fixed Tilted Corner walls not having soft clearance
  • Fixed some issues when placing buildables at the edge of foundations
  • Fixed Conveyor ceiling mount not snapping properly
  • Flying Crab Hatchers and Flying Crabs should now work properly with the hostility settings
  • Fixed wonky Pillar to Pillar snapping
  • Fixed Pipes and Conveyor Belts getting weird split rotations after placing attachments on them
  • Rewrote Splitter/Merger code to make it better
  • Better fix for invalid character names in Blueprints
  • Fixed items not moving when reaching the end of a Conveyor Belt segment
  • Fixed some scenarios where Railways, Belts and Pipes could be placed through the floor of the Blueprint Designer
  • Vehicles should work again :)
  • Fixed issues with holograms not detecting the edges of the Blueprint Designer


QUALITY OF LIFE
  • Conveyor Ceiling Mounts now allow for granular rotation when holding the Snap To Guidelines key


UI
  • Fixed Steel Wall skin pack having an incorrect icon in the build menu
  • Fixed Train Station map not displaying the zoom in/zoom out slider
  • Fixed To-Do list not having a character limit
  • Fixed Blueprints Milestone being displayed incorrectly
  • Enable Autopilot button now updates to the Disable Autopilot button after stopping a vehicle path recording


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 7 Fixes v0.7.0.1

Hi Pioneers!

Hello everyone, here’s a patch with a bunch of fixes to some of the most reported issues on the questions site so you all can keep enjoying blueprints through the weekend :)

As always, we probably forgot some stuff or introduced some new issues so please let us know over at our QA Site: https://questions.satisfactorygame.com/ We’ll look into it ASAP

Also as always, with every new update f 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.

Hope you’re all enjoying blueprints, see you all again soon
BUG FIXES
  • Fixed Hover Pack not connecting to train tracks
  • Fixed Blueprints containing special buildables that get auto created by other buildables (Like Sign poles, railroad track switches, etc) not being able to be loaded
  • Assorted fixes to Blueprint Hologram snapping
  • Fixed a crash for Clients when placing a blueprint that has the Resource Sink
  • Fixed a bunch of buildgun trace issues, Building and dismantling in Gas/Water should now work again
  • Fixed being able to save Blueprints with invalid characters in the filename
  • Fixed buildables snapping poorly on ramps
  • Fixed a crash for Clients when loading a blueprint before data is properly synced with host
  • Fixed Train Stations showing “No Power” incorrectly
  • Fixed Conveyor Belts holograms being out resulting in performance issues
  • Fixed crash for players who have invalid characters on their session names when attempting to save a blueprint
  • Updated clearance for Hyper Tubes and Lights Control Panel
  • Fixed Client blueprints showing up in Blueprint selection when those blueprints don’t exist on Server
  • Fixed an audio issue with the Crab Hatcher


QUALITY OF LIFE
  • Ladder hologram now works with the “Build in One Click” setting


UI
  • Hopefully improved UX of what directory a blueprint goes to when loading an old blueprint or when saving a blueprint with the same name


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 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