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Satisfactory News

Update 4 Fixes v0.4.0.10

Hi Pioneers!

Yet another small but hopefully meaningful patch for you all
Did we somehow break everything again? Let us know over at our QA Site https://questions.satisfactorygame.com/ If our fixes finally worked you can also let us know :)

See you all again very soon!

NEW BUGS
  • Cheatcrete™ has been unfixed.


BUG FIXES
  • Fixed a bug that prevented Miners from being upgraded/downgraded.
  • Tweaked hologram materials for better visibility
  • Fixed Aluminum Casing having the wrong texture in conveyor belts.
  • Potential fix for the “No error message” crash on Continue/Load.
  • Fixed Light Quality option resetting every time the game was launched.
  • Fixed bug where the distance between drone stations wouldn’t be calculated properly, causing incorrect round-trip time estimates and battery consumption, Battery consumption should now properly increase over larger distances.


LOCALISATION
  • Miscellaneous fixes to text inconsistencies and spelling
  • Hidden more debug strings.


KNOWN ISSUES
  • Some LODS will look a bit off this patch (again), Proper fix soon™

Prison Architect's developers almost made a 3D Factorio in 2017

Introversion Software, the makers of Prison Architect, have been making a video series about all the prototypes they've created and scrapped over the past several years. This month's prototype is 'Minecraft Factory' or 'Voxel Factory', an attempt in 2017 to make a Factorio-like game out of Minecraft-style blocks.


You can watch a video where they demonstrate the prototype and why they binned the idea - and then you can buy and play it, if you like, with all the money going to charity.


Read more

Update 4 Fixes v0.4.0.9

Hi Pioneers!

We have another round of fixes and improvements coming right up after our Easter break :)

As always if we somehow made things worse please let us know at our QA site https://questions.satisfactorygame.com/ we read your posts every day.

There’s more on the way since we’re trying to wrap up remaining issues before we move to our EA release, so please stay tuned, see you all again soon
BUG FIXES
  • Fixed multiple instances of building SFX playing at the same time when near each other.
  • Attempt #5 to fix the crash in AFGReplicationDetailActor_BuildableFactory. This time it’s different, no, really, it is.
  • Made the hologram material slightly more bearable with reduced contrast, should help with being able to see text inside some holograms. Still subject to change.
  • Hopefully fixed Giant items being left behind in the world when unequipping stuff.
  • Additional check to see if the game is running or not, should reduce crashes in FGBackgroundthread.
  • Balanced sounds in equipment that changed during the engine upgrade.


UI
  • Inventory tooltips now display a maximum of 3 recipes, with a hint to the codex if there are more alternate recipes.
  • Made Tooltips a bit more compact.


OPTIMISATION
  • Added distance cull to skeletal meshes.
  • Enabled only ticking when rendered for several skeletal meshes.
  • Texture2D Array sampling stability / performance test for factory material, should reduce GPU cost for factory buildings in general, mainly noticeable on lower spec machines.
  • Improved light falloff settings, light should have a smooth transition when possible.
  • Upped lighting scalability. Lights should render much longer on higher settings. (Be sure to reset the Light Quality option in the video settings for it to work properly)


LOCALISATION
  • Fixed a bunch of mistakes and typos.
  • Updated scripts for test languages and completion rates
  • Updated all languages with the latest translations.
  • Updated completion rates.


KNOWN ISSUES
  • Battery LODS will look a bit off this patch, VFX and Animated part will cull too early. Proper fix soon™
  • Texture tiling on some factory buildings will look off caused by the texture2D array test.

Update 4 Balance Patch v0.4.0.8

Hi Pioneers!

The weekend is near and we know that’s the best time to play Satisfactory so here’s a balance patch for you all to try out! :D

Let us know how good and amazing the changes are in our QA site https://questions.satisfactorygame.com/ if they aren’t good you can also tell us I guess

See you all again soon, wish you all the best
BALANCING
  • Increased the Bauxite usage on most alternative recipes using Bauxite or Aluminum parts.
  • Increased Aluminum usage of Radio Control Units and Heat Sinks (Standard recipes).
  • Rebalanced Plutonium Fuel Rod standard recipe, increased power yield, and reduced Plutonium Waste production.
  • Rebalanced all Alternative Plutonium Recipes.
  • Fixed and rebalanced Infused Uranium Cell recipe.


Exact Standard recipe changes:
  • Radio Control Units cost slightly more casings now (from 30 to 40 per minute).
  • Heat sink production rate has been lowered to 7.5/min (from 10/min) and now costs more Alclad Sheets and less Copper Sheets (From 4 to 5 and 4.5 to 3 per Heat Sink, respectively).
  • Plutonium Fuel Rods now produce four times as much power but cost twice as much and are produced at half the rate.
  • Encased Plutonium Cells output at half the rate to match new Plutonium Fuel Rod production.
  • Fixed up a mistake made with the Non-fissile Uranium standard recipe (the numbers for Sulfuric Acid and Nitric Acid were swapped... oops).
  • Halved Plutonium Waste output per minute (was 2 per generator, is now 1).


Exact Alternative recipe changes:
  • Sloppy Alumina & Electro:
    - Aluminum Scrap: Adapted the numbers and increased bauxite usage.
  • Instant (Aluminum) Scrap:
    - Adapted numbers for water (input and output).
  • Pure Aluminum Ingot:
    - Slightly increased both input and output rate (ratios are the same).
  • Alclad Casing:
    - Increased Aluminum Ingot usage.
  • Radio Control System:
    - Increased Aluminum Casing usage.
  • Heat Exchanger:
    - Increased usage of Aluminum Casing by 100% and Rubber by 50%.
  • Cooling Device:
    - Increased Heat Sink usage.
  • Turbo Rigour Motor:
    - Renamed to Turbo Electric Motor, decreased Electromagnetic Control Rod and Rotor usage, increased Radio Control Unit.
  • Turbo Pressure Motor:
    - Reduced Packaged Nitrogen, Pressure Conversion Cube, and Stator usage.
  • Infused Uranium Cell:
    - Properly uses Uranium instead of Uranium Pellets now, did another balance pass while we were at it.
  • Non-fissile Uranium:
    - Reduced Nitric and Sulfuric Acid usage, reduced water output.
  • Instant Plutonium Cell:
    - Reduced Nitrogen usage, halved output rate to match new Plutonium Fuel Rod balance
  • Plutonium Fuel Unit:
    - Doubled production time.

Update 4 Fixes v0.4.0.7

Hi Pioneers!

Hello again everybody! Another small round of fixes today because we love you all.

If we managed to break something that was working fine before please let us know at our QA site https://questions.satisfactorygame.com/ You can also give us feedback on stuff you like or don’t like or remind us of old unfixed issues!

See you all again soon, thank you for playing
BUG FIXES
  • Fixed missing sounds in Geyser nodes
  • Attempt #4 at fixing the UFGReplicationDetailInventoryComponent crash
  • Fixed Sort button not working in Vehicle Storages
  • Fixed Clients not being able to see Information in Drone Ports
  • Fixed issues with items not rendering properly in conveyor belts #PraiseBen
  • Fixed Light Intensity in UI displaying as 1000% instead of 100%


OPTIMISATION
  • Factory tick optimisations #AlsoPraiseBen


LOCALISATION
  • Updated test language translations
  • Fixed some more typos and consistency issues
  • Hidden more irrelevant strings for localisation
  • Made more strings localisable