Satisfactory

Satisfactory Dev Tracker




02 Aug

Post

Hey Pioneers!

We’ve got another update with some fixes and optimisation for you, coming in on Experimental! We are also trying out another new feature for the Map/Compass, which is setting the view distance for Beacons. Near, far, wherever you are.

The plan for this update is to be on Experimental over the weekend to catch potential issues (particularly with the optimisations) and push it to Early Access early next week when we deem it stable.

Let us know if we broke anything and the game runs a little smoother for you in this version! (Or if it doesn’t…) <3

BUG FIXES

  • Korean, Greek, Finnish and Dutch languages should now work properly when selected
  • Ensured that Power Slugs don’t lose their colour on distance (should be more easily distinguishable now)
  • Fixed a small name input bug on the Train Stations
  • Added some debug code for Conveyor Belt crashes
  • Fixed inconsisten...
Read more External link →

30 Jul

Post

Hi Pioneers!

Since yesterday's Experimental release seems to be stable, we are pushing it live now! It includes all the fixes, changes and additions since last weeks Experimental update. Unfortunately, the new language options and Korean are not working yet. We aim to have them fixed with the next update.

Hope you’ll enjoy the patch!

BUG FIXES

  • Research time in the MAM should display correctly again
  • Researched resource mesh should be displayed in the MAM again
  • Fixed players respawning under the world after rebuilding the Hub
  • Right-clicking in Build Mode or the Build Menu will close it again
  • Earlier we broke the placement of factory legs, so we fixed that legs of newly built buildings will not break when reloading and consequently had to reset all built legs (looks fine on Foundations but legs built on terrain will not be traced to the ground).
  • Storages stacked on ot...
Read more External link →

29 Jul

Post

Hi Pioneers!

Just a few additional fixes are coming to Experimental in this version before we push the changes live on Early Access. We added a few more languages (Greek, Finnish and Dutch) as well as an option to toggle the different culling system we were trying since last Friday. It should improve performance for most setups, but might result in a slight decrease for some people. If you noticed a decrease in performance, try and turn the Hierarchical Z-Buffer Occlusion off in the video options (it will require a restart of the game).

After this update, we will be fixing the last issues and push it to Early Access. Let us know if anything breaks!

BUG FIXES

  • Fixed issues with the Korean font
  • Fixed incorrect tiling on the Willow Tree
  • Train Platform dismantle now refunds the correct cost

UI

  • Minor layout updates on Map Filters
  • Added a sma...
Read more External link →

26 Jul

Post

Hi Pioneers!

Here we go, another update with some optimisation tests, crash and bug fixes and updated translations. For this build we will need some more testing, so we are putting it on Experimental over the weekend. As usual, be careful when you try it out and back up your save files. Next week we’ll be spending some time fixing up whatever issues arise and will push it to Early Access as soon as those are dealt with.

Let us know what breaks and hope you have fun with the update! <3

BUG FIXES

  • Research time in the MAM should display correctly again
  • Researched resource mesh should be displayed in the MAM again
  • Fixed players respawning under the world after rebuilding the Hub
  • Right-clicking in Build Mode or the Build Menu will close it again
  • Earlier we broke the placement of factory legs, so we fixed that legs of newly built buildings will not break when reloading and conseq...
Read more External link →

22 Jul

Post

Hi Pioneers!

Second time's the charm, right? Today we are pushing all the changes that we rolled back last week, plus fixes for critical bugs and some additional small changes. Biggest changes are still that players will be unable to play together on different versions of the game and the overhaul of the Red Jungle. Biggest new change is the addition of some basic filtering options for the Map and Compass, which can both be accessed via the Map.

Hope you enjoy the patch!

BUG FIXES

  • Finished researches in the M.A.M. should show up on the bottom of the list now
  • Fixed the “Insert Schematic Name Here” bug
  • Added a version check on joining invites and ensured that network connections with different game versions generally fail and give an error message
  • Fixed typos in the Nuclear Waste trash message
  • Destructible boulders should no longer reappear (that took us a while to find)
  • ...
Read more External link →

18 Jul

Post

EDIT:

We rolled back to the previous version (Build 102023) since this patch introduced some issues. We will update again once those are fixed, but that sadly means you might have to wait for the content in this patch until next week.

Hi Pioneers!

Here we go with another little patch while we are on summer downtime. Most notable change in this one is that players should now be entirely unable to join each other with different versions of the game. There will be an error message notifying you on what has gone wrong.

We also overhauled the Red Jungle, which can cause some problems if people have built a bunch of stuff in that area. But it looks better now, so that’s great, right?

Gafgar, one of our programmers, also wrote a blog post on our latest network optimisations. If you want to know a little bit more about the work that goes into those aspects of the game, you can check it out here:

...

Read more External link →

09 Jul

Post

Hi Pioneers!

Again, a little patch to address some issues. Before this patch, players with different versions of the game were able to join each other, which caused some issues including crashes. If you can’t join your friends anymore, make sure you are on the same version. You can do that by checking the build number in the bottom right.

Also included are some minor fixes, some optimisation and the accumulative decrease of performance when using Trains should be fixed!

BUG FIXES

  • Clients can now interact with the vehicle fuel and inventory again
  • Fixed a crash that could occur when building a Train Platform/Station in between two other Platforms/Stations to connect them
  • Players with different versions of the game can’t join each other anymore (this was unintended and caused issues)

OPTIMISATION

  • Removed some debugging checks from Conveyor Belt ne...
Read more External link →

25 Jun

Post

Hi Pioneers!

Surprise! We have added Trains to Experimental. Now beware, they are definitely still work in progress both visually and functionally. Nonetheless, we’d like you to try them out, give us feedback and see if they break. Specifically multiplayer is still a problem, so don’t expect them to work for clients in multiplayer sessions.

As usual, a reminder that Experimental is prone to be unstable. If you want to be on the safe side when playing it, it is advised to back up your saves.

Hope you all have some fun with the Trains! <3

NEW CONTENT

  • Trains (still work in progress)
    • Trains are unlockable in Tier 6. Now go and set up your next level long range resource transportation!
  • Icons for a bunch of the Tier 7 resources (still work in progress)
  • Added the mesh for the Silica

BUG FIXES

  • Fixed a cave in the Swamp so ...
Read more External link →

20 Jun

Post

Hey Pioneers!

Here are some fixes to the Experimental that should make it more stable! Now we also have the ADA voice lines in for Tier 7, we made some of the Conveyor Belts faster and items that you drag in the inventory are being anchored to the top left corner again instead of the middle.

We’re heading into an early weekend for Midsommar here in Sweden, so more updates will come next week. Let’s see if we fixed more bugs with this patch than we introduced. :D

Have a wonderful weekend and keep the bug reports and feedback coming! It helps a great deal. <3

NEW CONTENT

  • Added voice over and ADA lines for Tier 7
  • Added the mesh for the Heat Sink & Radio Control Unit

BALANCING

  • Changed several Conveyor Belt speeds:
    • Mk.4 450 to 480 items per minute
    • Mk.5 660 to 780 items per minute

QUALITY OF LIFE...

Read more External link →

14 Jun

Post

Hey Pioneers!

First of all, this update to the experimental branch is a DANGEROUS one. It’s the most “experimental” build we’ve put out until now, so there will likely be new crashes and bugs. You might have to restart the game after some crashes when playing multiplayer. I’d like to remind you to back up your save files before trying it out. You can find your save files here:

%localappdata%\FactoryGame\Saved\SaveGames\

Second, this experimental update does not include trains. Sorry, but you’ll have to wait a little longer for that. What it does include is the Tier 7 content which we’d like you to try out so you can give us some feedback on the balancing of this next Tier (it is probably the most resource heavy one we have made so far). There is still much missing on the visuals of Tier 7, which will be added before the update rolls out on Early Access.

Additionally, there is a bunch of work we have put into the technical side of t...

Read more External link →

21 May

Post

Hello Pioneers!

We’ve got a tiny patch for you all today to fix that players who disconnected from a multiplayer session while inside of a vehicle cannot connect to the game anymore.

In the coming weeks there might be more bug fix patches, but only for the most severe issues. This is due to us now fully focusing on the next big update so it gets done by the end of June. ;)

We changed where we put patch notes on our website, you can now find new patch notes under ...

Read more External link →

17 May

Post

Hello Pioneers!

We’ve got a small patch incoming with some fixes to the Early Access build. Thanks again to all of you who helped getting this release stable by playing on the Experimental build and reporting bugs and issues to us. For now, the Experimental build won’t be updated until we have new content to test, so the Early Access build will remain the latest version of the game until then.

If you find any more bugs or you want to share your feedback on the new features (or previous features) or you have suggestions on what you’d like to see in Satisfactory in the future, go to https://questions.satisfactorygame.com/ as usual and let us know there. Do so either by up-voting other posts of people that share your thoughts or by putting up your own posts!...

Read more External link →

14 May

Post

Hello Pioneers!

The update with Conveyor Lifts, Sulfur and Quartz is now live on Early Access. For the Sulfur and Quartz research to unlock, you will have to find either and pick them up.

Big thanks to everyone playing the Experimental Build and helping making this update stable! You should be able to continue saves that have been played on the Experimental Build with the Early Access version.

In addition to the new features, the update includes a bunch of bug fixes, balancing changes, quality of life additions and other changes for you all. As usual, you can find the details to all of those in the patch notes below.

NEW FEATURES

  • Added the Conveyor Lift
    • Rebuild or build a new factory with Mk.1 - 4 of the vertical Conveyor Belt!
  • Added the Quartz Research
    • New Parts and Recipes: Quartz Crystal, Crystal Oscillator
    • Explorer Vehicle: The vehicle currently be...
Read more External link →

09 May

Post

Hi Pioneers!

This small patch is mainly to fix some multiplayer related crashes, but we’ve fixed some other things along with it. As usual, you can find the details on that below.

BALANCING

  • Conveyor Lifts now snap in 1m steps instead of 2m

BUG FIXES

  • Generators and Power Poles now show the correct name in their menu (Biomass Burner, Coal Generator, Power Pole Mk.2, etc.)
  • Stackable Poles can no longer be built within each other
  • Fixed some Map related crashes (on client and host)
  • Fixed the distance of input fog planes on the Splitters and Mergers
  • Hopefully fixed a crash related to Power Lines being saved in a bad state
  • Fixed a crash occurring when exiting the game
  • Players are not able to walk on water anymore
  • Players don’t move upwards infinitely when flying with the Jetpack and equipping a different body slot ...
Read more External link →

07 May

Post

Hi Pioneers!

Another small patch to the Experimental, mainly to fix the crashes some of you experiencing when loading saves. A few other fixes and changes have made it in as well, you can find them in the notes below.

BALANCING

  • Adjusted the Alternate Recipe for Compacted Coal
    • Old: 2 Coal + 2 Sulphur
    • New: 3 Coal + 3 Sulphur
  • Adjusted the Alternate Recipe for Turbo Fuel
    • Old: 5 Fuel + 2 Compacted Coal
    • New: 5 Fuel + 4 Compacted Coal

BUG FIXES

  • Fixed on load crashes related to excluded researches
  • Automatic Health regeneration up to 3 pellets works again
  • Fixed not being able to build Conveyor Lifts downward onto Foundations
  • Fixed the Stackable Conveyor Pole not aligning with other Conveyor Connections
  • Unpossessed Player Characters that are killed or already dead now spawn ...
Read more External link →

06 May

Post

Hi Pioneers!

Here we go, the actual patch to bring you several crash fixes, bug fixes, balancing changes and a few content additions. This time without removing all your Conveyor Belts.

Hope you all enjoy the patch!

BALANCING

  • Doubled the cost of the Conveyor Lifts
  • Renamed Gunpowder to Black Powder
  • Adjusted Black Powder recipe:
    • Old: 2 Coal + 1 Sulphur
    • New: 1 Coal + 2 Sulphur
  • Adjusted Conveyor Lift clearance

BUG FIXES

  • Fixed the “banana conveyor bug”
  • Fixed the hologram material on the Conveyor Lifts
  • Fixed Conveyor Lifts visually transporting parts into the correct direction
  • Fixed the bug where inventory size wasn’t updated until the player opened the inventory
  • Fixed the outdated Power Pole descriptions
  • Fixed custom names for the Radio Tower disappearing after relo...
Read more External link →

03 May

Post

Hello Pioneers!

We are pushing an update that should fix the new crashes on the Experimental Build, together with some other bugs and mitigate the decreased performance compared to the Early Access version.

Additionally, we introduced some balancing changes to the new content and improved the Conveyor Lifts further. Thanks for all your feedback and reports, it helps us a great deal with development!

Keep it up <3

BALANCING

  • Doubled the cost of the Conveyor Lifts
  • Renamed Gunpowder to Black Powder
  • Adjusted Black Powder recipe:
    • Old: 2 Coal + 1 Sulphur
    • New: 1 Coal + 2 Sulphur
  • Adjusted Conveyor Lift clearance

BUG FIXES

  • Fixed the “banana conveyor bug”
  • Fixed the hologram material on the Conveyor Lifts
  • Fixed Conveyor Lifts visually transporting parts into the correct direction
  • ...
Read more External link →

30 Apr

Post

Hello Pioneers!

As promised, the Experimental Build is now available to everyone who has purchased the game. It will show up as an extra library item additionally to the Satisfactory Early Access.

It includes some nifty features that we want you to try out and give us feedback on, such as the Conveyor Lifts and the new research chains Quartz and Sulphur.

Keep in mind that this version is more unstable than our other releases, so consider backing up any saves you want to try with it before loading them up in the Experimental build.

Hope you all enjoy the new features and fixes! Share your feedback and the bugs you are experiencing on the questions site:

https://questions.satisfactorygame.com/

NEW FEATURES...

Read more External link →

16 Apr

Post

Hello Pioneers!

Today’s patch is a tiny one as we are now focusing completely on the upcoming content update. If everything goes well this also means we will not push any more updates until then.

Just a reminder we are planning to release the content update at the end of April, as we stated on the roadmap. Additionally to the content updates it will also include smaller and less crucial bug fixes that were easier for us to do during regular development instead of hotfixes.

Reminder: If you have any suggestions or issues related to the game, go to our dedicated site to report them.

https://questions.satisfactorygame.com/

BUG FIXES

• Fixed the Geothermal Generator crashing on dismantle for ...

Read more External link →

02 Apr

Post

Hello Pioneers!

Alongside working on the April content update, we just pushed another small patch addressing load time bloat due to vehicle recordings and some of you not being able to save the game. To do the latter, we moved the save location out of ‘My Documents’. On start-up after the patch is downloaded you’ll have a backup of your saves in the old location and all your saves will be migrated to the new location. The new location is:

%localappdata%\FactoryGame\Saved\SaveGames\

BUG FIXES

• Fixed vehicle idle recording issues bloating load times and FPS

• Fixed some players not being able to save by moving the save location

External link →