Satisfactory

Satisfactory Dev Tracker




18 Nov

Post

Hi Pioneers!

With this update we have fixed all of the currently known crashes related to the new Conveyor Networking update, so you should no longer crash™ when playing multiplayer

This update also contains a few other fixes and some more optimisation tweaks

If you are still experiencing any issues or crashes or want to tell us about the performance changes in the latest updates, please let us know over at our QA site https://questions.satisfactorygame.com/ we read your feedback over there every day

Thank you all for your invaluable feedback, there’s more updates and improvements in the works so look forward to it

BUG FIXES

  • Fixed the last known Conveyor Replication crash
  • Programmable and Sm...
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17 Nov

Post

Hi Pioneers!

Here’s a small patch for you all which should take of another one of the big crashes left, If we missed something please let us know at our QA site https://questions.satisfactorygame.com/ Remember that you can also post any general feedback or issues regarding the update as well, we will be happy to read them.

Thanks for playing and see you again very soon <3

BUG FIXES

  • Fixed another Conveyor Replication crash
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16 Nov

Post

Hi Pioneers!

To start off this week we have some fixes to some of the crashes you might have been experiencing in the latest Experimental Update while playing on Multiplayer, there are still a few of them that we are working on so please keep your crash reports coming and if you’re experiencing any sort of issue, please let us know in our QA site at: https://questions.satisfactorygame.com/ so we can continue to polish this patch.

In this update, we have bunch of new optimization improvements which should be mainly apparent on big factories where there is a lot of these buildings are repeated.

We have also fixed a bug with log files getting a lot of spam and resulting in a big waste of Hard Drive space, If you were playing in Korean and didn’t know...

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13 Nov

Post

Hi Pioneers!

Thank you all for submitting your crash reports and for your posts over at our QA site, we are aware of the new crashes that have surfaced and in today’s patch we are including some more tools for us so we can fix these new issues more efficiently and bring a better experience to everybody as soon as possible.

If you are still experiencing issues please let us know in our QA site at: https://questions.satisfactorygame.com/ and keep sending your crash reports so we can fix them.

We have also included two new FOV options that should be of extra interest to players with ultrawide monitors, you can find them under Options > Video, please let us know what you think about them.

And lastly we have included a new console command so we...

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27 Oct

Post

Hi Pioneers!

It is time for the Fluids Update to hit Experimental. Since the contents are largely new buildings, we should maybe have called it the Pipes Update (Again), but it’s the little Fluids Update now. Much of the content has been teased and confirmed, but let’s go through the new stuff one more time!

One of the most impactful changes is an upgrade to the Fluids System that allows for Mk.2 Pipelines that carry up to 600 cubic meters of fluids per minute. We’re looking forward to seeing your more compact (or even bigger?!) setups using the new Pipeline.

In the spirit of upgrading some features, we also added the Pipeline Pump Mk.2 with superior head lift and new in-world feedback that indicates where to put Pumps on Pipelines for optimal head lift distribution.

We also added two other highly requested features related to Fluids in Satisfactory: The Packager, a small and energy efficient building which will replace the Refinery ...

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25 Sep

Post

Hi Pioneers!

The EOS SDK upgrade from our last Experimental patch seems to be stable (any issues with connecting that you might have experienced were related to the EOS servers not our code update) and we’ve fixed the disappearance of the Korean font.

That means we are pushing this update live to Early Access and Experimental now!

If you’re having issues during startup connecting online in the game, you can check the status on Epic Online Services here: https://status.epicgames.com/

Friendly reminder that you do not need to connect to Epic Online Services if you intend to play single player.

To do so add the launch argument -NoMultiplayer t...

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23 Sep

Post

Hi Pioneers!

It’s been a little while since you’ve seen an update to Satisfactory, and this one is just a very minor patch.

We’ve updated all translations in the game to the latest version. We are aiming to update the games localization more frequently in the future. The Korean font is currently broken, but we are already looking at fixing this issue. Before that is done this version will not be moving to Early Access.

Additionally, we've upgraded to the latest version of the EOS SDK. This shouldn’t have any major impact on players, however, due to potential bugs it will spend some time on Experimental before we move it to Early Access.

We are currently busy working on some fluid related additions to the game that should be coming your way by November and we are also working on Update 4 which will be released in 2021.

To stay up to date with what is happening on Satisfactory, consider following us on social media and checking...

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24 Jun

Post

Hi Pioneers!

We’ve got another tiny patch coming out, this one largely addresses translations. For all of you new to Satisfactory, the translations are a work in progress which means changes are incremental and improvements are being released regularly.

Hope you all are having a wonderful time and are enjoying the game <3

LOCALISATION

  • Updated all languages with the latest translations

BUG FIXES

  • Small stability fix for an edge case related to Steam presence
  • Fixed a bug where old translations were displayed instead of the latest version
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16 Jun

Post

Hi Pioneers!

We’ve got a tiny patch coming out today to address a crash bug and Truck Stations fuel inventory breaking when a client interacts with the building. Additionally, all languages have gotten the latest translation updates.

Cheers <3

LOCALISATION

  • Updated all languages

BUG FIXES

  • Fixed a crash that could occur when the Steam login status got refreshed
  • “Received” is now spelled correctly in the Hub
  • Fuel inventory in Truck Stations no longer breaks after a client player interacts with the building
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11 Jun

Post

Hi Pioneers!

We’ve got another hotfix for the Steam Release going live now on all versions of the game. This one addresses a few crashes some of you are experiencing when trying to play the game, as well as some login issues when starting the game.

We are also adding two start-up arguments that can be set as a launch option manually on Epic or Steam. One of them disables all multiplayer related connections, so no connections between accounts and EOS are attempted while playing singleplayer. The other start-up argument blocks Steam from activating while playing on the Epic Games Store, which allows players that own the game on both platforms to play using EGS only if their accounts are not linked and to run both versions of the game at the same time.

In Steam, you can set launch options by right-clicking on the game in your library and set it under Properties > General > Set Launch Options

In Epic Games Launcher, you can set this unde...

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08 Jun

Post

Hi Pioneers!

This is a hotfix for a particular crash on start-up that some of you are experiencing. It seems like a conflict with in-game overlays (such as the Epic Games Store and Steam overlays) can cause this in some cases. The patch should fix that issue for the moment by disabling the EGS overlay for Steam users, while we look at finding a good long-term solution.

To make the current solution take effect immediately, you will have to restart Steam.

Additionally, this patch should also fix the issue that Epic players cannot connect to Steam players via the Session ID.

We’re glad to see so many new people enjoying the game today and are doing our best that those of you who are still having issues can do so too as soon as possible. <3

BUG FIXES

  • Temporary fix for a crash on start-up related to in-game launcher overlay conflicts
  • Players on the Epic Game Store should now be able to joi...
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Post

Hi Pioneers!

This is just a small patch before the Steam release. With this version you’ll be able to play Cross-Play with your Steam friends, as soon as the game is released there.

Hope you all will have a blast. We are very excited for later! <3

UI

  • Spaced out NAT and version information in the Main Menu over two lines

BUG FIXES

  • Fixed some session connection issues
  • Multiplayer information in the Manage Session UI now has the same styling as in other multiplayer related menus
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05 Jun

Post

Hi Pioneers!

We’ve got another patch coming up before the weekend, with some small Join Game UI changes, bug fixes, and the latest translations. Nothing major, just a few tweaks and last bug fixes for this week.

As usual, let us know on the questions site if anything is breaking or you have feedback on the game!

https://questions.satisfactorygame.com/

Hope you all have a fabulous weekend <3

UI

  • Updated the styling and position of the “Join via Session ID” button
  • Tweaked the styling of the Join Game menu

LOCALISATION

  • Updated all translations

BUG FIXES

  • Fixed railroad tracks not playing a build effec...
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04 Jun

Post

Hi Pioneers!

We are pushing a patch, mainly to address the current issue that Extractors stop functioning in multiplayer. That should be resolved now. There are several other bug fixes and smaller UI tweaks included, that you can check out in the patch notes below.

We also updated the building clearance of the Empty Train Platform, so other buildables can be built in the empty space above it, and we updated all translation files again and included Hebrew translations and font support.

Hope you all have a good time with this patch and can enjoy multiplayer again <3

UI

  • Updated the in-game Map with latest changes
  • Small tweaks to the Join Game menus player icons and information display
  • Restyled social media buttons in the Main menu
  • Grouped login and NAT type information together in the Main menu
  • MAM button now has text wrapping

LOCALISATION...

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02 Jun

Post

Hi Pioneers!

Today all changes that have been on Experimental (plus a few additional bug fixes) are making their way on to the Early Access version! This includes a whole lot of bug fixes and some additions to the game that I will be going over in short, but make sure to check out the patch notes below where we have summarized all of it.

The biggest changes we are introducing is a substantial increase to the fluid transport capacity of Trains and an increase to the fluid storage capacity of Buffers, a new overflow setting for Smart & Programmable Splitters, and the ability to map out a total of 10 different Hotbars and switch between them quickly.

On top of those changes the Train Platforms, standard Conveyor Poles, Chainsaw, and Object Scanner got an update to their looks. A lot of smaller feedback improvements have been implemented in the UI as well and this version includes the new Epic Online Services implementation, which you largely sh...

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29 May

Post

Hi Pioneers!

We are doing another patch before the weekend. It includes a bunch of smaller bug fixes, and a few UI tweaks regarding the autosave notifications, multiplayer joining and information on your friend lists. Check out all the details below!

The Train Platforms also got some small details added to them. To clarify, the platform is indeed larger than before. When reworking them, we made sure to make them as modular as possible to enable more creative setups in the future. Part of that was to make them exactly four foundations wide so they fit in snugly with foundations.

Generally, we try not to adjust the size of buildings during reworks, but we will make exceptions when it clearly improves their use and fits their purpose in the game.

Hope you all have a lovely weekend <3

FACTORY

  • Added a few more details to Train Platform meshes

UI

  • Added...
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27 May

Post

Hi Pioneers!

Another patch is up on Experimental. It includes some bug fixes, better feedback in the Smart/Programmable Splitter menus, and the new Train Platforms. Try them out and let us know what you think!

We’ve introduced a performance hit in an earlier patch, coming from some code we were running to trace an issue in the game. The issue is gone now, and so is the code that affected the performance, so your factories should run a bit smoother again.

For all the details, check the notes below.

Hope you all are doing well and are having fun with the game <3

FACTORY

  • Added new meshes for all Train Platforms

OPTIMISATION

  • Removed some debug logging that tanked the performance

UI

  • Removed visible session IDs in the Join Menu, so only the host can share the session ID
  • Added the option to hide t...
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22 May

Post

Hi Pioneers!

We’ve got an update for you coming to Experimental that has a bunch of bug fixes in it. You can check them all out in the patch notes below! There are also some smaller UI tweaks and another tweak to tone down the Flying Crabs a little more.

Our multiplayer connection handling has also changed a bit and is still being worked on. Please let us know if you encounter any issues on the questions site, we will fix them as soon as we can.

https://questions.satisfactorygame.com/

Hope you all are going to have a wonderful weekend <3

MULTIPLAYER

  • Implemented changes to multiplayer connection handling and some additional UI. Still work in progress.

CREATURES

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18 May

Post

Hi Pioneers!

In today’s little patch we are fixing a bunch of EOS related crashes, the issue of starting offline sessions when loading save games, and some other bugs you can read about in the notes below.

There have also been some tweaks to the Onboarding to make it clearer and better showcase early game features, such as the Codex, and we adjusted the Flying Crabs a bit to make them easier to deal with.

Let us know what you think about the changes and if any of the issues persist or new ones pop up!

Cheers <3

BALANCING

  • Moved one of the Rocky Desert new game spawning positions to a better location

CREATURES

  • Increased the size of Flying Crabs to make them easier to hit and track
  • Increased the stun delay and downward force on the Flying Crabs so they are on the ground a little bit longer

UI

  • ...
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13 May

Post

Hi Pioneers!

Another update is coming to Experimental. In this one we’ve packed a bunch of client fixes, some more UI improvements, and other fixes for crashes and bugs you can find in the patch notes below.

We also largely reverted to the old resource meshes. While the new ones improved the readability, they didn’t incorporate what was working well with the old resource meshes. When we change something in the game, the outcome should generally be better than what we had before and that wasn’t the case. The old resource icons did get a little bit of polish, so that they are still more distinguishable in this version. We will look at the resource meshes again in the future and see if they still need some more work.

Thank you all for the feedback and I hope you have a wonderful day <3

RESOURCES

  • Switched back to old resource meshes (except for Limestone) and improved icon readability of the old meshes
  • ...
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