Satisfactory

Satisfactory Dev Tracker




11 May

Post

Hi Pioneers!

A single hotfix is sneaking its way onto the Early Access version, since a nasty crash/freeze on load has become more prominent. This fix should take care of that issue.

None of the Experimental content is included in this build, all of that will be coming at a later, not yet defined, time.

Hope you all are having a wonderful week and fun with Satisfactory <3

BUG FIX

  • Fixed a bug related to power circuits, that could cause the game to crash or freeze when loading a save
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07 May

Post

Hi Pioneers!

We’ve got a patch coming in resolving some issues for multiplayer. Most importantly, it includes some improvements on host performance when clients are in the game, which should take care of the FPS drops that can occur, and when loading a game you should now spawn consistently in your own character again.

Keep in mind that an issue that persists is that when loading a save from within the game it is started as an offline session, which means you will still spawn in a new character. To avoid this, load saves from the main menu for the time being.

Now the session ID can be edited and there are checks in place to ensure session IDs are unique and the game should no longer crash for clients when they join a session shortly after it has been started. This can introduce some waiting times that we are aiming to reduce soon.

For the few remaining fixes, check out the patch notes below.

Cheers <3

OPTIMI...

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04 May

Post

Hi Pioneers!

Some more fixes have made their way onto Experimental. We have taken care of some client side crashes, the fact that right click didn’t close the build menu anymore like it used to, and issues with dismantling.

We are aware of the massive FPS drops in multiplayer, have identified the issue, and will continue looking into how we can fix it and get it to you as soon as possible.

An addition to this build is a new implementation of the Epic Online Services handling online sessions. These changes are going to introduce some issues in multiplayer that we want to fix as quickly as possible, so please continue to post problems on our questions site. The feedback helps a lot.

https://questions.satisfactorygame.com/

One known i...

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29 Apr

Post

Hi Pioneers!

Today's patch should fix the issue of despawning Lizard Doggos and introduce an overflow setting for your Smart & Programmable Splitters! There are some additional fixes and tweaks coming with it that you can check out in the notes below.

In the last patch we updated the fluid simulation to properly work below Z-0 in the world. If you are now experiencing issues with your fluids it could mean that your setup has been relying on the bugs that we fixed. In that case you might have to revisit your setup and make sure it is working properly and uses the correct number and placement of pumps.

Hope you all will have a good time with the patch! <3

BALANCING

  • Adjusted handcrafting times for some later game parts to reflect their complexity
  • Power Shards production times changed to work better with Constructor sounds
  • Color Cartridge production cycle shortened, production values are...
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24 Apr

Post

Hi Pioneers!

We’ve got some more fixes coming in before the weekend. The chat should be working again, Hotbars should work better with different keybindings, and the issue with the in-game map getting stuck to the mouse cursor is fixed as well. Pipes below a certain height in the game (Z-0) had some weird behavior specifically in how they handle headlift. That should mostly be resolved now, but there can be some weird fluid behavior there that we are aiming to fix soon.

Additionally, the style of keybinding hints under menus has gotten an update to make them a bit clearer and less easy to miss.

Hope you all have a nice weekend. Stay safe <3

UI

  • Updated the visual style of keybinding hints in all relevant menus

BUG FIXES

  • Chat should be working again
  • Hotbars can now be switched while the build menu is active
  • The Map should no longer stay stu...
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22 Apr

Post

Edit: Now version 0.3.4.4 - Build 120281

BUG FIX

  • Water Extractors should be placeable again in water with enough depth

Hi Pioneers!

In today’s patch we are mostly addressing some more bugs on the Experimental version. Water Extractors should be placeable again in more locations, but there are issues remaining that we are still looking into. The messed-up material on Stackable Conveyor Poles should also be taken care of and we are looking into the Smelters.

From now on Lizard Dogs that have been tamed should no longer disappear. If yours are already gone and you have saved that session, they will sadly remain gone. In that case you will have to either load a previous save where they are still present or find new Lizard Dogs to tame.

We also added autosave notifications, inverted corner Ramps and some other fixes you can check out in the patch notes below.

Cheers ...

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17 Apr

Post

Hi Pioneers!

This hotfix is addressing some of the more pressing issues on the Experimental version. It should fix two nasty multiplayer bugs that have been introduced in v0.3.4.0, crashing when a client joins and persisting visuals for dismantled buildings on client. There are some more fixes that you can check out in the patch notes below.

Next week we will likely have more fixes for you. Hope you all have a lovely weekend and thank you for playing! <3

PS: Yes, I forgot to add that Nuts & Berries should now regrow in the initial patch notes for Experimental. Whoopsie. There is currently a bug with the Nuts that will be fixed soon.

NEW FEATURE

  • Beryl Nuts and Paleberries regrow (since v0.3.4.0)

BUG FIXES

  • Fixed the World->bInTick crash that could occur when a client joins a game
  • Building visuals should no longer persist for client players after dis...
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15 Apr

Post

EDIT: Now version 0.3.4.1 - Build 119646

And we got the first hotfix going up for our patch to Experimental. This one mainly addresses that existing Fluid Freight Wagons still only picked up 500m3 instead of the new possible amount of 1600m3.

Thanks for all the quick reports on the bugs! We are working on more fixes that will roll out when they are ready during the coming weeks.

BUG FIXES

  • Already existing Fluid Freight Wagons should now be able to take 1600m3 instead of only 500m3
  • When switching the Multiple Hotbars with arrows they should no longer skip Hotbars
  • Fixed some icons having the wrong resolution

Hi Pioneers!

We are doing a little update to Experimental with a bunch of fixes and improvements. A new feature we are introducing with this update is Multiple Hotbars! You will be able to switch Hotbars with the arrow keys by default (those standard...

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25 Mar

Post

Edit: This version is now also live on Early Access.

Hi Pioneers!

We’ve got a tiny patch coming to Experimental now to test some more small fixes we have done, before they go on Early Access. The most notable change is that you should now always get resource refunds from Mass-Dismantle into your inventory if there is space.

Let us know if you encounter any issues with the new version and I hope you all are having a good time with the game.

Cheers <3

BUG FIXES

  • Fixed that mass-dismantle sometimes wouldn’t put refunded resources in your inventory if there is enough space
  • Potentially fixed a crash related to equipment
  • Fixed memory leak issues related to inventory replication
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18 Mar

Post

EDIT: This version is now live on Early Access!

Hi Pioneers!

We are pushing a few more bug fixes to Experimental that we want to try out before they make their way to Early Access. These are mostly addressing small issues and fix some more rare crashes that still occur. Check out the list below for the specifics.

Hope you all are taking good care of yourself and each other. Best wishes from Sweden <3

BUG FIXES

  • Fuel Generators should no longer glow
  • Unpackaging Heavy Oil Residue now gives back the right amount of Canisters
  • Fixed all the floating Bacon Agaric Mushrooms in the Lake Forest
  • The game should no longer crash when putting used Equipment in the AWESOME Sink
  • Fixed a crash when connecting a new power pole to a circuit that have mismatching IDs in it. The system now handles mismatching IDs more gracefully, this was most likely caused by buildin...
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11 Mar

Post

Hi Pioneers!

It is finally time, Update 3 is on Early Access! With it come pipes, fluid resources, the AWESOME Sink & Shop, Hyper Tubes, Dune Desert reworked as a new starting area, rebalancing the entire game, a bunch of optimisations, a whole lot of quality of life features, and so much more. These are probably the longest patch notes we’ve ever written for Satisfactory. Go check them out below and/or read more about Update 3 on our website.

https://update3.satisfactorygame.com/

All saves previously played on Early Access should load. Now, if you do load up an old save that hasn’t seen any of the Update 3 content yet, instead of starting a new game, proceed with caution. Due to ...

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10 Mar

Post

Hi Pioneers!

Another Tuesday, another update to Experimental. We are closing in on a release to Early Access but want to test these fixes on Experimental first to ensure the build is stable.

This patch includes updates to the translation files, several minor bug fixes and icons for resources and meshes that we changed. We also updated the Power Poles again to be more distinguishable and so they can be colored again.

Let us know what you think, and I hope you all have a good time with the patch. Cheers <3

LOCALISATION

  • Updated with the latest translations

FACTORY

  • Updated the mesh of all Power Poles to a colorable and more distinct design
  • New icons for changed resources:
    • AI Limiter, Crystal Oscillator, Circuit Board, Fuel, Hard Drive, Hazmat Filter, Hazmat Suit, Liquid Biofuel, Crude Oil, Heavy Oil Residue, Quickwire, Silica, Wire, Turbof...
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04 Mar

Post

EDIT: Now version 0.3.3.1 - Build 116171

This hotfix adds stackable Hyper Tube support to the game and fixes some more bugs before the weekend. Most importantly we pushed another crash fix, the remaining Geysers should allow for Geothermal Generators to be built on them again, and we fixed some problems in the fluid system that could result in Pipelines not reaching maximum flow.

Let us know if any of those issues continue. Hope you all have a nice weekend!

FACTORY

  • Added stackable Hyper Tube Support

BUG FIXES

  • Pipes should now be able to reach maximum flow
  • Fixed a bug where some Geysers were still not usable
  • Overclocking UI now updates correctly when removing Power Shards
  • Buildings no longer stay overclocked when a client player removes the Power Shards
  • Overclocking UI now updates for client without having to open and close the men...
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28 Feb

Post

Hi Pioneers!

We’ve got another hotfix coming up which most importantly addresses the performance issues and introduces several balancing changes to the Refinery, oil refinement recipes and Alternate recipes.

Additionally, we fixed some crashes and minor bugs. The easiest way for us to debug on load crashes is when we have access to the saves that crash. If you crash on load and make a post about it on the questions site, feel free to attach your save file via a file sharing service to the post. It’ll help a lot with investigating these kinds of issues.

Please try out the balancing changes and let us know what you think on the questions site! Hope you all have a nice weekend <3

https://questions.satisfactorygame.com/

BUG F...

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25 Feb

Post

EDIT: Now version 0.3.2.1 - Build 115821

Yesterday’s patch broke a bunch of things, so here is a hotfix to address some of the issues while we look at the others.

The falling through the world seems to have been caused when a corrupted world tile was loaded, which means it affected a large part of the map. We fixed that world tile and couldn’t reproduce the bug anymore. If you do still fall through the world at any part of the map, please report it on the questions site with a screenshot so we can investigate further.

We are currently looking into the decrease in performance and identified some issues that we are working on now. Hopefully we can push another hotfix for this issue soon. The respawning of enemies is being investigated further as well; we are currently looking into saves in which people encounter respawning within their factories to identify what exactly is happening before we start making additional changes.

There are ...

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18 Feb

Post

EDIT 2: Now version 0.3.1.2 - Build 115191

Today’s hotfix is a small one as well. Integrated objects like the HUB Biomass Burners and Terminal can no longer be copied via the middle mouse button. The instances of all the integrated HUB objects that have already been built should also be dismantlable now.

We are looking into a bunch more fixes, but I want to take a moment and talk about two issues in particular:

The creatures that are respawning in factories are the result of reworking the respawn system, which was not functioning properly before Update 3. We are still working on adjusting this system, so bear with us while we identify all the cases in which creatures should or shouldn’t respawn, and make sure these cases are covered. The flying buggers in factories might be a different issue though. We are looking into it.

Some people’s Water Extractors also stopped func...

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13 Feb

Post

Edit: Due to hotfix now version 0.3.0.2 - Build 114480

Hi Pioneers!

The first hotfix for update 3 is out now. In this one we are addressing several crashes, most notably one that occurs for some older saves on start-up and is related to the new Project Assembly Parts. Overclocking in the MAM now has the cost it should have (which is NOT 20 Power Shards. Whoopsie), and some other wrong recipes have been fixed as well.

We also fixed the issue that Water Extractors stopped producing when loading and that sometimes recipes have to be reset in the machines on load. The Water Extractors that have stopped functioning will likely have to be rebuilt.

Thanks for all the issue reports, we are churning through them steadily and many more fixes are on their way.

Hope you all are enjoying the update so far!

BUG FIXES

  • ...
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26 Nov

Post

[UPDATED] There has been one update to Experimental, making it v0.2.1.20 - Build 109693. In it we fixed the power issues with trains introduced in the Experimental update on November 26th and that the "Wall Conveyor Perpendicular" was missing from the build menu. We happened to have time for this one, but don't expect more bug fix updates on Experimental. We are still focusing on Update 3.

Hi Pioneers!

Today we've got TWO different builds, one going on Early Access and one on Experimental. Early Access is pretty straight forward, we fixed Persian and Ukranian, added Hungarian and we updated all languages with the latest translations. Nothing scary there, Early Access should be exactly as stable as it was before.

Now the Experimental update is a different beast. We have upgraded our engine version and implemented some optimisations we would like to test with you all. Specifically the engine upgrade touches a lot of the code,...

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09 Oct

Post

Hi Pioneers!

The train fixes, cloud save preparation, mass dismantle and uObject optimisations we have been pushing to Experimental are now live on the Early Access version. These patch notes summarise all changes that have been made while we were patching Experimental. We’ve had a bunch of disclaimers on Early Access, but I will stress it here once more: Backup your saves before you start playing, we are messing with them in this build!

You can find some detailed info about it on our blog or watch the video we released with information on the topic of Cloud Saves.

...

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03 Oct

Post

Hi Pioneers!

Is this the smallest patch we ever released? We’ve got exactly two things for you in this tiny update to Experimental: Last patch we fixed that entering a Train doesn’t autorelease the brakes (which caused some issues) and instead the brake needed to be manually released by pressing space. That caused some confusion, so we added a feature that when you get into the Train and try to move forwards or backwards (W or S in the standard case) the brakes are automatically released.

We also noticed that more people are starting to get the uObject crash, which happens when there are too many objects in the game. This can be the case in exceedingly large factories and is something we are optimising the game for.

In this patch we are pushing an optimisation for this case that we want to try, which should reduce the amount of uObjects significantly. This still means that, if you play long enough and build enough structures, you might hit t...

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