Satisfactory

Satisfactory Dev Tracker




13 Aug

Comment

Originally posted by DannySupernova

Please note: I'm just linking to the post I found on the bug report site. I did not make the report.

I know this is a whiny post/comment, but I just sort of lost my will to play when all of those trees ruined at least three of my building plans. And they're also right in the middle of a vehicle path that I had through my base. I get it, it's not just early access but also experimental, but these trees have completely killed my rhythm for the time being.

252

theyre gonna be fixed


09 Aug

Post

Hi Pioneers!

Experimental is getting another small update today. It’s mostly bug fixes, some optimisations we want to try out and some minor gameplay/UI additions.

Let us know what you think of these additions and hope you all have a great weekend! <3

BUG FIXES

  • Train names should now be saved correctly (also for clients)
  • Names should show up on the Compass again
  • Trains should now be properly shown on the Compass
  • Hovering over Conveyor Belts in Dismantle Mode won’t change their Belt to Mk.1 anymore
  • Fixed an issue where some players would get no colour assigned to them in multiplayer

UI

  • Little overhaul of the Photo Mode UI, including a rule of thirds overlay
  • Increased font size on the Power Graph

FACTORY

  • Added “Any Undefined” rule for the Smart & Programmable Splitter, whi...
Read more External link →

07 Aug


06 Aug

Post

Hey Pioneers!

The latest Experimental updates are going live today! With this localisation for Greek, Finnish, Dutch and Korean should now be fully functional on Early Access and we optimised the game a bunch which should give you all a bit more FPS.

Several bugs have been fixed as well, including ones that locked up Mergers and Splitters specifically on lower frame rates. As part of this fix all Splitters and Mergers now have a small inventory (it won’t be visible in the UI), so they will all fill up across your factories which can result in all your currently backed up production facilities starting up at once. On larger save files this can mean a drop in FPS on the first startup with this new version (which should go away after a short time) and potential power outages if your power production doesn’t support all those machines starting up at the same time.

Hope you all enjoy these fixes! If you find any new bugs, please report them to us...

Read more External link →

05 Aug

Post

Hey Pioneers!

There are a few bug fixes coming to Experimental today. We are still fixing some things up before we are pushing the latest changes to Early Access, but will probably do so very soon.

Until then, let us know what kind of bugs you come across!

BUG FIXES

  • Smart/Programmable Splitters should now use more than one output when there are multiple outputs with a matching rule
  • Fixed that map filters don’t block the map when hidden
  • Foundry should not block buildings being built next to it anymore
  • Color Gun settings will now stay persistent on saving and loading
External link →

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 →

01 Aug


31 Jul


30 Jul