Satisfactory

Satisfactory Dev Tracker




16 May

Comment

Originally posted by cobratooo

I think a lot of people got angry because of all the comments the CM did, like "we didn't want to listen to you guys, we sold five copies xoxo uwu"

9 copies*

Comment

Originally posted by Swaqqmasta

Excited to see what's in store for S.A.M. and the other collectibles, as well as Tier 8

Some additions mentioned in this:

New vehicle(s) and buildings in Tier 8

3rd person toggle is a goal but causes issues

Fix for visibility at night in works

Lights wanted but must make them in a way that doesn't tank performance.

S.A.M. ore will likely be late game resource tied to story and solving logistic issues in late stage factories.

Story !

Expansion on exploration

Potentially multiple body slots

Official Mod Support

Dedicated servers in the works

Potential farming capabilities

Some talks about changes to benefit replayability

Full version release date possibly between 2021-2022 (very rough estimate)

Additional notes:

In general, there are problems that have potential solutions (flying vehicles) but the devs want to implement a better solution to the root ...

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thank you so much for this summary :)


15 May


14 May


13 May

Comment

Originally posted by [deleted]

[deleted]

Finding the best of both worlds would definitely be the approach to another rework. We always aim to improve and the old ones have room for improvement!

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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12 May


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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hey folks im making a Q&A vid for thursday, leaving your burning questions belowwww

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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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