Satisfactory

Satisfactory Dev Tracker




07 May


06 May


05 May


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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01 May


30 Apr


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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28 Apr


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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23 Apr


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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