BirkTKirk

BirkTKirk



08 Jun

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

Comment

Originally posted by Anzzgar

same patches in experimental as well?

Same thing!

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

Comment

Originally posted by spaham

anyone knows what was updated since the previous experimental version on the exp branch ?

Good point, this should be what's new since the latest Experimental Patch:

  • Better fitting icons for some of the milestones
  • Ping effect doesn’t render behind objects
  • Fix for camera position getting stuck on respawn
  • New icons for Chainsaw, Object Scanner, standard Conveyor Pole, Cables, Concrete, Leaves, Packaged Water
  • Minor visual fixes for Fuel Generator, Hub & Drop Ship
  • Players can no longer duplicate items in storages and other inventories by opening it with both Host and Clients
  • Added an animation for newly unlocked inventory slots
  • Added new icons for all Train Platforms
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

... Read more External link →

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

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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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

Comment

Originally posted by HaznoTV

So much awesomeness!

Btw u/BirkTKirk, I assume "Freight Platform, from 500 to 2400m3" is supposed to say "Fluid Freight Platform, from 500 to 2400m3"?

It is, good catch! Updated it, thanks for pointing it out :D